
The Standard format has settled into a fast, punishing tempo where the best decks either (1) cheat Energy and tempo or (2) convert tiny edges into inevitable KOs. Below are the five archetypes you’ll see most at locals, Regionals streams, and online events—what they do, how they win, what to watch for, and where to tech.
1) Gardevoir ex (Psychic Embrace)



Game plan in one line: fill your discard with Psychic Energy, evolve multiple Kirlia, then use Psychic Embrace to accelerate Energy from the discard to attackers for huge, flexible KOs.
Core cards (the skeleton):
- 2 Gardevoir ex, 1 Gardevoir (Refinement/Attack)
- 4 Ralts, 3–4 Kirlia (Refinement)
- 1–2 Scream Tail (prize-map fixer/closer), 1 Munkidori (damage moving & KO math), 1 Lillie’s Clefairy ex or Lunala style tech (flex slot)
- 4 Level Ball / Ultra Ball mix, 4 Rare Candy, 2–3 Super Rod
- Supporters: 4 Professor’s Research, 2–3 Iono, 1 Boss’s Orders, 1 Raihan
- Stadiums: Artazon, Collapsed Stadium (prize map & bench management)
- 10–12 Psychic Energy
Key sequencing (your first 3 turns):
- T1: Prioritize Ralts x2 and a Kirlia line next turn. Discard Psychic whenever you can—Refinement later turns it into tempo.
- T2: Double Refinement to smooth, evolve into Gardevoir ex, begin Psychic Embrace lines for a 1–2 prize KO.
- T3+: Choose attackers based on prize map. Scream Tail cleans up 2-prizers, Gardevoir (non-ex) punishes low HP basics, Munkidori moves damage to exact math.
Matchup notes:
- vs Gholdengo ex: denial stadiums matter; deny their early setup with Boss on low-HP Basics.
- vs Dragapult ex: bench management—don’t give free spread; Collapsed Stadium helps.
- vs Lost Zone Box: get to double Kirlia ASAP and keep taking 1-prize trades; Scream Tail is your closer.
What beats it: repeated Iono + pressure before Kirlia chains; spread that punishes wide benches; ability lock.
Smart techs: Worker (stadiums), Jirachi (consistency), Penny (save damaged attackers), extra Super Rod for grindy mirrors.
2) Gholdengo ex (Make It Rain / Coin Bonus Engine)
Game plan: draw brutally fast, flood basic Energy to board/hand, then convert extra Energy into burst damage with Make It Rain.
Core cards:
- 2–3 Gholdengo ex + Gimmighoul line
- Draw/engine: Radiant Greninja, Pidgeot ex or heavy Item draw, 4 Ultra Ball, 4 Nest/Level Ball style search
- Items: 4 Super Rod/Energy Recycler style effects (depends on list), 2–4 Earthen Vessel
- Supporters: 4 Professor’s Research, 2–3 Iono, 1 Judge, 1–2 Boss’s Orders
- Stadiums: Artazon, Mesa Goza, Collapsed Stadium (mirror/managing bench)
- 10–12 Basic Energy (usually Metal, sometimes splash)
Turns to know:
- T1: Bench 2–3 basics, establish Greninja or Pidgeot ex; discard Energy proactively.
- T2: Attack with Gholdengo ex for 2-prize pressure. If KO math is short, hold resources; don’t waste Recyclers early.
- Mid-game: Chain Make It Rain, recycle Energy, and Boss for momentum prizes.
Matchups:
- Strong into decks that need a turn to set up; struggles if it whiffs early draw engines.
- Respect hand disruption (Iono/Judge): keep a second draw line (Pidgeot ex or Greninja live).
Techs: Spiritomb (vs Rule Box ability decks), extra Earthen Vessel, Roxanne for late disruption.
3) Dragapult ex (Spread & Tempo King)



