- Andrew Hedrick deck: A Dragapult ex control build built around pressure, disruption, and damage manipulation.
- Core engine: Dragapult ex supplies spread damage while Munkidori shifts counters into knockout range.
- Key disruption: Judge, Unfair Stamp, and Crushing Hammer reduce the opponent’s ability to rebuild.
- Best habit: Preserve energy access and delay critical Hammer flips until the target matters most.
- Closing plan: Use damage counters, Boss’s Orders, and a final Munkidori attack to create a clean knockout.
Andrew Hedrick deck: Core Game Plan
Andrew Hedrick’s featured list is a Dragapult ex-focused Pokémon TCG deck that combines steady evolution, spread damage, hand disruption, and carefully timed energy denial. It is not simply trying to attack as quickly as possible. Instead, the deck attempts to make every opposing resource awkward: energy attachments become vulnerable to Crushing Hammer, damaged Pokémon become targets for Munkidori, and low-resource hands become even less reliable after Judge or Unfair Stamp.
The strategy rewards patience. Early turns are used to establish Dreepy, find evolution pieces, and prepare the supporting board. Once Dragapult ex begins attacking, damage counters create future knockout opportunities across the opponent’s field. The deck can then convert those counters into prizes with Munkidori, Boss’s Orders, or another Dragapult attack.
Video Highlights:
- Andrew Hedrick uses Crushing Hammer selectively instead of immediately committing every disruption card.
- Dragapult ex spreads damage while Munkidori turns existing counters into targeted pressure.
- Judge is especially powerful when combined with board-based draw denial.
- Risky Ruins can create damage counters, but its timing depends on bench development.
- The final sequence uses preserved resources and a precise Munkidori knockout line.
The featured approach also shows why this archetype requires planning several turns ahead. Andrew considers whether Fire, Psychic, or Darkness Energy should remain available for later effects rather than treating every attachment as interchangeable. That discipline matters when Crispin needs to find different basic Energy types or when Munkidori must move damage at the correct moment.
| Strategic Layer | Main Purpose | Typical Payoff |
|---|---|---|
| Dragapult ex | Apply spread damage and attack pressure | Places multiple targets into future knockout range |
| Munkidori | Move damage counters from your board | Converts spread damage into focused knockouts |
| Crushing Hammer | Remove an opposing Energy after a successful flip | Delays attacks or disrupts retreat options |
| Judge and Unfair Stamp | Reduce the opponent’s hand quality | Limits recovery after a strong turn |
| Risky Ruins | Generate damage counters through board interaction | Enables Munkidori math when timed correctly |
Do not measure a turn only by the damage dealt. A turn that removes Energy, preserves your own resources, or forces a poor retreat can be more valuable than a larger attack.
Key Pokémon and Trainer Roles
The deck’s Pokémon lineup works as a connected system rather than a collection of independent attackers. Dreepy and Drakloak provide the evolution path toward Dragapult ex, while Dunsparce and Dudunsparce help maintain access to cards during a longer game. Munkidori is the tactical damage-management piece, and additional basic Pokémon can support recovery, searching, or late-game effects.
Dragapult ex is the primary pressure card, but the supporting Pokémon often determine whether the attack sequence succeeds. Keeping Drakloak on the Bench can preserve draw access. Establishing multiple Munkidori copies can make damage movement more reliable, although bench space becomes increasingly important as the game progresses.
| Card or Line | Role in the Strategy | Important Decision |
|---|---|---|
| Dreepy | Basic setup Pokémon for the Dragapult line | Bench several early when possible |
| Drakloak | Evolution bridge and source of card selection | Keep enough copies available for recovery |
| Dragapult ex | Main attacker and spread-damage engine | Choose between immediate damage and setup |
| Munkidori | Damage counter movement and cleanup attacker | Protect its Energy and avoid wasting counters |
| Dunsparce / Dudunsparce | Draw support and board utility | Balance reload effects against bench space |
| Budew | Early board-control support | Avoid giving the opponent favorable damage math |
| Meowth ex | Basic Pokémon with late-game utility | Consider its interaction with Risky Ruins |
A major strength of the list is its ability to attack the opponent’s setup without relying on a single disruption card. Judge can shuffle both players’ hands into the deck, while Munkidori and board damage make the opponent’s new cards less effective. When the opponent has already taken prizes, Unfair Stamp can create a particularly uncomfortable reset.
The Trainer package also includes search and recovery tools such as Buddy-Buddy Poffin, Poké Pad, Ultra Ball, Night Stretcher, and Crispin. These cards support different phases of the game:
- Buddy-Buddy Poffin develops basic Pokémon and can become useful again through Dunsparce-related reload effects.
