#23 in Standard
0.8%
Meta Share
2
Top Cut
8.7%
Conversion
43%
Win Rate
Tournament Record
23 total entries across recent Standard tournaments
Estimated Deck Price
$11.97Not legal in Standard Format
1 card no longer legal
Overview
60 / 60Deck List
Pokémon — 18
Trainer — 32
Energy — 10
Pokémon
Abilities
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.
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.
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. If heads, the Defending Pokémon is now Asleep.
Discard a Fire Energy and a Water Energy attached to Latias ex.
Put this Pokémon and all attached cards into your hand.
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.)
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 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
Does 40 damage times the amount of Metal Energy attached to this Pokémon.
If the Defending Pokémon is a Team Plasma Pokémon, it is Knocked Out. (If the Defending Pokémon is not a Team Plasma Pokémon, this attack does nothing.)
This attack does 70 damage for each Prize card your opponent has taken.
This Pokémon also does 50 damage to itself.
Discard a Special Energy from your opponent's Active Pokémon.
Discard all Lightning Energy from this Pokémon. This attack does 50 damage for each card you discarded in this way.
Trainer
Search your deck for an Evolution Pokémon and an Energy card, reveal them, and put them into your hand. Then, shuffle your deck.
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.
Switch in 1 of your opponent's Benched Pokémon to the Active Spot.
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.)
Search your deck for a Stadium card and an Energy card, reveal them, and put them into your hand. Then, shuffle your deck.
Switch your Active Pokémon with 1 of your Benched Pokémon. If you do, draw cards until you have 5 cards in your hand.
If you go first, you may use this card during your first turn. Discard your hand and draw 5 cards.
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.
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.
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. When you attach this card from your hand to a Pokémon, draw 4 cards.

