


Mega Blaziken ex and Greninja Deck Guide in Pokémon TCG Pocket
A double Rare Candy build that backs Mega Burning knockouts with Water Shuriken chip from the bench.
This is the strongest Fire deck in the current meta and one of the best-performing decks in the game, period. The idea is to run two Stage 2 lines at once: Mega Blaziken ex swings for 120 plus Burn every turn, while Greninja sits on the bench and throws a free 20 damage anywhere with Water Shuriken. The Energy Zone is set to Fire only, so Greninja never attacks — it exists purely to turn Mega Burning's 120 into 140-damage math and to finish off whatever survived. Two Rare Candy and Juliana hold the whole double-Stage 2 plan together.
The decklist
How it works
Mega Blaziken ex is the win condition. Mega Burning costs ![]()
Fire, deals 120, Burns the opponent's Active Pokémon, and discards a
Fire Energy from the attacker. Because the Energy Zone grants one Energy per turn, the rhythm is sustainable: attack with two, fall to one, attach back to two, attack again — and the single Flame Patch lets you skip a beat by reattaching a discarded
Fire for free. Burn adds 20 at every checkup, so 120 plus the tick covers the 140 HP mark most non-Mega attackers sit at. At 210 HP it is hard to remove, but remember a knocked out Mega hands over 3 points and usually the game.
Greninja is the engine that makes this version better than every other Mega Blaziken build. Its Water Shuriken ability drops 20 damage on any opposing Pokémon once per turn, no Energy required — and since the Energy Zone only produces
Fire, that ability is the card's entire job. Shuriken before attacking and Mega Burning's 120 becomes 140; Shuriken the bench and Cyrus can drag the damaged target into knockout range. It reaches play via Froakie plus Rare Candy, skipping Frogadier entirely, and at 120 HP it only concedes 1 point if it ever gets caught.
Castform Sunny Form is the opener. Sunny Scorching costs a single
Fire for 30 damage, and if a Stadium is in play it also Burns — and unlike the Castform-focused list, this deck actually runs one in Hiking Trail, so the rider is live more often than not. A turn 1 attack for 30 plus Burn is real pressure while two Stage 2 lines assemble behind it, and at 70 HP it gives up only 1 point. Heatmor is the alternate opener into bench-heavy starts: Tongue Whip puts 30 directly on a Benched Pokémon, which pairs beautifully with Water Shuriken and Cyrus.
Juliana is the Paradox Drive addition that locked this archetype into the top tables. It puts a random Stage 2 from your deck into your hand — and since the only Stage 2 cards here are Mega Blaziken ex and Greninja, it always fetches a live piece. Combined with two Rare Candy, the deck routinely has both Stage 2 Pokémon in play by turn 3 or 4 without ever drawing them naturally. Hiking Trail then keeps the gas flowing by refilling both players' hands to 3 at end of turn, which a deck this aggressive exploits far better than its opponents.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| Mega Sceptile ex and Sceptile | Heavily favored | Every Grass attacker they field is Fire weak, so Mega Burning lands for 140 and deletes anything short of a Leaf Cape Mega. Shuriken their Treecko early and the whole evolution plan collapses. |
| Mega Scizor ex and Revavroom | Heavily favored | The entire Metal core is Fire weak. Mega Burning hits for 140 plus Burn, which one-shots Revavroom and two-shots Mega Scizor ex through Metal Core Barrier. Use Water Shuriken to break their barrier math. |
| Mega Lucario ex and Hitmontop | Favored | Mega Burning plus a Shuriken covers the 140 mark their support attackers sit at, and Burn punishes anything that stays in. Keep Greninja on the bench out of Cyrus range by managing its damage carefully. |
| Mega Altaria ex and Espeon | Even | No weakness either way, so it comes down to setup speed and point math. Their Mega trades with yours, so make sure your 3-point Pokémon never sits in losing range and let Castform and Greninja eat the cheap knockouts. |
| Miraidon ex and Magnezone | Unfavored | Lightning aggro comes online faster than a double Stage 2 deck, and Greninja is Lightning weak if it ever gets dragged active. Lead Castform, chip with Shuriken, and try to win the long game with Burn ticks once Mega Blaziken ex stabilizes. |
| Suicune ex and Baxcalibur | Heavily unfavored | The whole Fire core takes 20 extra from Water, so their attackers erase yours at a discount. Race as hard as possible, snipe their setup pieces with Shuriken and Heatmor, and steal points before Baxcalibur floods the board with Energy. |
Tech options and swaps
This list took first place at a 126-player tournament and the top tables run it nearly card for card, so treat the core as locked. The one proven variation cuts the single Combusken for a second Mega Blaziken ex, going all-in on Rare Candy as the only evolution path — slightly faster ceiling, noticeably worse floor when Rare Candy hides. On a budget, Frogadier can replace a Rare Candy to give Greninja a manual evolution line, at the cost of speed. The single-copy Supporters are the flex slots: Sabrina is the most common swap for Cyrus if you prefer forcing promotions over dragging damaged targets.
