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  5. Mega Scizor ex and Revavroom Deck Guide in Pokémon TCG Pocket
Varoom
Mega Scizor ex
Scyther
Tier BGrassMetalUpdated June 12, 2026

Mega Scizor ex and Revavroom Deck Guide in Pokémon TCG Pocket

A Metal pivot deck that re-triggers Bullet Slugger's bench bonus every turn with Revavroom's free switching.

This deck is built around one interaction: Mega Scizor ex's Bullet Slugger deals 100 damage plus 50 more if it moved from the Bench to the Active Spot that turn, and Revavroom's Metal Transport ability switches your Active Metal Pokémon with a Benched one for free, once every turn. Chain the two together and the "conditional" bonus becomes permanent — 150 damage every single turn from a 200 HP Stage 1, climbing to 160 under Training Area and 180 into an opposing ex with Red. The whole list exists to keep that loop running.

The decklist

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Deck Breakdown
Pokémon9
Basic5
Evolution4
Trainer11
Item2
Supporter6
Tool2
Stadium1
Total20
Opening Hand Probabilities
Possible StarterForced Starter
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Scyther B2B #1
55.48%
25.48%
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Varoom A2B #55
55.48%
25.48%
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Orthworm B2A #77
31.01%
10.92%

How it works

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Mega Scizor ex is the entire offense. Bullet Slugger costs MetalMetalColorlessMetal, Colorless for 100, plus 50 more if the attacker came off the Bench this turn — and with the pivot engine online, it always did. It is a Stage 1 evolving from the Grass-type Scyther, whose free-feeling U-turn (ColorlessColorless for 10, then switch with a Benched Pokémon) already rehearses the deck's pivot rhythm on turn 1. At 200 HP the Mega survives most single attacks, but it costs three Energy to power and hands your opponent 3 points when it falls, so every retreat-free rotation matters.

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Revavroom is the engine that turns a gimmick into a deck. Metal Transport reads: once during your turn, switch your Active MetalMetal Pokémon with one from your Bench — no Energy, no retreat cost, no coin. Park a charged Mega Scizor ex on the Bench, Transport it in, and Bullet Slugger hits for 150 every turn. The 110 HP body also attacks for a respectable 60 with Outta-Control Dash when needed, but its 3 retreat cost means it should almost never sit in the Active Spot voluntarily; the second copy exists because the loop dies without one in play.

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Metal Core Barrier is what lets a 200 HP attacker stand in front of 150-damage decks. The Tool reduces damage from your opponent's attacks by 50, then discards itself at the end of their turn — a one-turn shield that effectively gives Mega Scizor ex 250 HP for the swing that matters. The timing skill is choosing which turn to armor: attach it the turn you Transport in, and the opponent's answer falls short while you bank another 150. Two copies cover the two Megas, and against chip-damage decks they routinely absorb an entire extra attack each.

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Orthworm is the flex Basic that solves the deck's Energy problem. Iron Supply costs MetalMetal for 10 and attaches a MetalMetal Energy from your Energy Zone to one of your Benched Pokémon — accelerating the three-Energy Bullet Slugger cost while a 100 HP wall holds the line. An early Orthworm turn or two means the first Mega Scizor ex arrives fully charged the moment it evolves. Red and Training Area finish the math package: Training Area gives all Stage 1 attacks plus 10 (Bullet Slugger reaches 160), and Red adds 20 against ex Pokémon for the 180 turns that break 170 HP thresholds.

