


Mega Charizard X ex and Entei ex Deck Guide in Pokémon TCG Pocket
Entei ex draws you into a Mega Charizard X ex that hits hardest when it is one attack from going down.
This deck leans on Entei ex to attack and draw cards early while a Charmander develops on the Bench. The payoff is Mega Charizard X ex, a 220 HP Stage 2 whose Raging Blaze jumps from 100 to 180 damage once its remaining HP is 110 or less.
The decklist
How it works
Entei ex is the engine of the first half of the game. Legendary Pulse draws
you a card at the end of each of your turns while it sits in the Active Spot,
which adds up fast while you dig for evolution pieces. Blazing Beatdown costs
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Fire and hits for 60, and if Entei ex has at least
two extra
Fire Energy attached it hits for 120 instead,
enough to knock out most early attackers. At 140 HP it usually survives the
first exchange, but remember it hands your opponent 2 points when it goes
down.
Mega Charizard X ex is the closer. Raging Blaze costs
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Fire and deals 100 damage, or 180 once its own
remaining HP is 110 or less, which means it needs to have taken at least 110
damage out of its 220 HP. At 180, it knocks out almost every non Mega attacker
in one swing. The catch is that it is worth 3 points when knocked out, so
losing it loses you the game, and the deck asks you to deliberately leave it
in harm's way to unlock the bonus.
Rare Candy is the shortcut that makes the deck playable. It evolves a
Charmander in play directly into Mega Charizard X ex from your hand, skipping
Charmeleon entirely. It cannot be used on your first turn or on a Charmander
that entered play that same turn, so a Charmander benched on turn 1 can take
the candy as early as your second turn. The two Charmeleon copies are your
backup route: 90 HP and a Fire Claws attack for
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Fire, Colorless that does 60, fine in a pinch
but mostly a stepping stone.
Professor's Research is your raw card flow, drawing 2 cards with no strings attached. Stack it with Poké Ball, which pulls a random Basic from your deck into your hand, plus the Legendary Pulse draw, and you see a lot of your 20 cards quickly. That speed matters because you need Charmander, Rare Candy, and Mega Charizard X ex assembled before Entei ex runs out of HP. Sabrina and Cyrus round out the Supporter suite as your targeting tools.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| vs. slow Stage 2 setup decks (Mega Gardevoir ex style) | Favored | You both need several turns, but Entei ex attacks and draws while you build, so you win the setup race. Force the issue with Cyrus by dragging a damaged half built attacker into the Active Spot for a knockout before it evolves. |
| vs. Mega Lucario ex and Darkrai | Even | Their chip damage actually helps push Mega Charizard X ex toward the 110 HP threshold, so do not panic at small hits. Time your promotion so the Mega eats one mid sized attack, then answer back for 180 before they can finish it. |
| vs. Giratina ex and Darkrai ex | Even | Nightmare Aura chips your Active Pokémon for 20 each turn, so track how fast that plus a 130 damage Chaotic Impact removes Entei ex. A 120 damage Blazing Beatdown plus one follow up takes down their big attackers, and Sabrina can buy a turn by pulling them off your target. |
| vs. Mega Altaria ex decks | Unfavored | They evolve faster than you because their Mega comes straight off a Basic, so your setup window is tight. Lead Entei ex aggressively, pick off a damaged support Pokémon with Cyrus if you can, and accept that the Mega may need to attack at 100 damage before the bonus is live. |
| vs. Chien-Pao ex and Baxcalibur | Heavily unfavored | Every attacker you own is |
Tech options and swaps
The single copies of Sabrina and Cyrus are the flexible slots. Sabrina shoves the opposing Active Pokémon to the Bench with your opponent picking the replacement, while Cyrus drags a damaged Benched Pokémon into the Active Spot for a clean knockout; shift to two copies of whichever you fire off more often. X Speed cuts your Active Pokémon's Retreat Cost by 1 for the turn, letting Entei ex pivot out cheaply, and Potion's 20 healing keeps it attacking an extra turn. If your games keep ending before healing matters, Potion is the first cut for a second copy of either Supporter.
How to pilot it
- Open with Entei ex in the Active Spot and bench a Charmander as soon as you draw one. If you go first, you get no Energy from the Energy Zone on turn 1, so use the turn for Poké Ball and positioning instead.
- From turn 2 onward, attach your one Energy per turn from the Energy Zone to Entei ex until it has

Fire and start swinging for 60. Keep it in the Active Spot so Legendary Pulse draws you a card at the end of each of your turns. - Spend Professor's Research and Poké Ball early to assemble the line. You are looking for Charmander, then Rare Candy or Charmeleon, then Mega Charizard X ex.
- Evolve on the earliest legal turn. A Charmander benched on turn 1 can become Charmeleon on turn 2, or jump straight to Mega Charizard X ex with Rare Candy, which cannot be played on your first turn or on a Pokémon that entered play that turn.
- Decide where your Energy goes mid game: either keep feeding Entei ex toward four
Fire total for the 120 damage Blazing Beatdown, or start banking the three
Fire Raging Blaze needs. Splitting too evenly leaves both attackers undercharged. - When Entei ex is nearly spent, retreat it with help from X Speed rather than handing over 2 points. Promote Mega Charizard X ex once it can attack immediately.
- Let the Mega take a hit on purpose. Once its remaining HP is 110 or less, every Raging Blaze deals 180, and Cyrus or Sabrina can line up whatever target ends the game. Use Potion only when its 20 healing will not lift the Mega back above 110, or you drop back to 100 damage.
The classic misplays: playing Rare Candy on the turn Charmander hit the Bench, healing the Mega out of its own damage bonus, promoting Mega Charizard X ex into a board that can deal 220 and handing over 3 points, and forgetting that Charmander's Ember for
Fire discards an Energy from it.
Deck strengths
- Legendary Pulse plus Professor's Research and Poké Ball gives the deck genuinely strong card flow for a Stage 2 build.
- Raging Blaze at 180 knocks out nearly every non Mega attacker in one hit once the threshold is active.
- Rare Candy collapses the evolution line into a single turn, so the Mega can be attacking by turn 4.
- Sabrina and Cyrus let you convert that 180 damage into knockouts on your terms.
Deck weaknesses
- Every Pokémon in the deck shares
Water weakness, so one popular matchup is close to unwinnable. - The damage bonus requires keeping a 3 point Pokémon at 110 HP or less, which is a coin flip against any deck that can finish it.
- Without Rare Candy, the line through Charmeleon is slow and fragile at 90 HP.
- Raging Blaze at its base 100 is underwhelming for three Energy, so games where the threshold never triggers feel toothless.
Is it worth building?
Build it if you enjoy decks with a real decision tree. Managing the 110 HP window, the Energy split, and the moment you promote a Pokémon worth 3 points makes every game feel earned, and the draw engine keeps it from being clunky. It is not the deck for serious events, because the
Water matchups are brutal and the threshold gimmick invites disaster, but as a project for Mega Charizard X ex fans it is a satisfying one.
