How to pilot it
- Mulligan priorities: a turn 1 Basic always comes first — Torchic above all, Castform Sunny Form or Heatmor as openers, Froakie benched as soon as it is safe. Poké Ball digs for whichever Basic is missing.
- Open with Castform Sunny Form when you can. Going second, attach
Fire and Sunny Scorching for 30 on turn 1; with Hiking Trail down, the Burn rider turns that into real attrition. - Build both Stage 2 lines at once. Energy goes to the Torchic line almost exclusively — Greninja needs none. Use Juliana and Rare Candy to land Mega Blaziken ex on your third turn and Greninja whenever the bench allows.
- Use Water Shuriken every single turn, before you attack. The most common line is Shuriken plus Mega Burning for 140 on the Active, but spreading 20s onto the bench to set up Cyrus knockouts often wins the point race outright.
- Sequence Energy around the discard: after each Mega Burning you drop to one
Fire, so the Zone attachment (or Flame Patch) must bring you back to two before you need to swing again. - Protect the point math. Mega Blaziken ex is worth 3 points to your opponent — never leave it active in range of a knockout. Castform, Heatmor, and Greninja all concede a single point and make excellent sacrifices while Burn and Shuriken do the grinding.
Common misplays: forgetting Water Shuriken before attacking, spending both Rare Candy on Greninja and stranding Mega Blaziken ex, and letting Greninja sit at 100 damage where a Cyrus pull finishes it.
Deck strengths
- Mega Burning sustains 120 plus Burn every turn, and Water Shuriken turns that into 140-damage math for free.
- Juliana plus double Rare Candy makes the dual Stage 2 setup far more reliable than it has any right to be.
- Castform Sunny Form attacks for 30 on turn 1, and Hiking Trail actually enables its Burn rider in this build.
- Cheap point profile around the Mega: Castform, Heatmor, and Greninja all give up just 1 point.
- Bench damage from Shuriken, Heatmor, and Cyrus closes games other Fire decks leave on the table.
Deck weaknesses
- The entire Fire core is Water weak, and the meta's best Water deck punishes that hard.
- Two Stage 2 lines compete for the same Rare Candy slots; awkward draws leave one line stranded.
- Greninja contributes nothing if knocked out early, and it is Lightning weak once dragged active.
- One Flame Patch is the only Energy recovery, so missed attachments stall Mega Burning.
- Hiking Trail also refills your opponent's hand, which can backfire against control Supporters.
Is it worth building?
Absolutely. This is the premier Fire deck of the format — a top-tier tournament performer with one of the best win rates in the game, and the list is so settled that you can copy it without second-guessing a single slot. It demands real sequencing discipline: Shuriken timing, Energy math around the discard, and point protection on a 3-point Mega all punish autopilot. If you want a proactive deck that rewards tight play and stays strong against most of the field, this is the one to build from the Mega Rising era.














