- Primary keyword: Andrew Hedrick lost zone box guide for the Turbo Lost Box strategy
- Core engine: Four Comfey and Colress’s Experiment build the Lost Zone efficiently
- Main attackers: Sableye, Cramorant, Iron Hands ex, and Bloodmoon Ursaluna ex
- Energy plan: Three Lightning, three Water, and two Psychic Energy support flexible attacks
- Key skill: Count Lost Zone cards carefully before committing Mirage Gate resources
Andrew Hedrick lost zone box guide: Deck Identity
The Andrew Hedrick lost zone box guide begins with a Turbo Lost Box shell built around fast card selection, efficient switching, and several single-copy attackers. The list associated with Andrew Hedrick’s first-place North American International Championship 2024 deck profile focuses on consistency instead of a large collection of narrow tech cards.
The deck’s central objective is to place cards into the Lost Zone quickly, unlock stronger attacks, and use the correct attacker for each board state. Comfey starts the engine, Cramorant applies early pressure, Sableye spreads damage, and larger attackers close games after the opponent’s board has been softened.
Video Highlights:
- Four Comfey establish the Flower Selecting engine.
- Sableye becomes available after reaching ten cards in the Lost Zone.
- Iron Hands ex pressures decks that rely on low- or medium-HP Pokémon.
- Bloodmoon Ursaluna ex provides a late-game damage option.
- PokéStop, switching cards, and Mirage Gate keep the deck moving.
The deck profile identifies the following Pokémon as its important battle tools:
| Pokémon | Count | Primary role |
|---|---|---|
| Comfey | 4 | Flower Selecting, setup, and early consistency |
| Sableye | 1 | Lost Mine damage placement after ten Lost Zone cards |
| Cramorant | 1 | Early attacker after four cards enter the Lost Zone |
| Radiant Greninja | 1 | Concealed Cards draw and Moonlight Shuriken pressure |
| Iron Bundle | 1 | Helps reposition the opponent’s Active Pokémon |
| Iron Hands ex | 1 | Takes extra Prize cards against suitable targets |
| Bloodmoon Ursaluna ex | 1 | Late-game attacker with a reduced attack cost |
| Iron Thorns ex | 1 | Disruptive option into decks that depend on Rule Box abilities |
Comfey Engine
- Four copies
- Uses Flower Selecting to improve card quality
- Needs switching support to continue the sequence
Spread Damage
- Sableye
- Places damage counters across the board
- Works with later cleanup attacks
Prize Pressure
- Iron Hands ex
- Can take an extra Prize card
- Especially relevant against Gardevoir-style boards
Late-Game Close
- Bloodmoon Ursaluna ex
- Acts as a powerful finisher
- Rewards careful resource preservation
The list uses many one-of attackers, so search cards and resource recovery matter as much as raw damage output.
Opening Turns and Lost Zone Sequencing
Turbo Lost Box rewards deliberate sequencing. The first turns are not only about attacking; they establish the Lost Zone count, prepare Energy attachments, and determine which cards can safely be discarded or removed through PokéStop.
Start by identifying the attacker required for the matchup. If the early target is a single-Prize Pokémon, Cramorant may be enough. If the opponent presents several damaged Benched Pokémon, reaching Sableye’s threshold becomes more important. If the board contains an extra-Prize target, preserve the path toward Iron Hands ex.
Establish Comfey
Use Nest Ball or Buddy-Buddy Poffin to find Comfey. Place a Comfey in the Active Spot when possible, then use Flower Selecting to choose the card that is least important for the immediate plan.
Build the Lost Zone
Use switching effects, additional Comfey, Lost Vacuum, and Colress’s Experiment to increase the Lost Zone count. Track the total before removing cards with PokéStop or committing key resources.
Choose the First Attacker
At four Lost Zone cards, Cramorant can become the efficient early attacker. At ten, Sableye’s Lost Mine becomes available. Do not rush a larger attacker if a lower-cost attack takes the needed Prize.
Prepare Mirage Gate
Once the Lost Zone supports Mirage Gate, use the Item to accelerate the Energy combination needed by Greninja, Iron Hands ex, Iron Thorns ex, or Bloodmoon Ursaluna ex.
