- Andrew Hedrick dragapult uses Dragapult ex with Munkidori and Crushing Hammer disruption.
- Core engine: Four Dreepy, four Drakloak, three Dragapult ex, and multiple draw options.
- Resource plan: Preserve energy, recovery cards, and evolution pieces for the closing turns.
- Match lesson: Spread damage carefully before committing to a decisive knockout.
- Deck reference: The listed build was recorded as a first-place Los Angeles Regional deck.
Andrew Hedrick dragapult Deck Overview
Andrew Hedrick’s Dragapult ex list is a control-oriented Pokémon TCG deck built around steady evolution, targeted damage placement, and energy disruption. The recorded list contains 18 Pokémon, 32 Trainer cards, and 10 Energy cards. Its structure favors repeated setup through Drakloak, while Munkidori helps reposition damage counters during longer exchanges.
The list was associated with Andrew Hedrick’s first-place finish at the 2026 Los Angeles Regional Championships. It also emphasizes a less common Dragapult approach: four Crushing Hammer copies, a compact three-color Energy base, and several cards designed to keep resources available into the late game.
Video Highlights:
- Andrew Hedrick played a Dragapult list featuring Crushing Hammer disruption.
- The semifinal match demonstrated careful damage-counter placement against another Dragapult deck.
- Munkidori helped convert scattered damage into meaningful knockout threats.
- Unfair Stamp and Boss’s Orders created pressure during the closing sequence.
- The match ended with Andrew advancing 2–0 in the featured semifinal.
Deck Structure
| Category | Count | Main purpose |
|---|---|---|
| Pokémon | 18 | Build the Dragapult line and support draw |
| Trainers | 32 | Search, disruption, switching, and recovery |
| Energy | 10 | Support Psychic, Fire, and Darkness requirements |
| Total | 60 | Tournament-legal deck size |
The evolution line is the deck’s most consistent foundation. Four Dreepy and four Drakloak maximize the chance of developing multiple attackers, while three Dragapult ex provide the primary attacking force without overloading the list with high-stage Pokémon.
The supporting Pokémon each have a distinct role:
- Munkidori moves damage counters and helps convert earlier attacks into later knockouts.
- Dunsparce and Dudunsparce provide additional draw access through the list’s Runaway Draw engine.
- Meowth ex offers a way to find a Supporter when the hand needs a specific effect.
- Fezandipiti ex can refresh the hand after a difficult exchange.
- Budew supports early disruption through Item-lock pressure.
The defining feature is not simply Dragapult ex. It is the combination of damage-counter management, Crushing Hammer, and patient resource sequencing.
Pokémon and Trainer Counts
The published Andrew Hedrick list is compact but highly deliberate. Search cards are present in full playsets, while disruption and draw Supporters are distributed to support different game states. This gives the deck several ways to begin a turn: establish a new attacker, refresh the hand, disrupt opposing Energy, or target a vulnerable Pokémon.
Pokémon Line
| Pokémon | Count | Role |
|---|---|---|
| Dreepy | 4 | Basic foundation for the evolution line |
| Drakloak | 4 | Evolution-stage setup and deck selection |
| Dragapult ex | 3 | Primary attacker |
| Munkidori | 2 | Damage-counter movement |
| Dunsparce | 1 | Draw setup |
| Dudunsparce | 1 | Runaway Draw access |
| Meowth ex | 1 | Supporter search through Last Ditch Catch |
| Fezandipiti ex | 1 | Hand replenishment |
| Budew | 1 | Early Item disruption |
The four-four-three Dragapult line is the clearest consistency choice. The deck wants to place several Dreepy early, evolve them over consecutive turns, and maintain more than one potential Dragapult ex. This matters because a single damaged attacker can become a poor place to invest a scarce Energy attachment.
Munkidori is especially important in the featured mirror. Damage placed on the board does not always need to remain on the Pokémon that first received it. Moving counters can create a knockout on an opposing support Pokémon, finish a damaged attacker, or protect the deck from an awkward prize sequence.
