Hmm... I didn't comment much on the new
Mewtwo-EX; probably should fix that. I agree with DeathsFinalFlame that it is overpowered, but that is par for the course with most contemporary cards: I want to the ability to attack first turn when going first restored because I believe attacks that aid in setting up are overall good for the health of the game. Realistically a small amount of damage should be safe first turn but it takes careful testing I can't conduct to determine it, especially with the different damage buffs available first turn, so if the game were to go the direction I think it should go, all new cards (and any older ones being reprinted) would lack attacks that can both do damage and be accessed first turn (even if it takes a combo).
So again, that would mean this new
Mewtwo-EX is a problem. Compared to what is currently available, it is actually a nerfed/more-balanced version of the
old Mewtwo-EX. As we have someone taking the time to make the case against that, let me run through it quick.
i think this new mewtwo is extreamly over powered you just use damage change and swich damage then knock out the defending pokemon...
Only when
Mewtwo-EX survives taking a hit and then attacks something with less than the card's maximum HP (so without HP boosts, something with 160 HP or less).
Muscle Band won't add to this damage, though
Hypnotoxic Laser/
Virbank City Gym will. Remember Damage Change
swaps the damage counters between
Mewtwo-EX and the opponent's Active, and for a cost of [PPC].
Mewtwo-EX will need a sound investment and probably to combo with a
Lysandre to take out something smallish like a
Shaymin-EX (ROS) or
Jirachi-EX and heal. I'm not saying the attack is useless; a string of small attackers that keeps failing to OHKO
Mewtwo-EX could in return be OHKOed while
Mewtwo-EX keeps healing itself... but that isn't too likely in the competitive card pool.
In a more balanced metagame, it would be a real concern. In this metagame, we'll need to nail down a combo to power it up in a single turn and/or ensure you survive a shot (like a
Focus Sash for Psychic-Types) and/or Damage Swap on a more accessible Pokémon.
...combine it with silent lab and no abilty will block you from useing shatter shot also you can just use demension valley and its attack cost 1 basic energy less same with gangar so he can use night attack without energy then you can also use escape rope to bring back mewtwo then use gangars dark corridor and bring it up again for even more damage
You can't combine it with
both Silent Lab and
Dimension Valley at the same time; has to be one or the other. Of course
Garbodor (DRX) can be on the Bench while
Dimension Valley is in play or in some decks you could spam
Hex Maniac (or even just use
Hex Maniac once or twice but with excellent timing). The thing is... that isn't unique to
Mewtwo-EX; currently the only game mechanics that blocks attacks are Abilities and the effects of
other attacks, so when Abilities go down, that's the same for everything else.
Silent Lab would allow you to bypass Safeguard, but that's true for all Pokémon-EX.
Shatter Shot is a four part crossover between the annuals of the four main X-titles at the time (X-Men, Uncanny X-Men, X-Factor and X-Force) featuring -
Oops, wrong fandom. The "Shatter Shot" attack on the new
Mewtwo-EX is a toned down version of the X-Ball attack on the old
Mewtwo-EX. It is by no mans bad, but overall it is not as strong. Yes, less expensive because it requires a single [P] to use instead of [CC], but that just makes it less easy to splash and unable to benefit from
Dimension Valley (Damage Change still can enjoy the discount). It does 30 damage per [P] Energy attached to
Mewtwo-EX as opposed to 20 for
any Energy attached to
all Active Pokémon. If we get a way to rain down five to eight [P] Energy in a single turn (and without wrecking your own deck),
then it will be a problem. For now you'll be doing well to get 90 or more damage out of the attack, and at the cost of making it a target for all the attacks that do have damage that scales with the amount of Energy attached to the opponent's Active (or both Actives, like the old
Mewtwo-EX).
Turning this into a dance partner for
Gengar-EX has a problem;
Mewtwo-EX is not
Wailord-EX with an extremely high HP score making it likely to survive, nor is it a blocker with a disruptive Ability protecting it and/or the field as a whole. It also has a fairly easy to exploit Weakness in Expanded play.
Sorry if this seems like I'm picking on your DeathsFinalFlame. I only wish to analyze the card and I am very grateful you are participating! Plus I've been wrong often enough my own post may be refuted either in short order or down the road. ^^'