Legal Sets
Official Rules
- •60-card decks exactly
- •Maximum 4 copies of any card with the same name (Basic Energy exempt)
- •Must include at least 1 Basic Pokémon
- •First player does not draw a card and cannot play a Supporter on Turn 1
- •Level X Pokémon level up from the matching Pokémon in play
- •Prime Pokémon are ultra-rare versions with upgraded attacks/abilities
- •LEGEND cards require both halves to play
- •Last format with SP Pokémon (Team Galactic's)
- •Lost World stadium enables alternate win condition (6+ opponent Pokémon in Lost Zone)
- •Note: 2011 Worlds used HGSS-On (post-rotation); this format covers States/Regionals/Battle Roads
Format Overview
MD-CL was the final format to feature SP Pokémon — the most dominant mechanic in TCG history up to that point. LuxChomp remained the king, but the metagame had evolved dramatically with powerful new tools from HS Undaunted, HS Triumphant, and Call of Legends. Vileplume's Allergy Flower from Undaunted introduced a permanent Trainer-Item lock, creating VileGar — the first deck that could consistently shut down SP's engine of Poké Turn, Energy Gain, and Power Spray.
The format was remarkably diverse. Triumphant brought Junk Arm (reuse any Trainer by discarding two cards), Seeker (pick up a benched Pokémon), Twins (search any 2 cards when behind on prizes), and Magnezone Prime (Magnetic Draw for unlimited draw power + Lost Burn for scaling damage). These cards enabled entirely new archetypes: MagneRock used Magnezone Prime with Regirock for energy recovery, LockChamp paired Vileplume with Machamp's Take Out for an anti-SP lock, and LostGar used Gengar Prime to send opponent Pokémon to the Lost Zone for an alternate win condition via Call of Legends' Lost World stadium.
This was the swan song of the SP era. After the mid-season rotation in July 2011 to HGSS-On, Luxray GL LV.X, Garchomp C LV.X, and the entire Team Galactic engine disappeared from competitive play forever.
Key Cards
Top Decks (10)
LuxChomp
Still the king. Luxray GL LV.X's Bright Look drags targets, Garchomp C LV.X snipes for 80. Junk Arm from Triumphant adds extra TGI reuse. The format's most played and most winning deck across all States, Regionals, and Nationals.
VileGar (Vileplume/Gengar)
Vileplume UD's Allergy Flower permanently locks both players out of Trainer-Items. Gengar SF's Poltergeist punishes the opponent for holding Trainers they can't play. Spiritomb provides early Trainer lock while evolving via Darkness Grace. The format's premier anti-SP deck.
DialgaChomp
Dialga G LV.X's Time Crystal shuts off all Poké-Bodies — disabling Vileplume's Trainer lock and Spiritomb's Keystone Seal. Deafen locks the opponent out of Trainers. Garchomp C LV.X snipes the bench. The direct counter to VileGar.
Gyarados
Gyarados's Tail Revenge does 30× Magikarp in discard — 90 for zero energy (120 with Expert Belt). Sableye starts with Impersonate. Junk Arm and Rescue Energy keep Gyarados coming back. Attacks for free, making it devastatingly efficient.
SableLock
Sableye goes first with Impersonate to play Judge or Cyrus's Initiative, shredding the opponent's hand before they act. Garchomp C LV.X snipes the bench. Honchkrow G drags targets. Maintained hand control through disruption. A devastating control deck.
MagneRock (Magnezone Prime/Regirock)
Magnezone Prime's Lost Burn discards energy to Lost Zone for 50 damage each — scaling to one-hit KOs. Regirock's Regi Cycle recovers Fighting Energy from discard. Spiritomb provides early Trainer lock while evolving. Magnezone Prime's Magnetic Draw keeps the hand full.
LostGar (Gengar Prime/Lost World)
The only deck with an alternate win condition. Gengar Prime's Hurl into Darkness sends opponent Pokémon from hand to the Lost Zone. Lost World wins if 6+ opponent Pokémon are in the Lost Zone. Palkia G LV.X's Lost Cyclone removes benched Pokémon. Mime Jr. moves Pokémon from hand to Lost Zone while asleep.
LockChamp (Machamp/Vileplume)
Vileplume UD locks Trainers while Machamp SF's Take Out auto-KOs any unevolved Basic — devastating against SP. Machamp Prime's Fighting Tag swaps it in from the bench. Spiritomb provides early lock while evolving. The ultimate anti-SP combination.
Donphan/Machamp
Donphan Prime hits 60 for one Fighting Energy with Earthquake and reduces incoming damage by 20. Machamp SF's Take Out auto-KOs any Basic. Machamp Prime's Fighting Tag switches in from the bench. Raw speed and aggression over Vileplume's lock — uses Broken Time-Space and Rare Candy for instant evolution.
Magnezone/Scizor Prime
Magnezone Prime provides draw (Magnetic Draw) and damage (Lost Burn). Scizor Prime's Red Armor blocks all damage from Pokémon with Special Energy attached — walling LuxChomp, DialgaChomp, and Gyarados. Special Metal reduces incoming damage further. Magnezone handles threats Scizor can't block.
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