Miraidon ex/Zekrom ex

AnThings AnThings Standard 18,719 views Jul 23, 2025
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Standard Format: Illegal

This deck is not legal in Standard format:

  • Iron Bundle (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Iron Hands ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Magnemite (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Mew ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Miraidon ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Squawkabilly ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Arven (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Boss’s Orders (Ghetsis) (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Counter Catcher (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Defiance Band (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Electric Generator (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Nest Ball (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Professor's Research (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Super Rod (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
Deck Primer

My take on the Miraidon ex/Zekrom ex deck in the Black Bolt/White Flare format! This build focuses around utilizing the power of Zekrom ex more than other Miraidon ex builds. I use Squawkabilly ex and Mew ex for some draw power early on to help establish a Miraidon ex and with that, an Iron Hands ex. Use Iron Hands ex in the early game to take multiple prize cards off your opponent's small basic pokemon/electric weak ex's (Wellspring Mask Ogerpon ex). In the mid game, you want to start transitioning

...

My take on the Miraidon ex/Zekrom ex deck in the Black Bolt/White Flare format! This build focuses around utilizing the power of Zekrom ex more than other Miraidon ex builds. I use Squawkabilly ex and Mew ex for some draw power early on to help establish a Miraidon ex and with that, an Iron Hands ex. Use Iron Hands ex in the early game to take multiple prize cards off your opponent's small basic pokemon/electric weak ex's (Wellspring Mask Ogerpon ex). In the mid game, you want to start transitioning over to taking big KO's using Zekrom ex with the help of Magneton to make your opponent take extra prizes, allowing defiance band to be used and increasing Zekrom ex's damage output to take out your opponent's big basics in the mid game (ex. Bravery Charm Raging Bolt). Zeraora can be used to take out your opponent's support pokemon such as Mew ex, Fezandipiti ex, Latias ex, Lillie's Clefairy ex, Pecharunt ex and Squawkabilly ex (Note: Squawkabilly ex is a nice 3 prize KO with Iron Hands)). With the Combination of Iron Hands ex, Zekrom ex and Zeraora with Miraidon being a decent attacker as well, you should be set to be gusting your opponent with Prime Catcher, Counter Catcher, Boss's Orders and Iron Bundle all game and taking the KOs you want while keeping your board set up with the support pokemon of Miraidon ex, Magneton, Mew ex and Fezandipiti ex. This deck has incredible synergy and if you believe in the power of Zekrom as I do, I recommend giving this deck a try!

FAQ:

Q: No Eels?

A: I believe that with the 2 count of Zekrom ex and the Defiance Band, Magneton provides higher value than the Eels. With the inclusion of the Heavy Baton for the Iron Hands, I will be putting less energy in the discard pile, making the consistent Eel acceleration less valuable. The Magneton can help Zekrom ex hit higher numbers by activating Defiance Band and letting your opponent take a prize, it can also lead to a cheeky Counter Catcher play if you've burned Prime Catcher/don't want to use Boss's Orders as your supporter for turn.

Q: Why the 2 Zekrom ex count?

A: Zekrom ex is an incredible attacker that Miraidon ex has access to. I believe it to be valuable in all stages of the game with Magneton and Defiance Band to help it in the early-mid game and then it obviously thrives in the late stages of the game when your opponent has taken multiple prize cards.

 

Q: Why no Night Stretcher?

 

A: I don't include Night Stretcher because I believe Super Rod is just better. Both allowing you to hit those Electric Generators more consistently in the earlier stages of the game and using Miraidon ex's Tandem Unit ability to effectively get your basic electric pokemon back from the discard pile, Super Rod can open all kinds of doors for you that Night Stretcher just can't. I would definitely consider switching to a 1:1 Night Stretcher/Super Rod build, but I find that I am not missing the Night Stretcher since I have made the change.

Q: Why is Area Zero Underdepths not included?

A: I found that I just could not fit the Pikachu ex and the 3-4 Area Zero Underdepths needed for that archetype to function. I would also likely have to use Latias ex, and I just did not want to take away from the power of Zekrom ex to be able to fit those pieces in. The goal of maximizing the potential of Zekrom ex within Miraidon ex is very difficult for me to achieve when I am trying to use Area Zero Underdepths at the same time. In other words, using the Area Zero Underdepths would make this a completely different deck than what it currently is. I find when playing this deck that I am almost never struggling with fitting the pokemon I want onto my bench.

Q: Why is there no 2 energy attacker?

A: In situations where I would like to use something like Tapu Koko ex, I can almost always instead just use Electric Generators, Magneton, and manual attachments to get to the 3 energy attack costs of Iron Hands ex, Miraidon ex, Zekrom ex or Zeraora. In short, I just never need it as I can cosistently pull off other attacks.

Have other questions? Post a comment asking it!

Card Types

Trainer 30
Pokémon 15
Energy 15

Energy Types

Lightning 11
Colorless 1
Darkness 1
Psychic 1
Water 1

Energy Curve

Distribution of attack energy costs in your deck

1 Energy 4 attacks
4
18.2% of attacks
2 Energy 6 attacks
6
27.3% of attacks
3 Energy 10 attacks
10
45.5% of attacks
4 Energy 2 attacks
2
9.1% of attacks

Opening Hand Probability Calculator

Calculate the probability of drawing specific cards in your opening hand

%
Probability of drawing at least of in your opening hand

Comments

avatar

can i battle u?

deckdex avatar

Charizard's successor? I don

deckdex avatar

XD misclicks are abysmally embarrassing. I was gonna say it's not as efficient with the energies but more consistent.

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