Trainer Package
| Trainer | Count | Function |
|---|---|---|
| Lillie’s Determination | 4 | Large hand refresh |
| Crispin | 3 | Energy access and acceleration |
| Boss’s Orders | 3 | Target selection |
| Judge | 1 | Hand disruption |
| Poké Pad | 4 | Supporter recovery |
| Buddy-Buddy Poffin | 4 | Basic Pokémon setup |
| Ultra Ball | 4 | Universal Pokémon search |
| Crushing Hammer | 4 | Energy disruption |
| Night Stretcher | 2 | Recovery |
| Unfair Stamp | 1 | Late-game hand disruption |
| Risky Ruins | 2 | Stadium support and damage management |
The four Crushing Hammers are the most noticeable tactical choice. They are not merely included as occasional disruption; they form a meaningful part of the deck’s plan. Removing an Energy can delay an attack, force an awkward retreat, or make an opponent choose between powering an attacker and maintaining a damaged support Pokémon.
Crispin is equally important because the deck uses Psychic, Fire, and Darkness Energy. Its value increases when the player has already thinned unnecessary cards from the deck and knows which Energy remains available. The featured match repeatedly showed how difficult it can be to find the needed Fire Energy at the exact moment, making careful deck tracking essential.
Do not treat every Energy attachment as interchangeable. A premature attachment to the active Pokémon can leave a bench attacker underpowered or waste a future Munkidori line.
Step-by-Step Setup and Sequencing
The deck rewards a measured opening rather than rushing every Pokémon onto the board. Your first objective is to create multiple evolution paths while preserving enough search and recovery to survive disruption.
Establish Multiple Dreepy
Use Buddy-Buddy Poffin, Ultra Ball, or other available search effects to place more than one Dreepy into play when possible. A single Dreepy gives the opponent an easier target and makes the next evolution turn more fragile.
Prepare Drakloak Before Item Disruption
Use Poké Pad and your search cards to identify Drakloak targets early. If Budew or another effect may limit Item use, having the evolution piece ready prevents the disruption from removing your best setup route.
Track Every Energy Color
Count Psychic, Fire, and Darkness Energy during deck searches. Crispin becomes stronger when you know what remains in the deck, while Munkidori may require Darkness Energy at a critical moment.
Choose the Safest First Attack
Do not force Phantom Dive if the attack would expose an important Dragapult ex. If the board is not ready, use the turn to evolve, attach, recover, or disrupt instead.
Plan the Prize Route
Before placing damage counters, identify which Pokémon can become a future knockout. A spread that looks modest can create several winning options after another Phantom Dive or a Munkidori activation.
Opening Priorities
| Priority | Preferred action | Why it matters |
|---|---|---|
| 1 | Bench multiple Dreepy | Protects against a single board wipe |
| 2 | Find Drakloak | Improves evolution access on later turns |
| 3 | Track Fire Energy | Supports Dragapult ex’s attack plan |
| 4 | Preserve recovery | Keeps discarded attackers and Energy relevant |
| 5 | Identify targets | Makes damage placement more efficient |
The featured semifinal also illustrated the value of sequencing cards at the end of a turn. Holding Dreepy in hand until the board plan is clear can reduce the time an opponent has to react to the developing position. This is a small habit, but it matters in open-decklist tournament play, where both players can anticipate likely lines.
When the opponent is under Item pressure, prioritize cards that remain usable. Supporters such as Lillie’s Determination can rebuild a weak hand, while Meowth ex can locate a needed Supporter if the board still offers a safe opportunity to use it. Avoid discarding recovery or Energy cards simply to improve a short-term search unless the exchange clearly improves your next attack.
The strongest turns usually do more than one job: evolve a Pokémon, improve the hand, remove Energy, and preserve a future knockout route.
Damage Counters, Hammers, and the Mirror
Dragapult ex matches are often decided before the final attack. The important choices involve where damage is placed, which Energy is removed, and whether a damaged attacker should remain active or retreat.