Refresh the End Game
Use Super Rod to return important Pokémon or Energy before the final turns. Pal Pad can recycle key Supporters, including Boss’s Orders and Roxanne.
| Lost Zone milestone | What it enables | Practical focus |
|---|---|---|
| Early count | Better access to the deck’s engine | Keep Comfey moving and improve hand quality |
| 4 cards | Cramorant’s Lost Provisions attack | Take efficient early Prizes |
| 10 cards | Sableye’s Lost Mine | Place damage counters for multiple knockouts |
| Late game | Stronger comeback and finishing lines | Preserve Mirage Gate, Super Rod, and gust effects |
Avoid removing every situational card simply to increase the count. A needed attacker, Energy type, or recovery card may be more valuable than reaching the next threshold immediately.
The switch cards are especially important because they do more than change the Active Pokémon. They allow repeated Flower Selecting, clear a damaged Comfey, and help convert awkward opening positions into productive turns. Rescue Board adds another mobility option for a stranded Comfey.
Attacker Selection and Energy Management
The strength of this Lost Box build comes from matching each attacker to a specific tactical job. Rather than treating every Pokémon as interchangeable, assign a purpose before the turn begins. This reduces wasted Mirage Gates and prevents valuable Energy from being attached to an attacker that cannot finish the exchange.
| Attacker | Best timing | Energy note | Tactical purpose |
|---|---|---|---|
| Cramorant | Early game | Uses its Lost Zone discount | Efficient single-Prize pressure |
| Sableye | Mid to late game | Requires Psychic Energy support | Damage spread and bench cleanup |
| Radiant Greninja | Setup or pressure turns | Needs Water Energy | Draws cards or threatens spread damage |
| Iron Hands ex | Against suitable Prize targets | Requires Lightning Energy | Extra-Prize attack turns |
| Iron Thorns ex | Into ability-dependent strategies | Requires Lightning Energy | Can slow decks built around Rule Box abilities |
| Bloodmoon Ursaluna ex | Late game | Uses reduced attack cost as Prizes are taken | High-damage finisher |
Three Lightning Energy, three Water Energy, and two Psychic Energy give the list access to its varied attack costs. That distribution also explains why Mirage Gate timing matters. Use early turns to identify which Energy types are still available and which cards may already be prized or discarded.
Early Pressure
Cramorant trades efficiently while the Lost Zone is still developing. Use it when a basic knockout is available without spending premium resources.
Board Control
Sableye turns previous damage into future knockouts. Spread counters where they create a realistic two-turn Prize route.
Closing Power
Bloodmoon Ursaluna ex and Iron Hands ex convert a prepared board into decisive Prize turns. Save them for targets that justify their cost.
A useful attack-selection check is:
- What Prize card can be taken this turn?
- Which attacker survives the opponent’s response?
- How many Mirage Gate uses remain?
- Can Super Rod restore the Energy or Pokémon needed later?
- Does the attack improve the next Sableye or Bloodmoon Ursaluna ex turn?
Use the smallest attacker that completes the current objective, then preserve the larger attackers for turns where their special effects change the Prize trade.
Radiant Greninja deserves special attention. Concealed Cards can turn surplus Energy into additional options, while Moonlight Shuriken creates pressure on multiple targets. However, the attack requires a meaningful Water Energy commitment, so avoid treating Greninja as an automatic discard target during every early PokéStop activation.
Matchup Plans and Recovery Lines
The deck profile highlights several matchup-specific ideas. These are tactical plans rather than guaranteed outcomes, and their success depends on setup, Prize cards, and the opponent’s sequencing.
Against Gardevoir-style decks, Iron Hands ex can create a strong Prize trade when it reaches an appropriate target. Iron Bundle may also help break awkward Active positions, although an opponent can combine disruptive Pokémon such as Klefki and Flutter Mane to restrict the Lost Zone engine. Keep Prime Catcher available when a gust effect is the cleanest way to escape or claim a target.
Against Lugia, Iron Thorns ex can function as a temporary disruptive attacker. Its Volt Cyclone attack also moves Energy, which may complicate the opponent’s response. The timing is important: establish the attack when it slows the opponent without sacrificing the resources needed for the next exchange.
