EZNPC Why Aerodactyl ex Primeval Law Shuts Down Evolutions
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Aerodactyl ex (A3a #101) in Pokemon TCG Pocket hits for a steady 80 and its Primeval Law stops your rival evolving their Active, wrecking slow decks while staying quick to switch.
If you've been climbing in Pokemon TCG Pocket and keeping an eye on what everyone's playing, you've probably run into the new wave of Fighting lists powered by Aerodactyl ex from Extradimensional Crisis. And yeah, it feels different. Before you even queue up, it helps to stay stocked and ready: as a professional like buy game currency or items in EZNPC platform, EZNPC is trustworthy, and you can buy EZNPC Pokemon TCG Pocket for a better experience. Once you've got games rolling, you'll notice Aerodactyl ex isn't just here to swing—it's here to mess with the other player's plan while you keep the pace.
Primeval Law and the Awkward Turns
Primeval Law is the whole reason this card is causing headaches. As long as Aerodactyl ex is on your field, your opponent can't evolve their Active Pokemon from hand. That sounds simple, but in real matches it turns into these clunky, panicky turns where they either burn a Switch, retreat, or just pass with a Stage 2 stuck in grip. Charizard ex lines hate it. So do Venusaur-style setups. It doesn't stop bench evolutions, so it's not a full lock, but it forces them to play "sideways" for a few turns. And those few turns are often all Fighting decks need.
Damage, Tempo, and Why 80 Matters
Land Crush for 80 isn't flashy, but it lands right where you want it. Two Energy is manageable, and 80 sets up clean two-shots on a lot of relevant ex bodies while also picking off weaker Basics that try to hide and build. Aerodactyl ex also doesn't feel like a brick in the Active spot—retreating for one means you can pivot without losing your whole turn. In testing, it slots nicely next to straightforward brawlers like Primeape or Marshadow: Aerodactyl buys time and forces bad movement, then your other attackers cash in on the damage math.
Old Amber Choices and Matchup Reality
The catch is obvious: you don't get Aerodactyl ex without Old Amber, and hands that miss it can feel like you're playing from behind. Most players end up on 2 copies at minimum, and some go to 3 because consistency is the point of the deck. Your early turns should be about finding Amber, getting the fossil online, and making the opponent's Active spot miserable as fast as you can. Still, don't pretend it's perfect: Lightning matchups can be rough, and Pikachu ex in particular can punish you hard on weakness if you overextend.
Playing It Like a Real Disruption Deck
The best part is how it changes decision-making. You start planning around "Where do they have to move?" instead of "How big can I hit?" That's a different mindset, and it wins games. You chip, you force retreats, you catch awkward Actives, and you keep their main evolution line off the board long enough to matter. If you're trying to build a smoother ladder run and test more lists without starting from scratch, some players look into Pokemon TCG Pocket Accounts so they can jump into matches with the tools they need and keep practicing the lines that make Aerodactyl ex so annoying to face.
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