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Looking to climb the ranked ladder fast on Day 1 of Celestial Guardians?
I’ve gathered some of the hottest and strongest-performing decks from the most recent tournaments. These lists are already proving themselves in high-level play — many of them are familiar archetypes given a fresh boost from the new set, especially with key additions like A3-144.
While the format is still fresh, if you’re more interested in exploring new cards or unsure which pack to open, check out our previous article: Top New Cards and Decks to Watch in Celestial Guardians. It covers highly competitive options and can help guide your early choices.
Whether you're aiming for Masterball right away or just want a solid head start, these decks offer strong matchups, reliable setups, and the tools to thrive in ranked.
Let’s break down the top performers for Day 1 ranked play.
Solgaleo ex
We're kicking things off with one of the standout cards from the new set: A3-122. While it may not have dominated the initial tournament results, there's significant potential for optimization, much like A2b-035 in the previous expansion. Its attack, dealing 120 damage for just 2 Energy, is both powerful and swift, especially when paired with its ability to switch any of your Pokémon.
This Skarmory variant, previously featured in our earlier article, emphasizes early aggression. The strategy involves starting with A2-111, attaching a Tool, and dealing 50 damage immediately. Concurrently, you're setting up A3-085 into A3-122 using A3-144 to unleash 120 damage with just 2 Energy.
If you go second and open with A3-085, you can evolve immediately and attack on your first turn, creating a significant tempo swing.
Retreating isn’t a problem, either. Thanks to A3-122’s Ability, Rising Road, you can evolve A3-085, and retreat A2-111 for free, and pivot into A3-122 without losing momentum in case it doesn't have energy.
Some choices remain flexible, given the recent set launch:
No A3-146 yet? A 2–2 split of Rocky Helmet and Giant Cape still gets the job done.
Considering Cosmoem? Including A3-086 can reduce dependence on A3-144 and adds more targets for A2-146, but it's optional.
A2b-069 is tricky. Since the deck relies on finding both A3-144 and A3-122 early, it's currently excluded to avoid potential bricking.
A1-225 is optional but effective. The deck's speed allows you to pick off early threats before they evolve, making fast KOs achievable.
This overview should provide a solid understanding of the deck's mechanics. Feel free to tweak and experiment to suit your playstyle!
Next up is the new Excadrill, offering a fresh take on early aggression. While it mirrors Skarmory's Next up is the new A3-119, offering a fresh take on early aggression. While it mirrors A2-111’s 50-damage output, A3-119 brings its own advantages and considerations to the table.
A3-119 boasts a solid 110 HP and delivers 50 damage without requiring any Tool attachments, simplifying its setup. However, as a Stage 1 Pokémon, it necessitates evolving from A3-093, introducing a slight delay compared to A2-111’s Basic status.
Deck Adjustments:
- Tool Selection: We've streamlined the Tool lineup, focusing solely on aggressive options to maintain pressure.
- Supporter Inclusion: Incorporating A2b-069 enhances consistency, aiding in the search for A3-119 and other key components.
- Since we already have A2b-069, we can cut down on A3-086.
The core strategy parallels the A2-111 variant: apply early pressure while setting up A3-122 for substantial mid-game damage. The trade-off lies in A3-119’s evolution requirement, balanced by its Tool-independent attack.
While A3-119 may not outright surpass A2-111, it presents a viable alternative for players seeking a different approach to early-game offense.
While Excadrill may not outright surpass Skarmory, it presents a viable alternative for players seeking a different approach to early-game offense.
Oricorio
Next up is the new hot chick in town — and yes, also featured in the previous article. Being able to shut down EX Pokémon is a nasty ability, and this card alone is already shaping the Celestial Guardians meta by forcing players to think twice before running full EX lineups. If your entire deck is made up of EX cards and you run into this, you're basically doomed.
To show how flexible this card can be, I’m featuring two decklists that offer different takes on how to build around it.
You’ll typically want to open with either A1-198 or A3-066 to get early chip damage going. I’ve included one PROMO-002 in case you start with A2-051 or need to pivot between A3-066 and A1-198.
A2-051 evolves into A1-098, which helps you ramp Energy on its own, and then into A2-053, which keeps the pressure going once you’re set up. After a few turns, you’ve got a stable attacker backed by consistent Energy acceleration.
If you feel like the deck lacks finishing power, you can tech in a secondary attacker like A2b-022 — though I find managing Energy becomes tricky, especially since A3-066 already needs two to attack.
A2-155 is great here for disrupting A3-144 setups, which are everywhere right now, and A2b-069 helps fix your hand and find your combo pieces efficiently.
Next, we're pairing A3-066 with a Stage 2 from the past: A2-060. While A3-066 already shuts down most EX Pokémon, A2-060 is here to clean up the rest — especially non-EX targets hiding on the Bench. It gives the deck solid board control and flexibility against different archetypes.
