Deck List
Pokémon — 19
Trainer — 31
Energy — 10
Estimated Deck Price
$52.52Mulligan Rate
14%Pokémon
Abilities
Once during your turn, if this Pokémon is in the Active Spot, you may use this Ability. Draw 2 cards. You can't use more than 1 Run Errand Ability each turn.
Once during your turn (before your attack), you may search your deck for a Team Plasma card, reveal it, and put it in your hand. Shuffle your deck afterward. You may not use an Ability with the same name during 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, 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 (before your attack), you may put Jynx from your hand onto Smoochum (this counts as evolving Smoochum) and remove all damage counters from Smoochum.
The Weakness of each of your opponent's Dragon Pokémon in play is now Psychic. (Apply Weakness as ×2.)
Attacks
Flip a coin. If heads, remove a damage counter from Slowpoke. This attack can't be used if Slowpoke has no damage counters on it.
Discard 1 Psychic Energy card attached to Slowpoke in order to use this attack. Put a Trainer card from your discard pile into your hand.
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
If you have more cards in your hand than your opponent, this attack does 30 more damage.
Flip a coin until you get tails. This attack does 50 more damage for each heads.
Flip a coin. If heads, the Defending Pokémon is now Asleep.
Discard a Fire Energy and a Water Energy attached to Latias ex.
Does 10 more damage for each damage counter on this Pokémon.
This attack does 30 damage to each of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
The Defending Pokémon is now Confused.
This attack does 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
Put this Pokémon and all attached cards into your hand.
Flip a coin. If heads, choose a Special Energy card attached to 1 of your opponent's Pokémon and have your opponent shuffle that card into his or her deck.
This attack does 20 more damage for each Benched Pokémon (both yours and your opponent's).
Trainer
Shuffle your hand into your deck. Then, draw 6 cards. If you have exactly 6 Prize cards remaining, draw 8 cards instead.
Search your deck for 2 cards, shuffle your deck, then put those cards on top of it in any order.
Search your deck for a Basic Pokémon, a Stage 1 Pokémon, and a Stage 2 Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.
Put up to 3 in any combination of Pokémon that don't have a Rule Box and Basic Energy cards from your discard pile into your hand. (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
Switch your Active Pokémon with 1 of your Benched Pokémon. If you do, draw cards until you have 5 cards in your hand.
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.)
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.
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.
If the Pokémon this card is attached to doesn't have a Rule Box, the attacks it uses do 30 more damage to your opponent's Active Pokémon ex (before applying Weakness and Resistance). (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
If the Pokémon this card is attached to is in the Active Spot and is damaged by an attack from your opponent's Pokémon (even if this Pokémon is Knocked Out), draw 2 cards.
Once during each player's turn, that player may put a card from their hand on top of their deck.
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.
As long as this card is attached to a Pokémon, it provides Colorless Energy. If this card is discarded by an effect of an attack used by the Pokémon this card is attached to, attach this card from your discard pile to that Pokémon after attacking.


