Dragapult ex Dusknoir is a Pokémon TCG Live Standard deck built around Dreepy, Drakloak, Dragapult ex, and a small Dusknoir evolution package. The deck combines spread damage, hand disruption, Energy pressure, flexible prize mapping, and strong consistency through Lillie’s Determination, Ultra Ball, Poké Pad, Buddy-Buddy Poffin, and Night Stretcher.

Dreepy
Drakloak
Dragapult ex
Duskull
Dusclops
Dusknoir
Fezandipiti ex
Meowth ex
Budew
Munkidori
Lillie's Determination
Crispin
Boss's Orders
Ultra Ball
Poké Pad
Buddy-Buddy Poffin
Night Stretcher
Unfair Stamp
Special Red Card
Team Rocket's Watchtower
Dawn
Crushing Hammer
Jamming Tower
Rare Candy
Rosa's Encouragement
Copy and paste into Pokémon TCG Live → Decks → Import.
Pokémon: 20 4 Dreepy TWM 128 4 Drakloak TWM 129 3 Dragapult ex TWM 130 2 Duskull PRE 35 2 Dusclops PRE 36 1 Dusknoir PRE 37 1 Fezandipiti ex ASC 142 1 Meowth ex POR 62 1 Budew ASC 16 1 Munkidori TWM 95 Trainer: 32 4 Lillie's Determination MEG 119 2 Crispin SCR 133 2 Boss's Orders MEG 114 4 Ultra Ball MEG 131 4 Poké Pad POR 81 4 Buddy-Buddy Poffin TEF 144 2 Night Stretcher ASC 196 1 Unfair Stamp TWM 165 1 Special Red Card CRI 82 1 Team Rocket's Watchtower DRI 180 1 Dawn PFL 87 3 Crushing Hammer POR 71 1 Jamming Tower TWM 153 1 Rare Candy MEG 125 1 Rosa's Encouragement POR 84 Energy: 8 3 Psychic Energy MEE 5 3 Fire Energy MEE 2 2 Darkness Energy MEE 7
Dragapult ex Dusknoir is a flexible Pokémon TCG Live Standard deck that combines the strong Stage 2 pressure of Dragapult ex with the tactical utility of the Dusknoir evolution line. The deck uses Dragapult ex as its primary attacker, while Duskull, Dusclops, and Dusknoir provide an additional layer of damage manipulation and late-game knockout potential. The core of the deck is the Dragapult line. With four Dreepy, four Drakloak, and three Dragapult ex, the list is built to establish Dragapult ex consistently while using Drakloak as an important bridge piece. Unlike some Stage 2 decks that rely heavily on Rare Candy, this list leans more toward evolving naturally through Drakloak. That matters because Drakloak helps stabilize the deck and gives you more reliable mid-game development. The Dusknoir package gives the deck extra reach. Even though the line is small at 2 Duskull, 2 Dusclops, and 1 Dusknoir, it creates important tactical options. Dragapult ex already wants to spread pressure across the board, and Dusknoir helps turn that pressure into real prize-taking opportunities. This is especially valuable against decks that try to hide damaged Pokémon on the Bench or set up multiple low-HP support Pokémon. The Trainer engine is built for both consistency and disruption. Lillie’s Determination gives the deck strong draw power, while Ultra Ball, Buddy-Buddy Poffin, and Poké Pad help find the right pieces at the right time. Buddy-Buddy Poffin is especially important because the deck wants several small Basics in play early: Dreepy, Duskull, Budew, and sometimes support Pokémon like Meowth ex or Munkidori depending on the matchup. The deck also plays several disruptive cards. Crushing Hammer can slow down opposing Energy development. Unfair Stamp and Special Red Card can punish opponents at key points in the prize race. Team Rocket’s Watchtower and Jamming Tower give the list Stadium-based disruption, while Boss’s Orders lets Dragapult ex convert pressure into targeted knockouts. Energy management is also a major part of the deck. The list plays eight Energy split between Psychic, Fire, and Darkness. Dragapult ex needs specific Energy sequencing, while Munkidori and other utility cards can create additional planning requirements. Crispin helps smooth the Energy setup, but because the deck is still a Stage 2 strategy, you need to plan turns carefully and avoid falling behind before Dragapult ex is ready. Overall, this deck rewards players who like strategic games. You are not trying to win by taking the first knockout every game. You are trying to build a board, spread damage intelligently, disrupt your opponent’s hand and Energy, then close the game with precise Boss’s Orders turns, Dusknoir pressure, and late-game prize mapping.