The list is kept compact, featuring strong Trainer support like A2-153 to help you maintain tempo throughout the match. We’re also running healing cards like A2b-070 and PROMO-001 to keep A3-066 on the board longer. Since you're already favored into most EX matchups, the real challenge often comes from non-EX threats — and that's where A2-060 comes in to seal the deal.
Rampardos
Being able to deal 130 damage for just 1 Energy is still as strong as ever — who would've thought? With the introduction of A3-144, you can now bring out A2-089 a turn earlier, allowing you to shut down most early-game threats before they even get rolling. I'll be featuring two lists here to show the different ways A2-089 is being played right now.
This variant has been showing dominant results lately. It’s the classic pairing with A2-092 — a tale as old as time. That said, A2-092 might not be as necessary as it once was, especially since the Celestial Guardians meta has shifted toward either low-HP non-EX threats or bulky 160+ HP EX threats, which A2-092 doesn’t always reach.
A2a-036 can feel a bit clunky now too, since EX decks have taken a hit due to A3-066’s presence — but with its Fighting typing, it can still 2-shot A3-066, making it a worthwhile inclusion.
With A3-144, you can now consistently bring out A2-089 as early as possible to dominate the early game. We’re still running 1 A2-088 to avoid relying completely on A3-144 — and A2-088 happens to be one of the better-statted Stage 1s in the format.
Since A2-092 isn’t as critical anymore, this list replaces it with A1-154 and A1-198. Functionally similar to the A2-092 version, but with the option to soften targets on the Bench using A1-154, making cards like A1-225 and A2-150 far more impactful.
Because opponents might not even bench Pokémon against A2-089 pressure, getting A2-089 out early becomes even more important. That also makes A3-155 more valuable here, making its HP more useful though it’s not mandatory. A2-155 also fits well in this list, as many opponents will try to play around A1-154 by keeping key cards in hand, making A2-155 an ideal disruption tool.disruption tool.
Charizard ex
Charizard is back again with its high HP and huge damage — but this time with a twist: it’s the Shining Revelry Charizard!
This list uses A2b-010 without any Moltres support — that’s right, we’re going solo Charizard here.
The strategy is straightforward: evolve into A2b-010 using A3-144, then use Stoke to gain 3 Energy and follow up with Steam Artillery for 150 damage on the next turn. Unlike previous versions, we no longer have to worry about awkward openers with A2b-008, searching for Moltres, and then retreating — this is a clean, streamlined setup.
The deck does become a bit of an all-in strategy, so if you don’t find A3-144 or A2b-010 early, you’re in trouble. To compensate, we’re running double A2b-069 for hand recovery, and a solid healing package: A3-155, PROMO-001, and A2-147 to help A2b-010 survive even during the turn you’re powering up with Stoke.
Caveat: this version straight-up loses to A3-066, unless you're somehow beating it with just A2b-008.
This version is a more flexible twist on the old standard list, featuring three different Charizard options: the original A1-036, the new A2b-010, and one copy of the non-EX A1-035.
Why all three? Simple — versatility. The A2b-010 version is great when you start with A2b-008 and can immediately go into Stoke + A3-144 for fast setup. The original A1-036 still provides consistent raw power and fits well in most scenarios. Meanwhile, the non-EX A1-035 is a tech specifically for dealing with A3-066, giving you a strong counter to one of the format’s most disruptive cards.
By mixing all three, you cover a broader range of matchups without overcommitting to one path. Charizard continues to adapt — and with new ways to build around it, it’s more versatile than ever.
Meowscarada Tsareena
Returning from the previous article, A2b-007 remains a solid choice in the current format — especially with so many EX threats still running around. As for handling non-EX threats? That’s where A3-020 steps in.
Can A3-020 really hit for 150 with just 1 Energy? Not quite — but even hitting 50 to 100 damage is often enough to check smaller non-EX targets and slow their momentum. It's a great partner for A2b-007, and fits right into the gameplan without needing additional Energy types or complicated support like you would in A2-053 decks, which rely on different lines altogether.
Ideally, you want to start with A2b-005, search for A2b-007, and evolve with A3-144 to start hitting 130 against EX Pokémon as early as possible.
Alternatively, opening with A3-018 into A3-020 is also a strong line — especially if the coin flips go your way.
We're also running A3-147, which gives both A2b-007 and A3-020 enough bulk to survive hits they normally wouldn’t, helping them stay on the board longer and keep up the pressure.
A2-146 helps smooth out your setup by making it easier to find the A3-020 line when you need it.
The reason we’re running 2 A2b-072 is simple — there are certain EX threats like A2b-010 or A3-122 that are hard to one-shot, even with A2b-071.
A2b-072 gives you a reliable answer in those matchups, helping you swing tempo when no other card can. It’s one of the few disruption tools that can truly shift a game in your favor.
