- Andrew Hedrick vs jack pitcher ended with Andrew winning the 2026 Los Angeles Regional final.
- Andrew’s list used Dragapult and Munkidori with four Crushing Hammer copies.
- Jack’s list focused on Dragapult, Dudunsparce, and a more aggressive Rare Candy setup.
- Game one was decided by early pressure, prized Dreepy cards, and a fast two-prize start.
- Game two became a resource-management battle shaped by disruption and a pace-of-play penalty.
Andrew Hedrick vs jack pitcher: Match Overview
Andrew Hedrick vs jack pitcher was the Masters final at the 2026 Los Angeles Regional Championship, held May 8–10, 2026. The tournament featured 1,849 players, and Andrew finished first with a reported overall record of 14-0-3. The official event record lists Jack Pitcher as Andrew’s final-round opponent and also records an earlier draw between the two players.
The final paired Andrew’s Dragapult-based control plan against Jack’s Dragapult/Dudunsparce build. Both lists shared several structural choices, including three Crispin, three Boss’s Orders, Judge, Unfair Stamp, Risky Ruins, and a similar spread of Psychic, Fire, and Darkness Energy. The major difference was Andrew’s inclusion of four Crushing Hammer, while Jack included two Rare Candy to accelerate his Dragapult line.
Video Highlights:
- Andrew opened the series with a rapid knockout sequence.
- Crushing Hammer repeatedly challenged Jack’s ability to maintain attacking energy.
- Jack’s Rare Candy line represented his best route to an aggressive comeback.
- The second game featured a complex endgame and a judge ruling involving pace of play.
Andrew Hedrick won the Los Angeles Regional final, earning his fifth Regional Championship according to the broadcast commentary and event coverage.
| Event Detail | Result |
|---|---|
| Tournament | 2026 Los Angeles Regional Championship |
| Dates | May 8–10, 2026 |
| Attendance | 1,849 players |
| Finalist | Jack Pitcher |
| Champion | Andrew Hedrick |
| Andrew’s final event record | 14-0-3 |
| Match format | Best-of-three Pokémon TCG match |
The result also fit Andrew’s established tournament résumé. He entered the final with multiple Regional wins and a North American International Championships title, while Jack was competing for his first Regional Championship victory at the event.
Deck Comparison and Core Game Plans
The matchup was not a simple mirror. Both players relied on Dragapult, but their supporting cards encouraged different approaches. Andrew’s build was designed to slow energy development and convert small damage counters into efficient knockouts. Jack’s version had a heavier evolution line and Rare Candy copies that could produce an earlier Dragapult attack.
Andrew’s plan was strongest when he could force Jack to spend energy retreating, rebuilding, or attacking without enough follow-up. Jack needed to establish several Dreepy and Drakloak while preserving access to draw through Dudunsparce. If Jack lost those pieces early, the deck became much more vulnerable to Judge, Unfair Stamp, and targeted Boss’s Orders plays.
Andrew Hedrick’s Plan
- Disrupt energy with four Crushing Hammer copies
- Use Munkidori to move damage counters
- Apply pressure before Jack completes his evolution line
Jack Pitcher’s Plan
- Build multiple Dreepy and Drakloak
- Use Rare Candy for faster Dragapult access
- Maintain Dudunsparce as a reliable draw engine
Shared Structure
- Dragapult-centered strategy
- Three Boss’s Orders and three Crispin
- Judge, Unfair Stamp, and Risky Ruins
| Category | Andrew Hedrick | Jack Pitcher |
|---|---|---|
| Main strategy | Disruption and damage manipulation | Faster evolution and board development |
| Dragapult acceleration | No Rare Candy reported | Two Rare Candy |
| Crushing Hammer | Four copies | Not highlighted as a core count |
| Draw support | Munkidori, Drakloak, targeted effects | Dudunsparce, Drakloak, Rare Candy pressure |
| Energy profile | Four Psychic, three Fire, three Darkness | Three Psychic, three Fire, three Darkness |
| Main weakness | Can be slower when disruption misses | Can lose momentum when Dreepy or energy are prized |
The energy counts mattered because Andrew’s extra Psychic Energy improved his ability to attack, retreat, and continue using Crispin. At the same time, Jack’s Rare Candy copies gave him a way to bypass some of the slower Drakloak progression. This created a clear strategic tension: Andrew wanted a long resource battle, while Jack wanted to turn a stable board into an early Dragapult attack.
When facing a Dragapult deck with a thinner evolution line, prioritize pressure on its energy and draw Pokémon rather than allowing several turns of comfortable setup.
