Deck List
Pokémon — 17
Trainer — 32
Energy — 11
Estimated Deck Price
$60.66Mulligan Rate
12%Not legal in Standard Format
1 card no longer legal
Pokémon
Abilities
The Weakness of each of your opponent's Dragon Pokémon in play is now Psychic. (Apply Weakness as ×2.)
Once during your turn, when you play this Pokémon from your hand onto your Bench, you may use this Ability. Search your deck for a Supporter card, reveal it, and put it into your hand. Then, shuffle your deck. You can't use more than 1 Ability that has "Last-Ditch" in its name each turn.
Once during your turn, you may attach up to 2 Basic Fighting Energy cards from your discard pile to your Basic Fighting Pokémon in any way you like. If you use this Ability, your turn ends.
Once during your turn (before your attack), you may use this power. Fan Rotom's type is Colorless until the end of your turn.
Once during your turn, if any of your Pokémon were Knocked Out during your opponent's last turn, you may draw 3 cards. You can't use more than 1 Flip the Script Ability each turn.
Once during your turn, if this Pokémon has any Darkness Energy attached, you may move up to 3 damage counters from 1 of your Pokémon to 1 of your opponent's Pokémon.
Attacks
This attack does 20 more damage for each Benched Pokémon (both yours and your opponent's).
Each player draws 2 cards.
Does 10 damage times the number of cards in your opponent's hand.
Flip a coin. If tails, this attack does nothing. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn.
Put this Pokémon and all attached cards into your hand.
Flip a coin. If heads, the Defending Pokémon is now Asleep.
Discard a Fire Energy and a Water Energy attached to Latias ex.
During your next turn, this Pokémon can't attack.
Flip a coin. If heads, your opponent returns the Defending Pokémon and all cards attached to it to his or her hand.
Flip a coin. If tails, discard an Energy attached to Fan Rotom.
This attack does 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
If you go second, you can't use this attack during your first turn. This attack does 30 damage for each of your Benched Pokémon.
During your opponent's next turn, prevent all damage done to this Pokémon by attacks from Basic non-Colorless Pokémon.
Your opponent's Active Pokémon is now Confused.
Trainer
Shuffle your hand into your deck. Then, draw 6 cards. If you have exactly 6 Prize cards remaining, draw 8 cards instead.
Switch in 1 of your opponent's Benched Pokémon to the Active Spot.
Search your deck for up to 2 Basic Energy cards of different types, reveal them, and put 1 of them into your hand. Attach the other to 1 of your Pokémon. Then, shuffle your deck.
During this turn, attacks used by your Pokémon do 40 more damage to your opponent's Active Pokémon ex (before applying Weakness and Resistance).
You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
Search your deck for up to 2 Basic Pokémon or 1 Evolution Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.
Discard 2 cards from your hand. (If you can't discard 2 cards, you can't play this card.) Search your deck for a Pokémon, reveal it, and put it into your hand. Shuffle your deck afterward.
Attach a Basic Psychic Energy card from your discard pile to 1 of your Benched Psychic Pokémon.
Search your deck for a Pokémon that doesn't have a Rule Box, reveal it, and put it into your hand. Then, shuffle your deck. (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
Put a Pokémon or a Basic Energy card from your discard pile into your hand.
Switch 1 of your own Benched Pokémon with your Active Pokémon.
You can't have more than 1 ACE SPEC card in your deck.
Search your deck for a basic Energy card and put it into your hand. Shuffle your deck afterward.
If the Lillie's Pokémon this card is attached to is Knocked Out by damage from an attack from your opponent's Pokémon, that player takes 1 fewer Prize card.
Each player who has any Tera Pokémon in play can have up to 8 Pokémon on their Bench. If a player no longer has any Tera Pokémon in play, that player discards Pokémon from their Bench until they have 5. When this card leaves play, both players discard Pokémon from their Bench until they have 5, and the player who played this card discards first.
Energy
As long as this card is attached to a Pokémon, it provides Psychic Energy. When you attach this card from your hand to a Psychic Pokémon, search your deck for up to 2 Basic Psychic Pokémon and put them onto your Bench. Then, shuffle your deck.


