Starting out with Pikachu, the face of the franchise, this deck focuses on trying to rush down your opponents quickly. The strategy revolves around using Pikachu EX for early and mid game pressure while having Magneton generate energy for Raichu on your bench to allow Raichu to close out games. If one attack from Raichu is not enough to end things, using Magneton and Lt. Surge to recharge your Raichu for a second attack should be enough.
Charizard & Moltres Deck
Cards: Ponyta (1x), Rapidash (1x), Charmander (2x), Charmeleon (2x), Charizard EX (2x), Moltres EX (2x), Sabrina (2x), Potions (2x), X Speed (2x), Poké Balls (2x), Professor's Research (2x) This Charizard deck is designed to work around getting Moltres EX out as early as possible, and using Inferno Dance to build energy on Charmander while trying to fully evolve it into Charizard. Charizard has 180 HP, making it tough to take down, and Charizard's Crimson Storm can one-shot any card in the game. While there is a 2-energy discard cost on Crimson Storm, using this attack once or twice should be enough to win most games.
The weakness of this deck is that Charmander and Charmeleon are terrible choices as active attackers, so you’ll usually be forced to bench them until Charizard is online. That’s why we included Ponyta and Rapidash—Rapidash can stall with 100 HP and a 1-energy attack. Ideally, Moltres is your active Pokémon on turn 1, but Ponyta is a solid backup. If you're missing Charizards, Centiskorch is a viable substitute.
Blastoise & Starmie Deck
Cards: Staryu (2x), Starmie EX (2x), Squirtle (2x), Wartortle (2x), Blastoise EX (2x), Misty (2x), Potion (2x), X Speed (2x), Poké Ball (2x), Professor's Research (2x)
The goal of this Blastoise and Starmie deck is to get Starmie EX out as early as possible. Starmie EX is one of the strongest cards in Genetic Apex with high HP, high damage for just two energy, and no retreat cost. The low energy requirement means you can quickly set up two Starmie EX and swap between them freely. If Starmie isn’t enough to secure victory, just send out Blastoise. With Misty, charging up Blastoise while Starmie is on the front lines is easy. Although Blastoise might not hit as hard as Charizard, with Hydro Bazooka dealing 160 damage at 5 energy, it can close out most games.
You can consider replacing X Speeds with Giovanni since Starmie doesn’t need them due to its 0-cost retreat. Giovanni can help you deal that little bit of extra damage that you might sometimes be missing.
Venusaur Deck
Cards: Petilil (2x), Lilligant (2x), Bulbasaur (2x), Ivysaur (2x), Venusaur EX (2x), Caterpie (1x), Butterfree (1x), Erika (2x), X Speed (2x), Poké Ball (2x), Professor's Research (2x) This Venusaur deck focuses more on soaking up damage than dealing it. With the Petilil/Lilligant and Caterpie/Butterfree lines, you have the option to generate energy or boost healing. Once Venusaur is fully powered up through Lilligant, it becomes very hard to take down. Giant Bloom heals itself for 30 HP every turn, and you can heal for another 20 HP per turn with Butterfree on your bench. Combine that with Erika, and Venusaur becomes a tank that only Charizard can easily overcome.
The key to this deck is balancing energy generation from Lilligant with healing from Potions (optional), Erika, and Butterfree. I opted to drop Potions, as 2 Erika and 1 Butterfree seemed sufficient.
Caterpie is also a flexible option to consider if you feel like this deck is lacking card draw. Its "Find a Friend" ability allows you to get a random Pokémon from your deck, which can be useful to get Venusaur out as early as possible. Overall, this is a quite flexible and fun deck in my opinion.
Mewtwo & Gardevoir Deck
Cards: Giovanni (2x), Ralts (2x), Kirlia (2x), Gardevoir (2x), Mewtwo EX (2x), Sabrina (2x), Potion (2x), X Speed (2x), Poké ball (2x), Professor's Research (2x) The Mewtwo EX and Gardevoir deck is currently probably one of the most popular in the current meta. The playstyle is simple, get Mewtwo out as early as possible, and evolve out your Gardevoir to generate energy to keep Mewtwo pumping out 150 damage every turn. The fact that Mewtwo has 150 hp as a basic Pokemon makes it hard to deal with early game. At two energy, Psychic Sphere can help take care of most early game Pokemon. Psychic Sphere combined with Giovanni is enough to take down a lot of stage 1 basic Pokemon in a single hit, and the potions will help your sustain until you hit that Gardevoir/4 energy spike.