Game plan: attack turn two with Phantom Dive, stack spread damage to set up multi-prize turns, then snowball with gust effects.
Core cards:
- 2–3 Dragapult ex, 3–4 Dreepy/Drakloak
- Future Booster Energy Capsule / Forest Seal Stone style tutor (list dependent)
- 4 Nest/Level Ball, 4 Ultra Ball, 2–3 Rare Candy
- Supporters: 4 Research, 2–3 Iono, 2 Boss’s Orders, 1 Roxanne
- Stadiums: Artazon, Collapsed Stadium (bench control)
- Energy: 8–10 Psychic (sometimes a tech Special)
Bread-and-butter turns:
- T1: Bench basics and set up Evolution lines; conceal cards your opponent wants to gust.
- T2: Start spreading—prioritize Pokémon that enable their engine (Kirlia, Pidgeot ex, Comfey).
- Mid-game: Gust the “wrong” thing: if KOing a support Pokémon cripples their hand, take it.
Matchups:
- Great vs engine-heavy decks (Gardevoir, Lost Zone).
- Watch tanky single-prizers and healing—map your spread to 2-Prize turns.
Techs: Jirachi (consistency), Feather Ball/extra search, Penny (recycle damaged Dragapult lines), Choice Belt math.
4) Raging Bolt ex / Ogerpon ex (Burst Aggro)
Game plan: use Ogerpon ex’s energy acceleration + Raging Bolt ex’s massive scaling attack to take early 2-prize KOs and close the game before slower engines stabilize.
Core cards:
- 2 Raging Bolt ex, 2 Ogerpon ex (+ Mask package if applicable)
- Search: 4 Ultra Ball, 4 Nest/Level Ball, 2–3 PokéStop/Artazon
- Items: 2–3 Switch Cart/Escape Rope, 2–3 Power tools for math
- Supporters: 4 Research, 2 Iono, 1–2 Boss, 1 Raihan
- 10–12 Basic Energy (build dependent)
How it wins:
- T1: get both basics down; discard energy where possible.
- T2: swing with Raging Bolt ex for a 2-Prize KO; follow with Boss to punish their response.
- Closer: Ogerpon ex keeps the gas on; late Iono + immediate KO seals it.
Matchups:
- Favored vs decks that need bench time (Lost Zone, some Gardevoir lists without great starts).
- Respect Iono and paralysis lines; play to maintain at least one powered attacker on board.
Techs: Defiance Band/Choice Belt math, Penny to reset damaged ex, extra mobility.
5) Lost Zone Toolbox (Comfey / Mirage Gate)

Game plan: turbo through Comfey + Colress’s Experiment to hit 7 in Lost Zone, then chain Mirage Gate for multi-type attackers (Cramorant/Sableye/tech EXs).
Core cards:
- 4 Comfey, 2–3 Cramorant, 1–2 Sableye, 1–2 flex attackers (e.g., Radiant Greninja, Kyogre, a type-coverage ex)
- 4 Colress’s Experiment, 2–3 Iono, 1–2 Boss’s Orders
- 4 Switch Cart, 2–3 Escape Rope, 2 Forest Seal Stone/VIP Pass style openers
- 2–3 Mirage Gate, 2–3 Super Rod
- 7–9 Basic Energy spread to match attackers
Turn rhythm:
- T1: VIP Pass (or equivalent) for double Comfey; flower select aggressively; conceal energy with Greninja.
- T2: Cramorant for free attacks to keep pace; hit 7 in Lost Zone ASAP.
- Mid-game: Sableye cleans up spread or set 2-Prize turns; Mirages enable surprise type coverage.
Matchups:
- Outsmarts heavy ex decks via tempo & prize mapping.
- Weak to early aggression (Raging Bolt) and repeated Iono; practice your “low-hand” lines.
Techs: Roxanne finisher, extra Recycler, Lost Vacuum (break tools/stadiums), a single-copy ex that patches your worst matchup.
Quick Comparison Grid
| Deck | Role | High Points | Weak Points | Best Tech Right Now |
|---|---|---|---|---|
| Gardevoir ex | Midrange engine | Infinite Psychic acceleration, great prize mapping | Hand disruption + fast pressure | Penny / Extra Rod / Worker |
| Gholdengo ex | Tempo beater | Explosive “Rain” turns, resilient recycle loops | Whiffing engines; hates Roxanne | Pidgeot ex / extra Vessel |
| Dragapult ex | Spread control | Turn-two pressure, punishes benches | Big HP tanks + healing lines | Collapsed Stadium / Penny |
| Raging Bolt ex / Ogerpon ex | Burst aggro | Fastest 2-prize tempo, punishes slow starts | Iono late, paralysis chains | Extra mobility + math tool |
| Lost Zone Box | Toolbox | Prize-map mastery, infinite lines | Early pressure, repeated Iono | Extra Recycler / Vacuum |
Pilot Tips (That Win Close Games)
- Prize mapping first, everything else second. Before your turn, ask “What prizes do I need in what order?” Then choose the line that keeps that door open.
- Bench discipline. Don’t feed Dragapult or Lost Box with unnecessary 70–90 HP targets.
- Respect Iono. In every deck above, build lines that still function if your 7-card hand becomes 2.
- Count your outs out loud (to yourself). Know your remaining Candy, Rods, Switches, Bosses.
- Practice your T2. Most matches are decided by who gets the first “real” attack with a follow-up plan.
Final Veridct
If you’re jumping back into Standard, start with the deck that matches your decision style:
- Love lines and late-game calculus → Gardevoir or Lost Box
- Want fast, punishing sequencing → Raging Bolt/Ogerpon or Gholdengo
- Enjoy tempo + control from turn two → Dragapult