The early game is all about board setup. Your first priority is getting Dreepy into play. If possible, you want at least two Dreepy because losing your only Dreepy can slow the entire deck down. Buddy-Buddy Poffin is the best card for this because it can establish multiple Basics quickly. Duskull is also worth setting up early in matchups where Dusknoir pressure matters. However, do not overbench fragile Pokémon without a reason. Against aggressive decks, every low-HP Pokémon can become a liability if the opponent has gust effects or spread damage. Your first Supporter turns should focus on consistency. Lillie’s Determination helps refresh your hand, while Ultra Ball can find Drakloak, Dragapult ex, or key support Pokémon. Be careful with Ultra Ball discards. This deck has several important one-of cards, including Dusknoir, Budew, Munkidori, Unfair Stamp, Special Red Card, Team Rocket’s Watchtower, Dawn, Jamming Tower, Rare Candy, and Rosa’s Encouragement. In the early game, do not rush disruption unless it clearly slows the opponent down. Crushing Hammer can be excellent, but your main priority is still setting up Dragapult ex.
The mid game is where Dragapult ex should begin taking control. By this point, you want your first Dragapult ex attacking or close to attacking, with another Dreepy or Drakloak developing behind it. A single Dragapult ex is rarely enough against strong decks, so always build your follow-up attacker. This is also when your disruption tools become stronger. Crushing Hammer can delay an opposing attacker. Unfair Stamp can punish the opponent after they take prizes. Special Red Card can reduce their options before an important response turn. Team Rocket’s Watchtower and Jamming Tower can interfere with certain strategies depending on the matchup. Your Dusknoir line becomes more important in the mid game if Dragapult ex has already spread damage. Look for board states where evolving into Dusknoir can convert damage into prizes or force the opponent into a bad exchange. Do not use your Dusknoir line randomly. It should serve a clear purpose. Boss’s Orders is also very important in the mid game. Use it to target support Pokémon, unfinished evolution lines, or damaged Pokémon that are hiding on the Bench. The best Dragapult turns often involve taking one prize while setting up another knockout for the following turn.
The late game is about prize mapping. By this point, the opponent’s board should have damage spread across multiple Pokémon. Your job is to identify the fastest route to your remaining prizes. Boss’s Orders can close games by pulling up a damaged or vulnerable Pokémon. Dusknoir can help finish targets that Dragapult ex softened earlier. Munkidori may also help shift or manipulate damage in ways that change the prize math. This is where the deck becomes very skill-testing. Night Stretcher is extremely valuable late. If Dragapult ex, Drakloak, Dusknoir, or another key Pokémon has been knocked out or discarded, Night Stretcher can help rebuild one final attacker. Do not waste both Night Stretcher too early unless you need them to keep the game alive. Be careful with support Pokémon late. Fezandipiti ex and Meowth ex can be useful, but they can also become easy prize targets. Only bench them late if they directly help you find the winning line. The final turns should be planned around exact prizes. Count what is damaged, what can be gusted, what can be finished by Dusknoir, and what your opponent can do in response.
Yes ‑ this consensus list reflects 12 recent competitive decklists across 2 tournaments and is well-positioned in the current Standard format.
Standard format Pokémon TCG (Live and paper).
Generated from recent Limitless TCG Standard tournament results. Each card's inclusion rate is calculated from the actual decklists in our sample.