Important Resource Differences
| Resource | Why It Mattered |
|---|---|
| Crushing Hammer | A successful heads flip could deny an attack, retreat, or future energy conversion. |
| Rare Candy | Jack’s fastest route to an early Dragapult, especially when Drakloak development was delayed. |
| Dudunsparce | Provided draw power but could become a liability under Risky Ruins or targeted Boss’s Orders lines. |
| Unfair Stamp | Reduced hand size at key moments and made recovery less reliable after an early knockout. |
| Boss’s Orders | Created access to vulnerable benched Pokémon, including draw engines and evolving attackers. |
Game One: Andrew’s Fast Start
Jack chose to go first, but his opening position was weakened by prized cards. The game commentary identified two Dreepy and two Energy among Jack’s Prize cards. That left him with fewer immediate development options and made Andrew’s Crushing Hammer strategy more threatening.
Jack opened with Dunsparce against Andrew’s Munkidori. His first turn included Ultra Ball and an Energy attachment, but he did not find the Buddy-Buddy Poffin he wanted. Andrew recognized the limited development and chose an aggressive line rather than waiting for a longer setup.
The early use of Risky Ruins created additional damage counters on non-Darkness Pokémon entering the Bench. That damage supported Munkidori’s damage-moving ability and helped Andrew reach knockout numbers that would otherwise have been slightly out of range.
Identify the Weak Opening
Jack’s first turn produced limited board development, while prized Dreepy reduced the number of live evolution targets available. Andrew used that information to avoid giving Jack extra time.
Take the First Knockout
Andrew used Munkidori and his available attack options to remove Jack’s opening Dunsparce. That immediately gave Andrew a lead in the Prize race.
Pressure the Drakloak Line
Jack’s next setup depended on finding Rare Candy or continuing through Drakloak. Andrew used Energy placement and damage manipulation to make the developing board vulnerable.
Convert the Tempo Advantage
A second knockout placed Andrew two Prize cards ahead and left Jack needing a strong Dragapult turn to remain competitive.
| Game One Turning Point | Strategic Effect |
|---|---|
| Two Dreepy prized | Reduced Jack’s access to evolution targets |
| Early Risky Ruins | Added damage counters that improved knockout math |
| Munkidori pressure | Converted scattered damage into direct knockouts |
| Andrew’s first attack | Removed Jack’s draw support before the board stabilized |
| Missing Rare Candy follow-up | Prevented Jack from immediately reversing the tempo |
Jack eventually conceded Game One rather than spend significant time on a position that was already heavily behind. The final match allowed extended time, and preserving that time for a possible third game was a reasonable tournament consideration. Andrew therefore entered Game Two with a 1-0 lead.
Do not assume going first guarantees the initiative. A weak opening board, prized basics, or a missing search card can let the second player dictate the match immediately.
Game Two: Disruption, Penalty, and Endgame
Game Two began with another first-turn choice for Jack, but the setup was again uneven. He found Dreepy and Poké Pad resources but still lacked the ideal Buddy-Buddy Poffin sequence. Andrew, meanwhile, opened with Buddy-Buddy Poffin and Lillie’s Determination, giving him a stronger route to a developed board.
Andrew initially held Crushing Hammer rather than using it immediately. This patience was important. The best target was not always the first Energy placed; waiting allowed him to evaluate whether Jack was committing to a Dragapult attack, a retreat, or a longer development line.
Andrew also used Judge alongside Munkidori’s damage-counter manipulation. That combination limited Jack’s hand while forcing him to operate with a damaged and partially developed board. Jack found multiple Drakloak through the reduced hand, but he still struggled to create a clean attacking sequence.
| Game Two Phase | Andrew’s Objective | Jack’s Objective |
|---|---|---|
| Opening turns | Establish Munkidori and deny Energy tempo | Build Dreepy, Drakloak, and draw support |
| Midgame | Preserve damage counters for future knockouts | Convert Drakloak into Dragapult |
| Disruption turn | Use Judge or Unfair Stamp at maximum impact | Rebuild from a smaller hand |
| Endgame | Remove the final vulnerable Pokémon | Find Energy, Crispin, and an attack in sequence |
The pivotal ruling came after a lengthy decision point. Andrew received a pace-of-play warning, and the ruling was later escalated to a two-Prize penalty after the prior warning was considered. An extension of three minutes was added for the discussion. The penalty changed the mathematical shape of the game: Jack needed two fewer Prize cards to win.
That ruling did not erase Andrew’s strategic advantages, but it made the endgame far more dangerous. Andrew had to protect his remaining board while continuing to deny Jack the Energy needed for a decisive Dragapult attack. Jack, meanwhile, could focus on a smaller Prize requirement and use Boss’s Orders to target exposed Pokémon.
In high-level Pokémon TCG play, pace of play matters alongside card decisions. When a ruling changes the Prize requirement, reassess the entire endgame rather than following the original plan.
Andrew’s recovery came through two crucial Crushing Hammer heads flips. The first removed a Darkness Energy from Munkidori, and the second removed Fire Energy from Jack’s side. Those flips restricted Jack’s ability to assemble the final attack while Andrew prepared Crispin and another Dragapult.
