Andrew Hedrick deck list: Dragapult EX Strategy Guide - Deck

Andrew Hedrick deck list: Dragapult EX Strategy Guide

Review Andrew Hedrick’s Dragapult EX strategy, confirmed cards, disruption plan, energy choices, and practical Pokémon TCG deck-building lessons.

2026-08-31
Andrew Hedrick Wiki Team
Quick Guide
  • Andrew Hedrick deck list analysis centers on a Dragapult ex control shell.
  • Core plan combines Dragapult ex damage placement with Munkidori energy-based recovery.
  • Disruption tools include Crushing Hammer, Judge, Boss’s Orders, and Unfair Stamp pressure.
  • Resource rule is to protect future Crispin turns while denying key opposing Energy.
  • Important note the available record confirms strategic cards, not every card in a complete 60-card list.

Andrew Hedrick deck list: Confirmed Core

The available tournament footage presents Andrew Hedrick piloting a Dragapult ex deck built around selective damage placement, Energy denial, and careful hand management. It does not provide a verified written 60-card list, so the safest reference is a confirmed strategic core rather than an invented card-by-card deck list.

The featured match shows Dragapult ex working alongside Munkidori, Dunsparce, Dudunsparce, Budew, and several supporting Pokémon. The deck’s strength comes from turning small damage counters into future knockouts while using disruption to prevent the opponent from stabilizing.

Video Highlights:

  • Dragapult ex applies pressure while preserving damage-counter options for later turns.
  • Munkidori moves damage counters and converts board damage into tactical knockouts.
  • Crushing Hammer targets crucial Darkness and Fire Energy at high-impact moments.
  • Judge and Unfair Stamp reduce the opponent’s access to a developed hand.
  • Crispin supports multi-Energy turns without exhausting one Energy type too early.

The following table separates cards clearly shown or directly discussed from cards whose exact counts remain unconfirmed.

Confirmed card or PokémonStrategic roleWhat the match demonstrates
Dragapult exMain attacker and damage spread engineUses Phantom Dive to take prizes and place damage on the Bench
MunkidoriDamage-counter movement and secondary pressureConverts accumulated damage into targeted knockouts
DunsparceDraw support after evolutionHelps reload the hand through Dudunsparce
DudunsparceRepeatable draw engineReturns Dunsparce to the deck for additional setup
BudewEarly disruption and item pressureItchy Pollen can restrict the opponent’s Item usage
Crushing HammerEnergy removalSeveral flips were held until removing Energy changed the game
JudgeHand disruptionReset the opponent while Andrew maintained multiple board options
CrispinMulti-Energy accelerationFinds two different basic Energy types for a Dragapult turn
Boss’s OrdersTarget selectionEnables pressure against vulnerable Benched Pokémon
Unfair StampOpposing hand disruptionAppears as an important comeback and stabilization tool
Risky RuinsDamage-counter generatorCreates damage that Munkidori can move or convert into knockouts
Night StretcherRecovery and flexibilityRecovers Pokémon or resources needed for a closing sequence
List Accuracy

Do not treat this page as a complete tournament deck list. The confirmed footage supports card roles and sequencing, but it does not establish exact quantities, Prize-card placement, or every inclusion.

Dragapult ex

The primary attacker. Phantom Dive applies direct pressure while placing damage counters that can matter several turns later.

Munkidori

A flexible damage-management Pokémon. Its ability can shift damage counters when the correct Energy is available.

Dudunsparce

A repeatable draw package. Returning Dunsparce to the deck keeps the engine useful after the first setup turn.

Disruption

Crushing Hammer, Judge, Budew, and Unfair Stamp create awkward turns for opponents trying to assemble attacks.

How the Dragapult ex Strategy Works

This build is less about taking the first knockout at any cost and more about controlling the opponent’s available resources. Andrew’s strongest turns come from identifying the one Energy, Pokémon, or draw option that allows the opposing board to function.

Dragapult ex provides the main damage output, but the deck’s tactical identity comes from the interaction between spread damage and Munkidori. Damage counters placed on the Bench are not merely incidental. They become future targets, recovery resources, or ways to change the math of a later exchange.

