Table of Contents
Throw away those meta decks. This is pure chaos. A4-031 from Wisdom of Sea and Sky is all about flipping coins (well, kinda), throwing out random 150 damage blasts, and watching your opponent’s gameplan crumble before they even get started. It’s cheap, fast, and hilariously satisfying when the hits line up. Sure, it cries when it sees big tanky boards, but when the stars align… oh boy, it’s carnage.
Marcargo go brr!
Strengths & Weaknesses
| Pros | Cons |
| + It’s fun as heck (and that’s literally the point). | - Hates big chunky boards |
| + Highly consistent, suspiciously so. | - Can overkill and waste damage when multiple threats are on board. |
| + Fast (retreats). | - High retreat… not like you’ll ever retreat. |
| + Cheap deck. | |
| + 150 damage for 2 energy… if RNG gods smile upon you. | |
| + Perfect for solo battle farming. |
How to Play Marcargo
Since we’re only running the A4-031 line, you’ll always start with A2-025 and aim to find A4-031 by turn 2 so you can start attacking right away.
Early Game
- Your biggest priority is finding A4-031 so you can attack the next turn and begin applying pressure.
- The deck runs cards to thin itself out like A3a-067, PROMO-005, and PROMO-007. Use A3a-067 and PROMO-005 first to reduce your deck size before using PROMO-007 to maximize your chances of drawing A4-031.
- Once you have A3a-061 or A2-025 plus A2-146, you can return either to the deck with A2-146 and search for A4-031. Prioritize finding A2-025 and A3a-061 first so A2-146 can always hit A4-031.
- If you already have A4-031, holding PROMO-007 can protect you from hand disruption unless you’re fishing for a counterplay like Repel or Team Rocket Grunt
- Keep your hand size low so you’re less vulnerable to PROMO-006 and A2b-069.
- Don’t bench the second A2-025 unless your initial A2-025 or A4-031 is about to be knocked out.
- As in my other guides: if you’re planning to reset your hand, it’s smart to bait PROMO-006, A2b-069, or A2-155. Keep your hand at four or more if you’re okay with a reset, and below three if you want to avoid one.
Midgame Strategy
- A4-031 should now be attacking every turn in hopes of removing your opponent's board.
- If you are running healing cards such as A2b-070, PROMO-001 or A2-147, play them when A4-031 is damaged in hopes it can survive a turn.
- A3-151 can also be a powerful card to remove Giant Capes, especially around the 150 HP threshold, so you don’t need another attack to remove them.
- You will only play the other A2-025 if you know the first A4-031 can’t finish everything. This requires some quick maths to decide if it’s worth putting down another A2-025, knowing it could get hit by your own A4-031.
- Setting up another A4-031 is the other priority if you already know the first one won’t win the game and will get knocked out.
Slowing Down Your Opponent
The main goal is to let A4-031 attack as many times as possible, so slowing your opponent’s setup is one of the best ways to stick to the gameplan.
- PROMO-006 and A4-158 are strong hand disruption tools to make it harder for your opponent to find their cards. You can also use PROMO-006 if you want to reduce your own hand size. Removing a Professors Research or a heal like Lillie is extremely strong in slowing your opponent.
- A3a-064 can stall your opponent if they are putting Energy on their Active and trying to attack. Forcing them to switch to a Benched Pokémon means they have to start gaining Energy again, which slows them significantly.
- A2b-072 can be an emergency backup plan if your opponent is stacking Energy on their Active. It’s an effective way to remove that Energy and keep A4-031 safe.
How to Play Red Card & Mars
If You’re Going First
- Against non–Stage 2 decks:
Using PROMO-006 right away is ok if you want to reduce your hand. Other than that, you might want to wait it out until your opponent’s hand gets larger or get hold of A4-158 to combo with. With A4-158, use PROMO-006 first to reduce their hand to 3 then use A4-158 to remove a Supporter, limiting your opponent’s hand to 2. - Against Stage 2 decks:
It might be better to delay a turn. Since they can’t evolve yet, holding PROMO-006 can be more effective next turn—especially after they play PROMO-007.
If You’re Going Second
- Against non–Stage 2 decks:
Using PROMO-006 right away is ok if you want to reduce your hand. Other than that, you might want to wait it out until your opponent’s hand gets larger or get hold of A4-158 to combo with. With A4-158, use PROMO-006 first to reduce their hand to 3 then use A4-158 to remove a Supporter, limiting your opponent’s hand to 2. - Try to play it right away since this is your only chance of reducing their chances of finding A3-144 and their Stage 2 Evolution.
Mars Tips
A2-155 becomes stronger later in the game. You can be more conservative early on and play it once you know a Pokémon will get KO’d to increase its impact.
Card Choices
Core
Must-have cards the deck relies on to function.
- A2-025 – Running 2 in case the first A4-031 can’t finish the job. Only drop the second A2-025 if you know the first A4-031 won’t seal it.
- A4-031 – The only reason you’re winning. Treat it like royalty.
- PROMO-007 – Core draw engine.
Optional
Cards that can be cut without hurting core consistency.
- A3a-061 – Just A3a-067 & A2-146 fodder to thin the deck and find A4-031.
- A3a-067 – Only here to grab A3a-061 and thin the deck for better A4-031 odds.
- A2-146 – Works well for returning A2-025 and A3a-061 to the deck to be searched later with A3a-067 or PROMO-005 to find A4-031.
- A4-158 – First way to not let your opponent play the game — slowing them down with Re-search.
- PROMO-006 – 2nd way to not let your opponent play—can combo with A4-158 to reduce opponent’s hand to 2.
- PROMO-005 – Even though we’re only searching 1 basic, still increases consistency and A2-025 can be returned with A2-146.
- A3a-064 – 3rd way of not letting your opponent play—swapping an Active trying to gain energy while also playing a Supporter.
- Team Rocket Grunt – 4th way of not letting your opponent play—removing Energy from their Active to make A4-031 safe.
Situational
Techs that only matter in specific matchups.
- A2b-070, A2-147, Potion – Go for a healing and tanking plan, hoping A4-031 stays on board for at least one more turn—though I still prefer the “don’t let your opponent play” approach.
- A3-151 – Can remove A2-147, which is crucial for hitting the 150 HP breakpoints.
Final Thoughts
You don't really care about ranks and just want to have fun but still win some of the time, this is the deck for you.
You can also check out our other guides for more insights! With the ranked format here, now is the perfect time to master these strategies, climb the leaderboard, and dominate matchups!