- Poké Pad helps locate important Supporters or Pokémon when the board needs a specific answer.
- Ultra Ball finds key Pokémon but requires careful discard management.
- Night Stretcher recovers a basic Pokémon or Energy for a late-game sequence.
- Crispin connects different Energy types to the attacking plan.
The strategy can consume bench space quickly. Multiple Dreepy, Drakloak, Munkidori, Dunsparce, and utility Pokémon may compete for the same slots, so avoid filling the Bench without a clear purpose.
Dragapult ex
The main attacker. Its spread damage creates multiple future targets and makes the opponent’s Bench part of the prize race.
Munkidori
The damage-transfer specialist. It rewards careful counter placement and can finish a damaged Pokémon without another major attack.
Dudunsparce
A reload engine that helps recover momentum after a disruption effect or a difficult opening hand.
Crushing Hammer
A timing-based disruption tool. Its value rises when removing one Energy stops the opponent’s next meaningful attack.
Step-by-Step Andrew Hedrick deck Setup
Your first turns should establish an attacking route, a draw route, and at least one way to manage future damage. Do not chase every option at once.
Build the Evolution Board
Start by placing as many useful Dreepy as the opening hand allows, then prioritize the Dragapult ex evolution path. Drakloak is valuable not only because it advances the attack line, but also because it improves access to additional cards. Avoid benching every utility Pokémon before confirming how much space the matchup requires.
Choose the First Energy Commitment
Decide whether the first Energy attachment supports an early attack, a Munkidori activation, or a later Crispin sequence. The featured strategy shows the value of preserving different Energy types. A Darkness Energy may enable Munkidori, while Psychic or Fire resources can support other attack and recovery lines.
Disrupt the Missing Resource
Watch the opponent’s board for the card that prevents their next attack. If an Energy is attached to an important attacker, Crushing Hammer may be worth holding until the opponent commits further. If the opponent has a weak hand after a slow turn, Judge can be stronger than a premature Hammer attempt.
Spread Damage With Purpose
After Dragapult ex attacks, count every damage counter and identify which Pokémon can become a future prize. Do not move counters randomly. Munkidori is strongest when the transferred damage changes a two-hit knockout into a one-hit finish or removes an important support Pokémon.
Prepare the Closing Turn
Before taking the final prize, confirm your retreat path, Energy access, and available damage-moving effects. A strong endgame may involve Boss’s Orders, Night Stretcher, Crispin, Crushing Hammer, and Munkidori in one connected sequence. Keep enough resources to respond if the opponent uses Unfair Stamp.
| Turn Focus | Priority Action | Avoid |
|---|---|---|
| Opening turn | Bench Dreepy and establish a basic Energy plan | Filling the Bench with low-value Pokémon |
| Development turn | Evolve into Drakloak or Dragapult ex | Evolving without considering future draw access |
| Pressure turn | Attack while tracking spread-damage math | Moving counters without a knockout purpose |
| Disruption turn | Use Judge, Hammer, or Boss’s Orders on the key resource | Spending disruption before the target is committed |
| Closing turn | Combine damage movement with a clean attack | Leaving the opponent a simple recovery route |
The most important sequencing principle is to identify what the opponent cannot afford to lose. Sometimes that is an Energy card. Sometimes it is a draw Pokémon such as Dunsparce. In other positions, the correct target is a damaged Bench Pokémon that allows Munkidori to take a quick prize.
Disruption, Risky Ruins, and Damage Math
The list’s disruption plan is strongest when several small effects overlap. A single Crushing Hammer may not end the opponent’s turn, but removing an Energy can force a retreat, delay an evolution attack, or prevent a second attacker from being prepared. Judge becomes more threatening when the opponent has already used most of the cards in hand and has limited draw access.
Risky Ruins is more complicated. It can place damage counters on Pokémon, allowing Munkidori to move those counters across the board. However, using it too early may damage your own setup without producing a meaningful knockout. The better timing depends on whether your Dreepy line is established, whether Munkidori has the required Energy, and whether the opponent can exploit the same damage pattern.
| Situation | Preferred Line | Reason |
|---|---|---|
| Opponent misses an Energy attachment | Consider Crushing Hammer | One removed Energy may delay the entire attack cycle |
| Opponent has a strong hand | Judge or Unfair Stamp | Hand disruption is more valuable when recovery is limited |
| Several enemy Pokémon are already damaged | Use Munkidori selectively | A transferred counter can create a low-cost knockout |
| Your Bench is crowded | Avoid unnecessary Risky Ruins setup | Open spaces may be more valuable than extra counters |
| Opponent has a vulnerable draw Pokémon | Target it with spread or Boss’s Orders | Reducing draw power makes later disruption stronger |
| You need one final prize | Preserve retreat and Energy access | The opponent may force a different attacker into play |
The transcripted regional match illustrates how close the closing calculations can become. Andrew faced a position where the opponent needed only one more prize, yet successful Crushing Hammer flips removed critical Energy and bought time. The important lesson is not to expect every Hammer to succeed. It is to understand which successful flip changes the game and to avoid spending the card merely because it is available.