Andrew then used Unfair Stamp to reduce Jack’s hand and searched for the final pieces needed to close. He found the Pokémon and Energy required for Crispin, placed damage counters where they would remain useful, and took another knockout. At that stage, Andrew needed only one Prize card, while Jack had to rebuild from a two-card hand.
Jack found Meowth ex and additional resources, but his final line could not produce enough damage or a reliable knockout. Andrew moved damage counters to the active Pokémon, retreated into Munkidori, and used Mind Bend to finish the game.
Key Lessons for Players Studying the Match
This final is useful because it demonstrates how a familiar Dragapult shell can support very different competitive philosophies. Jack’s list rewarded proactive board development, while Andrew’s list punished premature Energy attachments and exposed Bench Pokémon.
The most important lesson is to evaluate Prize cards and board texture together. Jack’s prized Dreepy cards shaped Game One from the opening turn. In Game Two, Andrew’s own Prize cards were less damaging, so he could commit to a board-wide setup without creating the same level of risk.
A second lesson involves damage counters. Munkidori was not merely an attacker or a backup Pokémon. It functioned as a conversion tool, turning Risky Ruins damage and Dragapult damage into precise knockout math. That made small early decisions matter several turns later.
A third lesson is that Crushing Hammer should be judged by the attack it denies, not only by the Energy it removes. A successful flip can force a retreat, prevent a Dragapult attack, or stop an opponent from assembling a Crispin sequence. The best timing often comes after the opponent reveals which attacker they intend to develop.
Match Study Checklist:
- Check Prize cards before choosing an aggressive or defensive line
- Track every basic Energy in play, discard, hand, and Prizes
- Protect draw Pokémon when Risky Ruins makes the Bench vulnerable
- Use Munkidori damage movement to create future knockout ranges
- Recalculate the Prize race immediately after any tournament ruling
| Lesson | Practical Application |
|---|---|
| Prize awareness | Count missing basics, Energy, and supporters before committing to a line |
| Tempo control | Attack when the opponent has fewer development options |
| Energy denial | Target the Energy that enables the next attack or retreat |
| Bench management | Avoid filling the Bench with damaged non-Darkness Pokémon without a plan |
| Endgame planning | Keep a final attacker, retreat option, and draw route available |
For players piloting Jack’s style, the priority is to establish enough Dreepy and Drakloak that a single disruption card cannot end the game. For players using Andrew’s approach, the priority is to preserve Energy access and avoid spending every resource too early. Both plans become weaker when the player stops counting future turns.
Recreate the opening turns with the reported Prize configurations. Practice deciding when to attack, when to hold Crushing Hammer, and when to prioritize draw over evolution.
Final Assessment and FAQ
Andrew’s victory came from combining experience, disruption, and precise damage management. Jack had a competitive route through Rare Candy and early Dragapult pressure, but his Game One Prize cards made that route difficult to access. Game Two showed how close the matchup could become when the Prize requirement changed, yet Andrew still found the resources to deny the final attack.
The official Andrew Hedrick Los Angeles Regional event page records Andrew’s first-place finish, his 14-0-3 overall result, and Jack Pitcher as the final-round opponent. It also lists their earlier Swiss-round draw, adding useful context to the final-round rematch.
Andrew’s list was favored when it could slow Energy development and reuse damage counters. Jack’s strongest path was an early Dragapult backed by a wide, healthy Bench.
Q: Who won Andrew Hedrick vs jack pitcher?
Andrew Hedrick defeated Jack Pitcher in the Masters final of the 2026 Los Angeles Regional Championship.
Q: What decks did Andrew Hedrick and Jack Pitcher play?
Both players used Dragapult-centered decks. Andrew’s build featured Munkidori and four Crushing Hammer copies, while Jack’s list used Dragapult, Dudunsparce, and two Rare Candy.
Q: Why were the Prize cards important in Game One?
Jack had two Dreepy and two Energy identified in the Prize cards. That reduced his early development options and made Andrew’s pressure more effective.
Q: What changed after the Game Two ruling?
A two-Prize penalty reduced the number of Prize cards Jack needed to win. The match therefore required Andrew to play more defensively while denying Jack’s final attacking resources.
| Match Component | Best Takeaway |
|---|---|
| Opening setup | Search enough basics to withstand early disruption |
| Dragapult development | Keep multiple evolution routes available |
| Munkidori usage | Move damage only when it creates a meaningful knockout |
| Crushing Hammer timing | Remove Energy that supports the opponent’s immediate plan |
| Final turns | Count outs before committing to a retreat or attack |
The final is best understood as a study in incremental advantage rather than a single lucky moment. Andrew’s early attack, Energy denial, hand disruption, and late damage movement all connected. Jack remained close enough in Game Two to threaten a comeback, but Andrew adapted to the changed Prize race and closed with a carefully preserved Munkidori line.