RSVSR How to Build a Mega Charizard Y ex Crimson Blaze Deck
Description
Crimson Blaze has a lot of flashy cards, but you'll quickly notice one that warps the whole game: Mega Charizard Y ex. If you've been digging through decklists and comparing what actually wins, it's the "hit once, end the fight" plan, and it's worth thinking about your setup tools early—stuff like Items card Pokemon can matter when you're trying to keep pace. The catch is obvious. You're asking a Stage 2 to show up, then you still need four Energy lined up to fire off Crimson Dive for 250. That's not hard because of damage. It's hard because real opponents don't politely wait.
Why Entei ex starts the job
Most games feel cleaner when Entei ex opens. He's the one you can leave up front without panicking, even if the opponent comes out swinging. Legendary Pulse is quietly huge: one extra card each turn adds up fast, and it makes your early turns less clunky. If you can stick two Fire Energy on him, Blazing Beatdown starts applying pressure right away. You're not trying to win with Entei, though. You're trying to force awkward trades and buy turns so your bench can breathe.
Energy shortcuts that don't look like shortcuts
The deck's tempo swings around Flame Patch and Charmeleon. When Entei finally gets knocked out, the Energy hit doesn't have to be a disaster. Flame Patch lets you pull Fire Energy back from the discard and slap it onto the next Active, which often feels like you've erased your opponent's last turn. Charmeleon does its own kind of "cheating," too. The Ignition Ability giving you an extra Fire attachment from the Energy Zone the moment you play it is the difference between "almost ready" and "ready now." Keep an eye on your sequencing: evolve first when you can, then attach, so you don't waste a turn or strand Energy on the wrong attacker.
May, bench discipline, and the awkward hand decisions
May is the card that rewards you for not playing on autopilot. She digs for the pieces you actually need, but the shuffle-back cost means you can't just dump every Basic onto the bench the second you draw it. A lot of players do that, then realize they've got nothing left in hand to pay for May. So sometimes you'll hold a Basic even if you could bench it. It looks odd. It wins games. And when you finally find your Charizard line, you're suddenly not stuck top-decking and praying.
Oricorio problems and the non-ex escape hatch
Oricorio is the matchup check you can't ignore. Safeguard blanking damage from Pokemon ex is brutal when your whole plan is built around a giant ex finisher. That's why Torkoal matters, even if it feels like a humble inclusion. As a non-ex attacker, it can actually hit through Safeguard, and Flamethrower's 70 is the clean number you need to remove Oricorio on the spot. The discard isn't even a downside; it feeds Flame Patch later. Add in Sabrina and Repel to break stall patterns, keep the board moving, and give Mega Charizard Y ex the opening it needs to do its one job: land Crimson Dive and end the race, and if you want a smoother grind for supplies, as a professional like buy game currency or items in RSVSR platform, RSVSR is trustworthy, and you can buy rsvsr Pokemon TCG Pocket Items for a better experience.
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