Matchups

MatchupFavorabilityHow to play it
Mega Altaria ex and EspeonEvenNo weakness interplay, and 150 plus Training Area two-shots their entire board while Metal Core Barrier breaks their two-shot math against you. Red turns 160 into 180 on their Mega — usually the swing turn of the whole game.
Mega Lucario ex and HitmontopEvenTheir Fighting attackers hit hard but not for weakness, and a Barrier turn blanks their tempo. Keep a second attacker charging behind the first and never give them a free 3-point knockout on a naked Mega.
Suicune ex and BaxcaliburEvenWater hits Metal neutrally, so this is a pure math race. Their big attackers sit in clean 150 two-shot range; armor the turns where their damage would line up and spend Cyrus to finish whatever retreated with damage.
Mega Sceptile ex and SceptileUnfavoredPoison from Terminating Tail bypasses Metal Core Barrier's reduction and ruins your careful HP math, and a Leaf Cape Mega at 240 needs three swings. Prioritize Red turns to shorten the count and snipe their thin evolution line early.
Miraidon ex and MagnezoneUnfavoredThey reach lethal damage faster than your three-Energy attacker comes online. Open Orthworm to accelerate, Barrier the first big swing, and pray the race stays close enough for Red math to steal it.
Mega Blaziken ex and GreninjaHeavily unfavoredEvery Pokémon here — Scyther included — is Fire weak, so Mega Burning one-shots Revavroom and two-shots the Mega straight through a Barrier. Spread your Bench to dodge snipes and try to out-tempo a slow start; there is no good plan B.

Tech options and swaps

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The 2-2 Mega Scizor ex line, 2-2 Revavroom line, draw suite, and Metal Core Barriers are locked across every top-finishing list — this exact 20 took first at a 286-player event. Orthworm is the recognized flex slot: Pichu appears in some lists as an alternative Energy-acceleration opener, and Sabrina sometimes replaces Training Area or a Barrier as gust-style disruption when the meta turns Tool-light. The Varoom printing is interchangeable between its two sets. If you change anything, change Orthworm first and nothing else until you have a specific local-meta reason.

How to pilot it

  1. Mulligan for Scyther or Varoom; Poké Ball finds whichever Basic is missing. Scyther is the preferred opener — U-turn for 10 and bounce out while the back row develops.
  2. Spend the early turns building two things at once: a Varoom into Revavroom on the Bench, and Energy onto the Scyther line. Orthworm's Iron Supply doubles your effective attachments while bodying early aggro.
  3. Evolve Mega Scizor ex on the Bench, not in the Active Spot. The whole deck is about arriving, so charge it to MetalMetalColorlessMetal, Colorless behind your wall, then Metal Transport it in for the first 150.
  4. Repeat the loop every turn: end your attack, then next turn Transport the Mega out and back in — or rotate to the second charged Mega — so Bullet Slugger never falls back to 100. Revavroom must stay alive for this; protect it like a win condition, because it is one.
  5. Lay Training Area before the first big swing and hold Red for the ex knockout where exactly 180 matters. Cyrus cleans up anything that escaped with 50 or more damage.
  6. Time Metal Core Barrier for the opponent's strongest turn, not reflexively on attachment — it discards itself after one of their turns, so an armored turn where they pass does nothing.

Common misplays: attacking from the Active Spot without pivoting first and dealing only 100, leaving your last Revavroom exposed to a snipe, and burning Red on a non-ex target.

Deck strengths

  • A repeatable 150-damage attack from a 200 HP Stage 1, with no Energy discards or coin flips anywhere in the deck.
  • Metal Core Barrier creates effective 250 HP turns that break opposing two-shot math.
  • Free switching from Metal Transport and U-turn makes the deck nearly immune to retreat-cost problems despite heavy bodies.
  • Red plus Training Area pushes damage to 180 against ex Pokémon, covering most relevant HP thresholds.
  • Orthworm acceleration gets the three-Energy attacker online a full turn early.

Deck weaknesses

  • The entire board is Fire weak, and the format's best deck is a Fire deck.
  • Bullet Slugger needs three Energy, so a disrupted setup leaves the deck attacking late.
  • The loop depends on Revavroom; without one in play, damage drops to 100 and the deck stops functioning.
  • Poison and other effect damage ignore Metal Core Barrier entirely.
  • No healing and no Energy recovery — every resource lost is lost for good.

Is it worth building?

It depends on your queue. The Metal Transport loop is genuinely elegant — consistent 150s with armor turns is real, tournament-proven output, and the deck is forgiving to pilot once the pivot rhythm becomes habit. But it sits a clear step below the format's best: roughly even into the other top Metal-neutral decks and nearly unwinnable into Mega Blaziken ex, which is everywhere. Build it if Fire is scarce on your ladder or you want the most satisfying Stage 1 engine in the game; skip it if you are chasing pure ladder efficiency, where this is a solid B-tier choice rather than a top contender.

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