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broken mewtwo

smiland0711

lover of pokemon
Member
POKEMON:
4 mewtwo
4 celbei (prime)

T/S/S
4 eviolote
2 chacher
3 PONT
4 cheren
4 dual ball
2 juniper
4 swich
2 twins
3 level ball
4 Skyarrow Bridge

ENERGY:
16 grass
4 DCE

strategy:
same as ZPS win as fast as possibly
 
First of all, 20 energy is WAY to much in my opinion, even in a deck that does more damage for each energy attached. And second, have you ever tested this deck? It seems all messed up with weird T/S/S lines.
 
You realize that Celebi Prime must be active to use its power, yet your only way to switch active pokemon is switch. Just by looking at Japanese decks, have you seen how popular Vileplume is? I don't think this will work too well, especially since you can realistically only attach 2 energy per turn, and all the opposing Mewtwo needs is a DCE for a revenge kill. Celebi is a little too frail for a practical usem unless you use Vileplume. I'm seeing Celebi as catcher bait, and Gardevoir would likely work better.
 
POKEMON:
4 mewtwo
4 celbei (prime)

T/S/S
4 eviolote
2 chacher
3 PONT
4 cheren
4 dual ball
2 juniper
4 swich
2 twins
3 level ball
4 Skyarrow Bridge

ENERGY:
16 grass
4 DCE

A few questions and notes:

1) What's with Skyarrow Bridge? And Level Ball?
2) 20 energy is way too much. Maybe 12-15 at most?
3) If this is anything like ZPST, why aren't you running Junk Arm?
4) Where's the Pokemon Collectors?
5) Why the large count of Cherens?
6) How do you move the energy from Celebi to Mewtwo? Where's the Shaymin?

Personally, I'd suggest running Mewtwo with the new Gardevoir that will be coming out next set or the set after. With Gardevoir's ability, you'll be able to attach one Psychic Energy, which will count as two towards Mewtwo's first attack. If you still want to run your varient, though, I'm not stopping you, but here's some changes I'd like to make:

-3 Cheren (Consistency)
-1 Celebi Prime (You really only need three ^.^)
-4 Skyarrow Bridge (I don't understand why this is in here)
-3 Level Ball (Duall Balls and the Collectors I'm going to add will be enough for both Mewtwo and Celebi).
-5 Grass Energy (You only really need 12-15)
-1 Dual Ball (I'm adding Collector, so you only need 3, which is what I run in ZPST)
-4 Switch (For the Dodrios)

+4 Pokemon Collector (To get out the Mewtwos and Celebis)
+3 Professor Juniper (Consistency)
+4 Junk Arm (To re-use Pokemon Catchers and PlusPowers)
+3 PlusPower (In case you need that extra 10)
+2 Shaymin UL (To move the energy from the Celebi to the Mewtwo)
+1 Pokemon Catcher (For Cheap KOs.)
+2-2 Dodrio UD (for free retreat)

Hope I helped.
 
For the Love of Keldeo said:
Celebi can attach to any pokemon.

Okay, gotcha. Misunderstanding on my part. In that case:

-2 Shaymin (Don't need it)

+2 Twins (You're going to need it. The Celebis are Kyurem and Catcher bait.)
 
For the Love of Keldeo said:
You realize that Celebi Prime must be active to use its power, yet your only way to switch active pokemon is switch. Just by looking at Japanese decks, have you seen how popular Vileplume is? I don't think this will work too well, especially since you can realistically only attach 2 energy per turn, and all the opposing Mewtwo needs is a DCE for a revenge kill. Celebi is a little too frail for a practical usem unless you use Vileplume. I'm seeing Celebi as catcher bait, and Gardevoir would likely work better.

Sky Arrow Bridge gives all basics -1 retreat, so Celibi will have free retreat eliminateing the need for Dodrio and the lessens the need for switch to at most 2.

@deck
Way to many energy for any deck.
dewtzel said:
-2 Cheren (Consistency)
-1 Celebi Prime (You really only need three ^.^)
-3 Level Ball (Duall Balls and the Collectors I'm going to add will be enough for both Mewtwo and Celebi).
-3 Grass Energy (You only really need 12-15)
-1 Dual Ball (I'm adding Collector, so you only need 3, which is what I run in ZPST)
= -10

+4 Pokemon Collector (To get out the Mewtwos and Celebis)
+1 Junk Arm (To re-use Pokemon Catchers and PlusPowers)
+3 PlusPower (In case you need that extra 10)
+1 Pokemon Catcher (For Cheap KOs.)
= +10

I took out the Dodrio line because I thought that if you had Sky Arrow Bridge you perfered that. Either way works it's up to you.
Dewtzel was right about these things but had some misunderstandings that I took out. In addtion I included the update in that last post and took out the last +1 Prof Juniper to ballance out. Other than that I think that this apears to be a solid list, please update the list with what ever you agree with after test playing to see if we can help anymore.
 
NeoCandy said:
Sky Arrow Bridge gives all basics -1 retreat, so Celibi will have free retreat eliminateing the need for Dodrio and the lessens the need for switch to at most 2.

@deck
Way to many energy for any deck.

I took out the Dodrio line because I thought that if you had Sky Arrow Bridge you perfered that. Either way works it's up to you.
Dewtzel was right about these things but had some misunderstandings that I took out. In addtion I included the update in that last post and took out the last +1 Prof Juniper to ballance out. Other than that I think that this apears to be a solid list, please update the list with what ever you agree with after test playing to see if we can help anymore.

that does help thank you
 
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