| # | Deck | Games | Win % ranked by conservative lower bound | Last played |
|---|
Card Search Standard-legal only
0 / 60
Deck Analysis energy curve, type spread, weakness exposure, evolution-line check
Opening Hand Advisor samples real opening hands, then simulates forward to find the best Active lead for each one
Each hand below respects the real mulligan rule (redraws if it has zero Basics). When a hand has more than one legal Basic to lead with, every option is actually played out — the win rates are from real simulated games, not a guess.
Reads attack text, not just the printed number — self-damage recoil, multi-coin and Energy-count coin scaling, board/prize-count scaling (including
hand-size scaling, e.g. Alakazam's Powerful Hand, board-wide same-type Energy counts across your whole side, e.g. Hydrapple ex's Syrup Storm,
self-only Energy counts with no coin flip, e.g. Mega Zeraora ex's Thunderous Fist, your own Bench-count scaling, e.g. Terapagos ex's Unified Beatdown,
and the opponent's WHOLE-board Energy count, Active plus Bench combined, e.g. Grafaiai's Energized Graffiti),
drain/lifesteal, discard-Energy-for-damage scaling (from either the attacker's own attached Energy, e.g. Mega Diancie ex's Garland Ray, or its hand,
e.g. Wugtrio ex's Tricolor Pump), opponent-Bench splash damage (both flat "N to each" and discretionary damage-counter pools like Dragapult ex's Phantom
Dive, no weakness/resistance applied, matching the card text), a fixed 2-target/fixed-value counter spread that can include the Active, not just Bench
(Mimikyu ex's Mischievous Hands — modeled as Active plus the single lowest-HP Bench Pokémon), a real single-Pokémon target choice for attacks that let the attacker pick any of the
opponent's Pokémon (Tricolor Pump again — compares real damage against the Active and every Bench Pokémon and snipes an achievable Bench KO over
leaving the Active alive, Weakness/Resistance skipped only for the Bench per the card's own text), conditional exact-damage-counter execute attacks (Mega Absol ex's Terminal Period),
a self-health-conditional damage bonus (Mega Gallade ex's Gale Slash — more damage if this Pokémon has taken none yet), full self-directed
next-turn damage protection (e.g. Fly), partial opponent-directed next-attack damage reduction (Sylveon ex's Magical Charm), and an attack-based
hand-to-deck disruption shuffle (Banette's Cursed Words — cards return to the deck, not the discard pile) are all applied. Weakness/resistance
read each card's own printed value rather than assuming ×2/-20 (or ignored entirely when the attack's own text says so, e.g. Solrock), so older
cards with different values are handled correctly too. Passive
Abilities (no-Weakness, flat damage reduction/bonus, and a standing effect-immunity that blocks status/lock effects but never damage or direct
counter placement, e.g. Banette's Hide 'n' Sneak) and once-per-turn activated Abilities ("Once during your turn… you may…", including typed
Basic-Energy-attach-then-draw/heal templates like Teal Dance and Ripening Charge) are both read,
respecting a "can't be used while affected by a Special Condition" lock and two Stadium ability-lock shapes — Rule-Box (Path to the Peak-style)
and Colorless-only (Team Rocket's Watchtower-style) — targeting the specific Pokémon each Stadium's own text actually names, when the
cards say so, plus one self-sacrifice Ability shape (Cursed Blast-style: burst damage to any opponent Pokémon that unconditionally Knocks Out
its own user, fired only for a Knock Out on a fair-or-better prize trade or a game-winning one). Retreat (including proactively when the Active has no usable attack, when it would overwhelmingly outclass what's on the Bench — at least
double the damage and +80 flat against the real current opponent — and the engine's first 1-ply lookahead: proactively dodging a predictable lethal hit from the opponent's current board if a Bench Pokémon would survive it, using only public
board information, never the opponent's hand — never retreating away from a free Knock Out, and Tool no-Retreat-Cost like Float Stone), accurate prize
values (2 for V/VMAX/VSTAR/GX/ex, 3 for Tag Team GX), evolution timing (Rare Candy included), type-aware Special Energy attachment, and three
triggered-Ability shapes (evolving into a Pokémon whose Ability grants a this-turn attack-damage bonus, draws cards, or bursts up to N Basic Energy
of a printed type across your named-owner Pokémon in any way you like, e.g. Marnie's Grimmsnarl ex's Punk Up) are all modeled. Plays common Trainer
effects — draw, heal, switch, search (Pokémon or basic Energy, including "up to N" quantities, either/or choices like Fighting Gong, and look-N-pick-M
combined searches like Bug Catching Set), gust, energy return/acceleration, Rare Candy,
Iono/N-style shuffle-and-draw (both prize-count-based and fixed-N dual-player, e.g. Judge), Escape Rope-style dual-player switch, retrieving a
Pokémon or Energy from the discard pile (Night Stretcher), and a coin-flip opponent-Energy-discard disruption Item (Crushing Hammer, targeting
whichever opposing Pokémon has the fewest Energy attached) — and gives Stadium/Tool cards a zone to occupy even where their specific
effect isn't one of the few numeric patterns recognized. ACE SPEC's 1-per-deck rule is enforced in the Builder. The AI won't play itself into
decking out (a deck-size safety margin on both Trainer and Ability-based draw/search effects) but is otherwise still a heuristic — prefers a lethal attack and the Energy
type actually needed, using each attack's real computed value (not just its flat printed number) for every attack-choice, retreat, Bench-promotion,
and dodge decision — not a search-based optimal player, so treat results as a signal about a deck's speed and consistency, not a
measurement of its ceiling in skilled hands. Still not modeled: reactive on-Knockout triggered Abilities ("if this Pokémon is Knocked Out by
an attack, do X" — distinct from the self-sacrifice shape above), choice-based Item text ("choose one of the following"), any attack/Ability/
Trainer text outside the patterns above (falls back to flat printed damage or is simply never played), and true simultaneous-KO tie-break rules.