Mega Pinsir ex-B1 hits hard fast: Leafeon ex ramps Energy, Will locks in heads, and Critical Scissors reliably lands 150 to close games in the Mega Rising meta.
I've been jamming games with Mega Rising, and Mega Pinsir ex-B1 keeps pulling me back in. It's a Basic Grass Mega Evolution ex, which feels almost unfair in the best way: no waiting around for a Stage 2 line, no awkward turns where you're just "passing" and hoping. Still, building this deck can get pricey fast, so I've seen folks top up staples and trade targets through EZNPC to get testing done without weeks of hunting. The card itself is the hook and the risk, all at once.
Why the attack is worth the stress
You're here for one move: Critical Scissors. It's 80 for two Grass and a Colorless, then a coin flip for +70. When it hits, 150 for three energy is legit. It erases a bunch of mid-HP ex attackers and basically any non-ex that isn't built to tank. You'll notice the "chip first, sweep later" pattern shows up a lot: soften something with an early attacker, then let Pinsir cleanly finish boards once the math lines up. The problem is obvious, though. If you're flipping at random, you're signing up to lose games you should've won.
The engine that makes it playable
That's why most lists glue Mega Pinsir to Leafeon ex. The deck doesn't have time to attach three energies the honest way. Leafeon ex gets Grass Energy moving from deck or discard so Pinsir can swing on a real timeline. And yeah, a lot of players sneak in one copy of the regular A2 Leafeon as a small tech. It's not fancy, but it matters when Lightning shows up, especially builds leaning on Pom-Pom Oricorio to bully Grass benches. The best turns feel like you're cheating tempo: accelerate, attach, promote Pinsir, threaten the KO immediately.
Will timing and the 170 HP problem
Will is the card that turns "maybe" into "deal with it." Because it makes your first coin flip each turn heads, it basically deletes the scariest part of Critical Scissors. The trick is not to burn Will the second you draw it. Hold it for the knockout that changes the prize race, or for the turn where missing would let your opponent stabilise. On the other side of the table, the counterplay is simple: 170 HP is thin for a three-point Pokémon. Use gust effects early, force it Active before it's ready, and make them attach under pressure. If you're piloting Pinsir, don't bench it just because you can. Dig with Professor's Research, set the board, then drop it when you can power it up or protect it right away.
How the deck actually feels to play
When it's working, it's sharp and fast, but it never feels "safe." You're constantly counting outs, checking whether you can afford a Will this turn or need it later, and deciding if one more search is worth the risk of exposing Pinsir. That glass-cannon vibe is the whole appeal, honestly. If you're trying to tune the list, test matchups, or just fill gaps in your binder so you can iterate quicker, it helps to know where to pick up key pieces like Pokemon TCG Pocket Cards while you keep grinding games and refining the timing windows.
Contatc us:Pokémon TCG Pocket New B2 Set Teaser Explained – Mega Evolution Hints & Is the Deluxe Pack Worth It?