Tactical Comparison
| Play | Best use | Main risk |
|---|---|---|
| Phantom Dive | Attack while creating bench pressure | Damage may be spread too thin |
| Munkidori activation | Move counters onto a strategic target | Requires the right Darkness Energy |
| Crushing Hammer | Delay an opposing attacker | Coin flip may fail |
| Boss’s Orders | Select a valuable damaged target | Uses a limited Supporter resource |
| Unfair Stamp | Reduce a large opposing hand | Strongest after taking a prize |
| Jet Headbutt | Attack when Phantom Dive is unavailable | Gives up bench-damage pressure |
The featured mirror showed why damage should be distributed with a purpose. Andrew Hedrick repeatedly positioned counters so that a later Phantom Dive could threaten multiple targets. This approach can make the opponent’s next turn uncomfortable: attaching to the active Pokémon may leave a benched Pokémon exposed, while retreating can consume Energy that was needed for an attacker.
Munkidori adds another layer. If an opposing Pokémon already carries damage, moving those counters may create a knockout without using the main attacker’s damage placement. However, the Darkness Energy used for this effect also represents a resource that cannot be attached elsewhere during the same turn. The correct play depends on whether the transfer changes the prize race or merely shifts damage without producing a concrete advantage.
Crushing Hammer should be evaluated in context. A successful flip can remove the only Energy from an attacker, force an opponent to use Crispin defensively, or strand a Pokémon in the active position. In the Los Angeles semifinal, a heads result against a key Energy helped swing the game after both players had spent several turns building their boards.
Late-Game Checklist
Before the Closing Turn:
- Count the remaining Fire, Psychic, and Darkness Energy
- Confirm which Dragapult ex can attack next turn
- Check whether Munkidori can create a knockout
- Preserve Boss’s Orders or another finishing route
- Identify damaged bench Pokémon for the next Phantom Dive
A flashy knockout is not always the best line. Build a board where several future targets become favorable, then let the opponent run out of safe responses.
Match Lessons and Reference Decklist
The recorded 2026 Los Angeles Regional performance highlights a broader lesson for Dragapult players: a strong list still requires disciplined planning. Andrew Hedrick’s build had several turns where the needed Fire Energy did not appear immediately, yet the deck remained competitive because its other resources were preserved.
The list’s three Boss’s Orders create a reliable targeting package, while four Poké Pad copies help recycle Supporters after the first wave of setup. Night Stretcher is limited to two copies, so discarded Pokémon and Energy should be treated as meaningful late-game resources rather than disposable search costs.
For the full card-by-card reference, see the Andrew Hedrick Dragapult decklist on Limitless.
Key Matchup Lessons
| Situation | Recommended response |
|---|---|
| Opponent has several damaged Pokémon | Spread counters to create multiple future knockout options |
| Your active Pokémon is trapped | Compare retreat cost, Energy value, and whether Munkidori needs that attachment |
| Fire Energy is difficult to find | Thin the deck, track prizes, and avoid unnecessary discards |
| Opponent has a large hand | Consider Unfair Stamp after taking a prize or when it meaningfully limits options |
| Your board has one attacker ready | Use the turn to establish a second attacker if possible |
| A support Pokémon is nearly damaged out | Protect it if it is part of your draw or damage plan |
Recommended Play Pattern
Start by building Dreepy and Drakloak access. Next, identify which attacker can safely receive the Fire Energy requirement. Use Crushing Hammer when removing Energy changes the opponent’s immediate attack plan, not merely because the card is available. Then place Phantom Dive damage so that Munkidori, Boss’s Orders, or a second attack can convert the spread into prizes.
This deck is most effective when each turn supports the next two turns. Search cards should improve future access, Energy should remain flexible, and damage should be placed with a known target in mind. That approach mirrors the controlled endgame shown in the featured semifinal, where Andrew secured multiple winning routes rather than relying on one narrow topdeck.
Q: What is the main strategy of Andrew Hedrick dragapult?
The deck combines Dragapult ex attacks with Drakloak setup, Munkidori damage movement, Crushing Hammer disruption, and carefully planned prize targeting.
Q: How many Dragapult ex are in the listed deck?
The published list contains three Dragapult ex, supported by four Dreepy and four Drakloak.
Q: Why does the deck play four Crushing Hammer?
The full Hammer count supports an Energy-disruption plan that can delay opposing attacks and make the opponent spend resources before establishing a stable board.
Q: Where can I review the Andrew Hedrick decklist?
The card counts and tournament reference are available through the Andrew Hedrick Dragapult decklist on Limitless.
Play the list as a resource-management deck first and a damage deck second. The best turns preserve options while quietly preparing the final prize sequence.