


Mega Charizard Y ex and Entei ex Deck Guide in Pokémon TCG Pocket
Open fast with Entei ex's card-drawing pressure, then erase anything on the board with Mega Charizard Y ex's 250-damage Crimson Dive.
This is a two-speed fire deck: Entei ex applies pressure from turn two while drawing you extra cards, and the Charmander line builds toward Mega Charizard Y ex, whose Crimson Dive one-shots every relevant Pokémon in the format. The win condition is to bank early points with Entei ex, then land one or two Crimson Dives to close before anything answers back.
The decklist
How it works
Entei ex is your opener and the engine of the early game. Blazing Beatdown
costs ![]()
Fire for 60 damage, and if Entei ex has at
least 2 extra
Fire Energy attached, it does 60 more, so at
four Energy it hits for 120. Its Legendary Pulse ability draws you a card at
the end of your turn whenever it sits in the Active Spot, which compensates
for the deck's thin Supporter line. At 140 HP it usually survives the first
exchange, and every Energy you stack on it eventually feeds Flame Patch from
the discard pile when it goes down.
Mega Charizard Y ex is the finisher. Crimson Dive costs
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Fire, Colorless and deals 250 damage, with 50
recoil to itself. No Pokémon in the current meta survives that number, and
against grass types the weakness bonus pushes it to 270. The catch is the
stakes: it is a Mega ex, so losing it hands the opponent 3 points and the
game. With 220 HP it shrugs off one big hit, but each Crimson Dive chips 50
off its own total, so it must land when it can finish the match, not stall it.
Charmeleon is more than a stepping stone. Its Ignition ability lets you, once
during your turn when you play it from your hand to evolve, take a
Fire Energy from your Energy Zone and attach it to your
Active
Fire Pokémon. That free attachment usually goes to
Entei ex, jumping it from 60 to 120 damage a turn earlier than the opponent
expects. With 80 HP it rarely wants to attack, though Slash for
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Fire deals a serviceable 40 if you are cornered.
Flame Patch attaches a
Fire Energy from your discard pile
to your Active
Fire Pokémon, and it is what makes the
Stage 2 plan realistic. Energy reaches your discard pile through Charmander's
Ember, which discards a
Fire Energy after its 30-damage
hit, and through any loaded Entei ex that gets knocked out. The turn Mega
Charizard Y ex evolves, your normal attachment plus two Flame Patch can put it
three Energy deep immediately, cutting a full turn off the Crimson Dive clock.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| Mega Sceptile ex Sceptile | Favored | Both of their attackers are weak to fire. A fully powered Blazing Beatdown hits Sceptile for 120 plus 20 weakness, exactly its 140 HP, and Crimson Dive deals 270 to Mega Sceptile ex for the game-winning 3 points. Hold Pokémon Center Lady to clear the Poison from Terminating Tail. |
| Magnezone Miraidon ex | Even | Mirror Shot's coin flip can blank your attack, so do not bet the game on one flip with Mega Charizard Y ex active. Entei ex at 120 two-shots Magnezone and pressures Miraidon ex before Hadron Ray scales up; save Sabrina to shove a loaded attacker to the bench and stall their damage for a turn. |
| Mega Blaziken ex Greninja | Even | Mega Burning's 120 plus the Burn checkup is exactly 140, so an unmodified Entei ex falls before your next turn; Giant Cape's extra 20 HP is the only way it survives the hit. Water Shuriken chips your bench, so evolve Charmeleon promptly. One Crimson Dive knocks out Mega Blaziken ex for 3 points, which simply ends the game. |
| Mega Altaria ex Espeon | Unfavored | Mega Harmony caps at 130 with a full bench and two-shots everything you play, while Hypnoblast's Sleep stalls your attacker; Pokémon Center Lady is your only cure. Take the cheap point by knocking out 90 HP Espeon with Entei ex, then race to Crimson Dive their Mega Altaria ex for the win. |
| Suicune ex Baxcalibur | Heavily unfavored | Every Pokémon in your deck is weak to water. Crystal Waltz with full benches reaches 120 plus 20 weakness, exactly knocking out a 140 HP Entei ex, so attach Giant Cape and keep your own bench as small as possible. Buster Tail's 110 with weakness two-shots even Mega Charizard Y ex; play for tempo. |
Tech options and swaps
The one-of Trainers are this list's adjustable layer. Sabrina forces the
opponent's Active Pokémon to the bench, breaking the tempo of a fully charged
attacker even though they pick the replacement. Giant Cape's +20 HP turns Entei
ex into a 160 HP wall that survives the capped Crystal Waltz, while Lucky Ice
Pop heals 20 from the Active and can return itself on a heads. In faster metas,
lean on the defensive Items and Pokémon Center Lady to keep Entei ex attacking
longer. Against slower setup decks, the split Stage 2 line matters more; the
regular Charizard's Inferno Onrush for
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Fire, Colorless deals 150 with only 30 recoil
and concedes just 1 point when it falls, making it the safer closer when you
cannot afford to risk the Mega.
How to pilot it
In your opening hand you want Entei ex and a Charmander; keep Poké Ball to find whichever is missing, and use Professor's Research or May to dig for the evolution line. Going first you get no Energy attachment on turn one, so just place Entei ex active, bench Charmander, and bank the Legendary Pulse draw. From turn two onward, every Energy Zone attachment goes to Entei ex until it reaches four
Fire Energy and threatens 120 a turn.
Evolve Charmander into Charmeleon on the first legal turn and point Ignition's free
Fire Energy at the Active Entei ex. Remember no Pokémon can evolve on turn one or the turn it enters play, so a turn-one Charmander is the only path to an on-curve Stage 2. When Entei ex finally goes down, its Energy lands in your discard pile: that is your cue to evolve Charmeleon into Mega Charizard Y ex or Charizard, attach from the Zone, and double Flame Patch to attack almost immediately.
Pick the right Stage 2 for the board state. If one Crimson Dive wins the game outright, or knocks out a Mega ex for instant victory, send in Mega Charizard Y ex. If the opponent can plausibly answer 220 HP, the regular Charizard's 150-damage Inferno Onrush trades a point instead of three. Common misplays: evolving the Mega early and letting it eat removal-range damage plus its own 50 recoil, benching all three slots into Crystal Waltz decks, using Ember without a Flame Patch plan, and spending Sabrina when the opponent has a second charged attacker ready to step in.
Deck strengths
- Crimson Dive's 250 damage knocks out every meta Pokémon in one hit
- Entei ex draws an extra card every turn it stays active, smoothing setup
- Charmeleon's Ignition and Flame Patch give real Energy acceleration
- Flexible endgame between a 3-point risk and a 1-point safe closer
Deck weaknesses
- The entire deck shares water weakness, so one matchup is nearly unwinnable
- Losing Mega Charizard Y ex gives up 3 points and the game outright
- Stage 2 line is slow without an early Charmander
- Crimson Dive's 50 recoil shortens the Mega's lifespan every attack
Is it worth building?
The cost is concentrated in three rare cards: one Mega Charizard Y ex, two Entei ex, with the rest of the list built from common Trainers and an inexpensive evolution line. That makes it one of the cheaper Mega builds to assemble, and Entei ex is a strong standalone card you will reuse elsewhere. It suits players who like aggressive math and high-stakes timing decisions; the whole game often hinges on choosing the exact turn to commit the Mega. If your ladder is full of water decks, hold off, but in a grass-heavy or midrange meta this deck closes games faster than almost anything.