EngineImmediate effectLong-term value
Dragapult exAttacks and places Bench damageCreates multiple future knockout routes
MunkidoriMoves damage counters with Darkness EnergyTurns spread damage into precise pressure
Risky RuinsPlaces damage on the boardEnables Munkidori lines and changes damage calculations
DudunsparceRefreshes the handSupports longer games after early disruption
BudewLimits Item accessBuys time while the main board develops
Crushing HammerRemoves Energy after a successful flipDelays attacks and improves the value of damage denial
Judge or Unfair StampReduces hand size or qualityForces the opponent to rebuild under pressure

Damage Placement as a Resource

A common mistake with Dragapult ex is treating every available damage counter as an automatic target. The better approach is to ask what the counters will accomplish next.

Moving all available damage onto one Pokémon can produce an immediate knockout, but spreading counters may be better when the opponent needs several attackers. In the featured match, the decision repeatedly involved whether to concentrate damage, preserve it for Munkidori, or avoid giving the opponent a useful recovery line.

Energy Denial Before the Attack

Crushing Hammer is strongest when it removes an Energy that represents the opponent’s only realistic attack path. The footage highlights this principle several times: Andrew did not rush to play the card merely because it was available. He waited until the opposing Energy commitment became meaningful.

That patience matters because Hammer is a coin-flip Item. A failed flip is less damaging when the card was used at a low-value moment, but a successful flip can become decisive when it removes the only Energy needed for a key attacker.

Editor’s Tip

Before playing Crushing Hammer, identify the opponent’s next attack, retreat option, and Energy search route. The best target is usually the card that delays all three.

The Crispin Constraint

Crispin can search for two basic Energy of different types, but the deck must preserve access to those types throughout the game. Pulling every copy of one Energy from the deck may make a future Crispin less efficient or leave a needed Munkidori activation unavailable.

This is why Energy attachments should be planned several turns ahead. A basic Darkness Energy may be more valuable on Munkidori than on the active attacker if it enables damage movement, retreat flexibility, or a future recovery sequence.

Step-by-Step Turn Planning

The strategy becomes easier to pilot when each turn follows a clear priority order. The goal is not to copy a single play exactly, but to reproduce the decision-making pattern: establish the engine, identify the opponent’s bottleneck, and preserve the resources needed for the final turn.

1

Build the Dragapult board

Open with as many useful Basics as the hand allows, prioritizing Dreepy and the draw engine. Avoid filling the Bench with low-value Pokémon unless they contribute to the next two turns. Early setup determines whether later damage-spread turns are strong or forced.

2

Track Energy requirements

Note which Energy types are already attached, discarded, prized, or available through Crispin. Keep at least one realistic path for Munkidori and one path for the next Dragapult attack.

3

Choose the disruption target

Decide whether the opponent is most vulnerable to Judge, Budew’s Item restriction, Boss’s Orders, or Crushing Hammer. Use the disruption that attacks the opponent’s immediate bottleneck rather than the card that looks strongest in isolation.

4

Place damage deliberately

After attacking, review every damaged Pokémon. Concentrate counters when a knockout is close; spread them when multiple future targets can be created. Do not move counters with Munkidori simply because the ability is available.

5

Prepare the closing turn

Count remaining Prize cards, available Energy, recovery cards, retreat options, and draw outs. A winning line may require a specific combination such as Hammer, Crispin, Boss’s Orders, Munkidori, or a recovered attacker.

The featured game also shows why board awareness matters after a sudden Prize swing. When an opponent takes multiple Prizes, the correct response is not always an immediate counterattack. First check whether their next turn is actually functional. A reduced hand, limited Energy, or missing attacker can leave a narrow but reliable comeback route.

Turn situationPreferred questionPractical response
Early gameCan the opponent attack next turn?Prioritize setup, Energy denial, or Budew pressure
MidgameWhich Bench Pokémon has future value?Place damage where it limits draw, Energy, or evolution options
After JudgeWhat resources survived the reset?Use draw abilities before committing to a major Supporter
After a Prize swingDoes the opponent have a clean closer?Search for disruption and recovery rather than panic-attacking
Final turn setupWhat exact cards are required?Count outs before using Poké Pad, Night Stretcher, or Crispin
Winning Sequence Principle

A comeback line usually becomes visible after you count the opponent’s remaining Energy, Bench space, hand size, and available attackers—not just their Prize total.

Deck-Building Lessons and Common Errors

Andrew’s recorded play demonstrates a control-oriented approach to Pokémon TCG deck construction. The list is not defined by a single explosive combo. Instead, it layers several moderate effects that become powerful when the opponent is forced to spend resources inefficiently.