You can still run the old A2-053 list and it’s still quite powerful, although less consistent — so that’s something to keep in mind.
Decidueye ex Lurantis
There aren't too much results from it but it has been really promising.
We're pairing it with A3-015, which spreads 20 damage to all opposing Pokémon, setting up targets across the board. This makes A3-012 incredibly dangerous — especially against decks that rely on Energy buildup — since it can strike wherever it hurts the most.
You can start with A3-010 to ping something you want A3-012 to target later, or lead with A3-014 into A3-015 to get the full spread across the board. Once A3-012 comes in, it can clean up with precision.
Thanks to A3-144, the deck is also fast, getting A3-012 out early to take over board control.
We’re also running A3-147 again to boost HP — making A3-012 harder to knock out — along with A1-219 and A3-155 for healing. One A1-219 gives you flexibility to heal any Pokémon, not just A3-012 with A3-155.
- A3-146 helps ensure the Active Pokémon takes damage, enabling A3-012’s snipe.
- But if you don’t have it yet, you can run another A2b-072 instead.
A2b-072, just like in the A2b-007–A3-020 list, gives you an out against high-HP threats like A2b-010 that are hard to one-shot.
It’s not as essential here, since A3-012 can snipe around them, but it’s still great to have as a catch-all disruption.
Beedrill ex
Thanks to A3-144, we finally get to see a version that focuses entirely on A2b-003 — and it works. Getting a Stage 2 out in just two turns means you can start disrupting your opponent early, forcing them to constantly reattach Energy just to keep attacking.
But wait — why are we also running the non-EX A1-010? Same reason as before: A3-066. The trend continues — running non-EX variants gives you an answer to one of the format’s most annoying roadblocks. Since A2b-002 doesn’t offer much offensive pressure, the non-EX version gives you some early game presence and helps avoid getting locked out.
A3-147 also gives this deck a huge boost, making A2b-003 much harder to knock out — especially when paired with A1-219 for healing. It creates a surprisingly durable control setup that can grind through most board states.
As for A2b-072, it’s the most cuttable card in the list but I like it in harder matchups such as A2b-010. If you prefer to lean more into healing and survivability, swapping it out for A3-155 is a solid choice — especially if you find yourself in matchups where disruption isn’t pulling its weight.
Darkrai Greninja
And A2-110 makes its return — but this time, with a twist on its classic build. A1-089 is making a strong comeback thanks to A3-144, making it much easier to get into play and start spreading damage.
The core strategy revolves around pairing A2-110 with A1-089 to deal 40 damage per turn — 20 from A1-089’s Ability and 20 from A2-110’s own Ability. It may not seem like much, but this steady pressure adds up fast and can completely control the game if your opponent can’t keep up.
This build runs exclusively Dark Energy, to ensure A2-110 is always active and dealing damage. A1-089 acts purely as a bench sniper — you won’t be attacking with it since there’s no Water Energy in the list, but its Ability is doing enough on its own.
A1a-056 plays the role of your wall — tanking hits while you chip away from the back with A1-089 and A2-110.
The Trainer lineup is a bit more flexible, but I’ve chosen to run 2 A2-150 to take advantage of A1-089’s ability to pressure from the Bench and mess with your opponent’s positioning. A3-146 helps keep passive damage flowing, adding to your chip strategy.
Finally, A2-155 gives you an edge by stalling out your opponent's hand and disrupting any attempt to establish their board — a key part of the control gameplan.
Giratina Darkrai
A2b-035–A2-110 is still a solid deck — but with the rise of A3-066, one of its biggest counters, you’ll need to make some adjustments if you don’t want to regret queuing up with it.
The key fix? Adding A1a-056, just like in its original iteration. A1a-056 gives you a way to stall out against A3-066 while buying time to set up. And since A2-110’s ability still works against A3-066, you’re not entirely helpless — it gives you a way to apply pressure from the Bench.
That said, your gameplan does change. You’ll need to defend with A1a-056, and if it gets knocked out, you’ll have to be careful not to lose an EX Pokémon in the process — only letting another A1a-056 slip through.
This version is weaker than the Shining Revelry build, but it’s still a force to be reckoned with. The main concern is that the overall format is faster now, and this deck can sometimes feel like it’s struggling to keep up.
Out of all the lists featured here, this may be the most volatile — but with the right calls and smart play, it can still deliver results.
Final Thoughts
Celestial Guardians is already shaking up the meta with aggressive new archetypes, comeback techs, and powerful tools like A3-144. While the format is still developing, these decks are proving themselves as reliable options for early ranked climbs. Whether you're experimenting with old favorites or jumping into new builds, there's something in this set for every kind of player. Keep testing, stay flexible, and adapt as the meta evolves — Day 1 is just the beginning.