#6 in Standard
Overview
3.4%
Meta Share
12
Top Cut
14.8%
Conversion
48%
Win Rate
Tournament Record
81 total entries across recent Standard tournaments
Estimated Deck Price
$23.22Not legal in Standard Format
3 cards no longer legal
Deck List
Variant 1 of 5Pokémon
Abilities
As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokémon to another as long as you don't Knock Out that Pokémon. This power can't be used if Alakazam is Asleep, Confused, or Paralyzed.
As long as this Pokémon is your Active Pokémon, whenever your opponent plays an Item card from his or her hand, prevent all effects of that card done to your Pokémon.
Attacks
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
Discard 1 Psychic Energy card attached to Kadabra in order to use this attack. Remove all damage counters from Kadabra.
Flip a coin. If heads, the Defending Pokémon is now Confused.
Draw 2 cards.
Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn.
Your opponent's Active Pokémon is now Paralyzed. Shuffle this Pokémon and all attached cards into your deck.
This attack does 60 damage for each of your opponent's Pokémon ex in play.
This attack's damage isn't affected by any effects on your opponent's Active Pokémon.
If the Defending Pokémon attacks Togepi during your opponent's next turn, any damage done to Togepi is reduced by 20 (before applying Weakness and Resistance). (Benching either Pokémon ends this effect.)
Flip a coin. If heads, choose 1 of the Defending Pokémon's attacks. Mini-Metronome copies that attack except for its Energy cost. (You must still do anything else in order to use that attack.) (No matter what type the Defending Pokémon is, Togepi's type is still Colorless.) Togepi performs that attack.
Draw cards until you have 6 cards in your hand.
Your opponent can't play Trainer cards during his or her next turn.
Flip 3 coins. This attack does 10 damage times the number of heads.
Search your deck for 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterward.
Flip a coin. If heads, heal 30 damage from this Pokémon.
Trainer
Switch in 1 of your opponent's Benched Pokémon to the Active Spot.
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.
Search your deck for an Evolution Pokémon and an Energy card, reveal them, and put them into your hand. Then, shuffle your deck.
Your opponent reveals their hand, and you discard up to 2 Item cards you find there.
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.)
Choose 1 of your Basic Pokémon in play. If you have a Stage 2 card in your hand that evolves from that Pokémon, put that card on the Basic Pokémon. (This counts as evolving that Pokémon.) You can't use this card during your first turn or on a Basic Pokémon that was put into play this turn.
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.)
Search your deck for up to 2 Basic Pokémon with 70 HP or less and put them onto your Bench. Then, shuffle your deck.
Discard a Special Energy attached to 1 of your opponent's Pokémon.
Put a Pokémon or a Basic Energy card from your discard pile into your hand.
Attach a Basic Psychic Energy card from your discard pile to 1 of your Benched Psychic Pokémon.
Shuffle up to 5 Pokémon from your discard pile into your deck.
Prevent all damage counters from being placed on Benched Pokémon (both yours and your opponent's) by effects of attacks and Abilities from the opponent's Pokémon. (Damage from attacks is still taken.)
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. When you attach this card from your hand to a Pokémon, draw 4 cards.