Against Lost Tina-style strategies, the plan requires caution around damage placement and bench management. Sableye is powerful, but using it without a clear knockout route can give the opponent time to recover. Against Chien-Pao-style boards, gust effects and Prize mapping help determine whether Iron Hands ex or a lower-cost attacker produces the better exchange.
| Matchup situation | Priority attacker or tool | Recommended approach |
|---|---|---|
| Gardevoir presents a suitable target | Iron Hands ex | Plan the extra-Prize turn and protect the Energy route |
| Opponent uses Klefki or Flutter Mane | Iron Bundle, Prime Catcher | Reposition the board and remove the lock when possible |
| Lugia relies on Rule Box abilities | Iron Thorns ex | Apply disruption while preserving a follow-up attacker |
| Several damaged Benched Pokémon | Sableye | Place counters for a planned knockout sequence |
| Late game with reduced Prize requirement | Bloodmoon Ursaluna ex | Convert the lower attack cost into a final attack |
| Key Pokémon or Energy are spent | Super Rod, Pal Pad | Restore resources before entering the final turns |
The deck also uses PokéStop as a major consistency tool. Four copies increase access to Item cards and help the deck move quickly, but every activation carries risk. Before using it, check whether the discard pile already contains an attacker, Energy type, or Supporter that the end game requires.
When the game is approaching its final turns, Super Rod and Pal Pad may be more valuable than another aggressive PokéStop activation.
Boss’s Orders and Prime Catcher provide gust access, while Roxanne can disrupt an opponent’s large hand after the Prize race changes. Pokegear 3.0 helps locate a Supporter later in the game, and Pal Pad effectively gives the deck additional access to its most important Supporter effects.
Practice Checklist and FAQ
Practice this list by focusing on decisions rather than only successful attacks. A strong turn usually begins several actions earlier, when you decide which card to keep, which Energy to conserve, and which attacker will take the next Prize.
Essential Practice Goals:
- Reach four Lost Zone cards while keeping the correct attacker accessible
- Track the ten-card Sableye threshold before using Lost Mine
- Map Lightning, Water, and Psychic Energy requirements before Mirage Gate
- Practice switching Comfey without wasting Rescue Board or switching effects
- Use Super Rod and Pal Pad to prepare the final two turns
| Turn checkpoint | Question to ask | Desired result |
|---|---|---|
| Opening turn | Which Comfey line creates the most options? | A productive Flower Selecting sequence |
| Before PokéStop | Which Items, Pokémon, or Supporters cannot be lost? | Safer discard decisions |
| Before Mirage Gate | Which attacker changes the Prize trade? | Efficient Energy acceleration |
| Before Sableye | Where do damage counters create knockouts? | A planned spread-damage route |
| Final turns | Which recovery or gust card is still required? | A controlled closing sequence |
For a card-by-card playtest reference, use the Lost Zone Box by Andrew Hedrick deck page. Its page identifies the deck as a 60-card list and provides a manual playtest interface. Because the page labels the deck as Expanded, verify the format and card legality before using the list for a current event.
The available playtest page lists an Expanded format. Confirm the event’s current rules and legality before copying the strategy into tournament practice.
Q: What is the main idea of the Andrew Hedrick lost zone box guide?
The strategy uses Comfey, Colress’s Experiment, switching cards, and PokéStop to build the Lost Zone quickly, then selects the attacker that best fits each Prize exchange.
Q: When should Sableye enter the game plan?
Sableye becomes a central option after ten cards are in the Lost Zone. Use Lost Mine when damage counters can create a planned knockout or improve a later Bloodmoon Ursaluna ex attack.
Q: Why are there several one-of attackers?
Each attacker answers a different board state. Cramorant handles efficient early attacks, Iron Hands ex targets extra-Prize opportunities, Iron Thorns ex provides disruption, and Bloodmoon Ursaluna ex closes games.
Q: How should I practice this Lost Box list?
Practice Lost Zone counting, Comfey switching, Mirage Gate timing, and recovery sequencing. Before each turn, identify the next Prize target and the resources needed to reach it.