Avoid Overcommitting to the Bench

Bench space is a major resource in a Dragapult ex deck. Dreepy, Drakloak, Munkidori, Dunsparce, Budew, and recovery targets can compete for the same spaces. A crowded Bench makes it harder to rotate attackers or add a situational Pokémon when the game changes.

Use the Bench with a purpose:

  • Place additional Dreepy when the next evolution turn requires them.
  • Add Munkidori when its Energy and damage-moving role can be supported.
  • Keep a slot available for recovery or a closing-turn Basic Pokémon.
  • Avoid playing a low-impact Pokémon solely because the Bench has room.
  • Reassess Bench value after every knockout.

Do Not Spend Draw Cards Without a Goal

Recon Directive and other draw effects are most useful when they improve the quality of the next decision. Before using them, identify whether you are searching for an attacker, Energy, Supporter, recovery card, or disruption piece.

The match repeatedly illustrates this approach. Looking at additional cards is valuable, but only when the next play is clear. A large hand does not guarantee progress if the required Pokémon or Energy type is missing.

Treat Prize Cards as a Planning Problem

Prize-card information changes the value of every search. A prized Crushing Hammer, Darkness Energy, or Dreepy can alter whether a line is realistic. When checking Prizes, record the cards that affect your endgame rather than attempting to memorize the entire layout.

Information to trackWhy it mattersAdjustment
Prized EnergyChanges Crispin and Munkidori accessPreserve alternate attachments
Prized attackerLimits closing optionsProtect the active attacker and recovery cards
Prized HammerReduces disruption oddsUse other control effects earlier
Missing draw PokémonWeakens reload turnsPreserve Supporters and Poké Pad targets
Missing Basic PokémonCan block a comeback sequenceAvoid unnecessary Bench knockouts or discards

The Andrew Hedrick profile on X identifies him as a Pokémon TCG competitor, a 2024 North America International Champion, and a five-time Regional Champion. That competitive background helps explain why the deck’s most notable turns focus on sequencing, resource denial, and Prize mapping rather than simple damage racing.

Common Mistake

Do not copy the visible cards without understanding their jobs. A disruption-heavy Dragapult ex shell requires careful Energy counts, draw support, recovery options, and enough Basics to avoid losing tempo.

Mistake: Early Hammer

Playing Crushing Hammer before the opponent commits meaningful Energy can waste a valuable disruption window.

Mistake: Random Damage

Damage counters should support a knockout, damage transfer, or board restriction. Unplanned spread may help the opponent.

Mistake: Forced Evolution

Evolving without the necessary Energy, draw support, or retreat plan can reduce future options.

Practical Checklist and FAQ

Use this checklist when testing a Dragapult ex list inspired by Andrew Hedrick’s documented tournament approach. It focuses on decision quality rather than claiming an unverified card count.

Deck Testing Checklist:

  • Confirm the list has a reliable Dragapult ex evolution line
  • Test whether Munkidori can activate without weakening the attack plan
  • Track which Energy types Crispin can still access late game
  • Practice saving Crushing Hammer for high-impact Energy targets
  • Reserve Bench space and recovery cards for the closing sequence

Q: What is the Andrew Hedrick deck list featured in the record?

The documented match features a Dragapult ex strategy with Munkidori, Dunsparce and Dudunsparce, Budew, Risky Ruins, Crushing Hammer, Judge, Crispin, Boss’s Orders, Unfair Stamp, and Night Stretcher. The available material does not verify a complete 60-card list or exact counts.

Q: What makes the Dragapult ex strategy effective?

Dragapult ex places pressure across the board, while Munkidori can move damage counters to create precise knockouts. Disruption from Crushing Hammer, Judge, Budew, and Unfair Stamp can delay the opponent while this damage plan develops.

Q: When should Crushing Hammer be played?

Use it when removing an Energy meaningfully delays an attack, retreat, or recovery line. Holding the card for a high-impact target is often better than playing it immediately after drawing it.

Q: Is this a complete tournament-legal deck list?

No. It is a strategic analysis of cards and interactions confirmed in the available match coverage. Verify a full list, format legality, card counts, and current tournament rules before building or entering an event.

Final Takeaway

The most transferable lesson is disciplined sequencing: establish Dragapult ex, preserve Energy flexibility, place damage with purpose, and disrupt the opponent only when the effect changes the next turn.