About Raid Boss Decks
Raid Boss Decks are different from regular Pokémon TCG decks, as they don’t have any Pokémon, and are comprised only of Trainers and Energy cards. As with the Raid Boss Pokémon, it’s possible to use Proxy Cards for your Raid Boss Deck, and proxies can be printed from the Limitless TCG links below!
We believe that Raid Boss Decks are designed for a few main purposes, in order of importance:
- Accelerate Energy to the Raid Boss Pokémon.
- Disrupt the Players.
- Energy acceleration and disruption are often maximized by drawing more cards, and thus draw acceleration is important.
- Healing, depending on how it’s handled.
- Maximizing fun, interactivity and randomness.
Otherwise, we suggest adhering to the general TCG rules around deck construction: no more than four per non-Basic Energy card, only one ACE SPEC card, etc. We actively encourage players to seek out cards from the Expanded Format (and earlier!) for the Raid Boss deck.
Sample Deck Lists
Alternative Play Handbook Official List

Deck List
Trainer: 42
1 Avery CRE 130
2 Boss’s Orders PAL 172
2 Bug Catcher FST 226
1 Collapsed Stadium BRS 137
1 Cook TWM 147
2 Crushing Hammer SVI 168
1 Doctor CRE 134
2 Energy Retrieval SVI 171
1 Energy Search SVI 172
1 Fan of Waves BST 127
2 Flannery CRE 139
1 Galar Mine RCL 160
1 Gordie EVS 149
1 Honey CRE 142
2 Hyper Potion SSH 166
1 Leon VIV 154
1 Lucky Ice Pop EVS 150
1 Nugget RCL 162
1 Old Cemetery CRE 147
1 Path to the Peak CRE 148
2 Pokégear 3.0 SVI 186
1 Rocky Helmet SVI 193
1 Schoolboy FST 238
1 Schoolgirl FST 239
1 Sidney FST 241
1 Spikemuth DAA 170
2 Spirit Mask EVS 160
1 Team Yell Grunt SSH 184
2 Tool Jammer BST 136
1 Yell Horn DAA 173
2 Pokémon Catcher SVI 187
1 Lucky Helmet TWM 158
Energy: 18
18 Darkness Energy SVE 7
This is the official list suggested by the Alternative Play Handbook. There is a mix of draw acceleration, healing, energy manipulation, randomness and disruption.
/u/SereneFrost72’s Raid Format Deck List

Deck List
Trainer: 42
1 Avery CRE 130
2 Boss’s Orders PAL 172
2 Bug Catcher FST 226
2 Cook TWM 147
1 Flannery CRE 139
1 Friends in Hisui CRZ 130
1 Gordie EVS 149
2 Hex Maniac AOR 75
1 Leon VIV 154
1 Miss Fortune Sisters LOR 164
2 Pokémon Center Lady CPA 60
1 Sidney FST 241
1 Team Flare Grunt GEN 73
1 Captivating Poké Puff STS 99
2 Crushing Hammer SVI 168
2 Energy Retrieval SVI 171
1 Energy Search SVI 172
1 Fan of Waves BST 127
1 Field Blower GRI 125
1 Pokémon Catcher SVI 187
2 Professor’s Letter BKT 146
1 Roller Skates PHF 103
1 Startling Megaphone FLF 97
1 Sweet Honey ASR 153
1 Bursting Balloon BKP 97
1 Giant Bomb UNM 196
1 Muscle Band XY 121
2 Trick Coin PHF 108
1 Frozen City PLF 100
1 Galar Mine RCL 160
1 Gapejaw Bog ASR 142
1 Lost City LOR 161
1 Path to the Peak CRE 148
Energy: 18
18 Darkness Energy SVE 7
Notable Cards

Hypnotoxic Laser (PLS) #123 is essentially the perfect Raid Format card. It afflicts the Players’ Active Pokémon with at least one Status Condition, with some randomization for the second Status Condition, which is even more disruptive. For added fun, consider flipping a coin for each Active Pokémon, instead of one coin flip deciding the second part of the effect for all Players’ Active Pokémon.

Mars (UPR) #128 is an immensely beneficial cards, combining both increased draw and hand disruption. A card should be selected from each Players’ hand, for maximum effect!

Team Rocket’s Handiwork (FCO) #112 likewise combines randomization and disruption.

Ghetsis (PLF) #101, despite being on the Pokémon TCG Banned Card List, is reasonable to include in a Raid Boss Deck. The concerns listed on the Official Site indicate that Ghetsis’ ability to affect players “before they get a chance to take their first turn” is not relevant in Raid Format, as the Players always go first. We do acknowledge that too many copies could make the game not fun, though.


The two Team Flare Hyper Gear cards read that they may only be attacked to one’s opponent’s Pokémon EX, but we argue that in a modern context, this would be Pokémon with a Rule Box. As long as Players agree, these cards are quite disruptive!

The Rocket’s Trap (G1) #19, similar to Team Rocket’s Handiwork, allows for some coin flips and quite significant disruption. Despite being printed in 2000, this effect holds up very well, and combined with other hand disruptors, could make a Raid Battle game very difficult.

Intuitively, many Stadiums are powerful in Raid Battle (e.g., Path to the Peak (CRE) #148, Collapsed Stadium (BRS) #137). Pokémon Tower (Wizards Black Star Promos #42) is comparatively ancient, but effectively nullifies the effects of modern staples, such as Night Stretcher (SFA) #061, or Energy Retrieval (SVI) #171. For Pokémon Tower, we would interpret modern cards’ Abilities as Pokémon Powers, and suggest making that clear to players when playing this Stadium.