When using Munkidori, ask three questions:
- Does moving the counters create an immediate knockout?
- Does the move protect your Bench from the opponent’s next attack?
- Will the move leave enough damage available for the following turn?
If the answer to all three is no, preserve the effect. Dragapult ex already creates long-term pressure, so Munkidori does not need to activate on every turn.
Write down the damage counters on each important Pokémon. Clear notes prevent missed knockout lines and make Risky Ruins decisions easier to evaluate.
Endgame Checklist and Match Priorities
The Andrew Hedrick deck is at its best when the pilot turns a complicated board into a short sequence of forced decisions. The opponent should have to choose between retreating, losing Energy, exposing a damaged Bench Pokémon, or accepting a disruptive hand reset.
Use this priority order when planning the final turns:
- Identify the easiest remaining prize.
- Check whether Munkidori can create the knockout without another Dragapult attack.
- Confirm that Boss’s Orders can reach the target.
- Count available Energy and retreat options.
- Keep one recovery card available if the opponent resets your hand.
Deck Practice Checklist:
- Establish at least one Dragapult evolution route before overfilling the Bench
- Track every damage counter placed by Dragapult ex or Risky Ruins
- Hold Crushing Hammer for an Energy that affects the opponent’s next attack
- Practice Judge and Unfair Stamp sequencing after the opponent takes prizes
- Reserve Energy and recovery options for the final Munkidori or Dragapult turn
| Practice Scenario | Question to Ask | Corrective Habit |
|---|---|---|
| Weak opening hand | Which Pokémon line gives the best next draw? | Protect evolution and draw access |
| Early Energy denial | What attack does the opponent lose? | Judge the flip by its strategic effect |
| Risky Ruins turn | Who benefits more from the damage counters? | Activate only when the math improves |
| Opponent uses Unfair Stamp | Which recovery card matters most? | Preserve search and reload options |
| One-prize endgame | Can the win be forced this turn? | Count damage, Energy, retreat, and targets |
For practice, replay opening hands and pause before every attachment. State the intended attack, the next turn’s evolution, and the opponent’s likely response. This method exposes hands where an apparently strong attachment prevents Crispin, Munkidori, or a necessary retreat later.
It is also useful to practice losing positions. The featured strategy does not depend on staying ahead at every moment. It depends on recognizing when the opponent’s lead is fragile. A successful Hammer, a carefully placed damage counter, or a low-card Unfair Stamp can convert a nearly lost position into a manageable endgame.
Andrew Hedrick’s public player profile identifies him as a Pokémon TCG competitor, a former North America International Champion, and a five-time Regional Champion. You can follow his public updates through the Andrew Hedrick profile on X.
Test the deck by reviewing decisions, not only match results. Ask whether each Energy, Bench placement, and disruption card improved the next two turns.
FAQ
The available match coverage explains the deck’s strategic lines rather than publishing a complete verified 60-card list. Confirm the current tournament list before copying individual counts.
Q: What is the main idea behind the Andrew Hedrick deck?
The featured build uses Dragapult ex to spread damage, then combines Munkidori, disruption, and targeted attacks to convert that damage into prizes. Its strongest turns often involve more than one small effect rather than a single explosive play.
Q: When should I use Crushing Hammer?
Use Crushing Hammer when removing an Energy meaningfully delays the opponent’s attack, retreat, or follow-up board. Holding the card can be better than using it immediately, especially when the opponent has not committed the resource you need to remove.
Q: How does Risky Ruins support Munkidori?
Risky Ruins can create damage counters that Munkidori later moves to an opposing Pokémon. The exchange is only worthwhile when the counters improve your knockout math or defensive position without giving the opponent an equally useful setup.
Q: Is Dragapult ex always the first attacker?
Dragapult ex is the central attacker, but the best first attack depends on Energy, evolution access, and the opponent’s board. A smaller attack or a setup turn may be correct when it preserves resources for a stronger Dragapult and Munkidori sequence.