How should I play Mewtwo EX?

Nigel

Extra Spicy
Member
Lately, I've been seeing lots of Mewtwo EX varients out there- here are some of them I have spotted:

Mewtwo EX / Celebi Prime
Mewtwo EX / Emboar
Mewtwo EX / Vileplume / Reuniclus
Mewtwo EX / Gardevoir
Mewtwo EX / Gardevoir / Gothitelle
Mewtwo EX / Typhlosion Prime
Mewtwo EX / Gothitelle
Mewtwo EX / Shaymin / Pachirisu
Mewtwo EX / Elektrik / Shaymin
Mewtwo EX / Magnezone Prime / Elektrik
Mewtwo EX / Electrode Prime

My question is - what should I play Mewtwo EX with? My metagame is infested with Magnezone varients, Zekrom varients, and TyRam. Any help would be appreciated, and please post a skeleton list with it.

Also, here's a Translation for Gardevoir, which is not yet out yet:


Ability: Psycho Mirage

While this Pokémon is in play, each basic psychic Energy card attached to your Psychic Pokémon provides 2 Psychic Energy instead. You can't use more than 1 Psycho Mirage Ability each turn.

{P}{P}{C}{C}Mind Shock 60
This attack's damage isn't affected by Weakness or Resistance.
 
I think the best play for Mewtwo EX would be some early-game acceleration with {P} energy, and use Gardevoir for late-game. My recommendation is Mewtwo EX / Electrode Prime / Gardevoir.
 
Out of all the options you have given, I think Mewtwo with Magnezone/Eelektrik looks like the best bet. The problem with the other builds offered is that Mewtwo is focused too much as a main attacker, and that's not how it should be initially played. Focusing on it a lot as a main attacker will be a problem in that when it's KOd, the opponent takes 2 prizes, and focusing on Mewtwo too much will allow the opponent to easily take 6 prizes rather quickly if they can knock out Mewtwo. Because of this, Mewtwo is best as a back-up attacker, going out for an attack when needed. While I really do see many nice ideas with Mewtwo, I have a feeling Mewtwo might be more of an added attacker in most decks. Thus, Eelzone/Mewtwo is a good shot, where Mewtwo can be used occasionally to pull off KOs when you can't use Magnezone.
 
If you're playing a deck focused on Mewtwo EX, than I would suggest Mewtwo/Celebi as the most reliable variant. My testing of it, and watching friends test it as well, has shown that it is very stable and synergises well with Shaymin EX to sweep the game towards the end. Its not reliant on Special Energy, so you don't lose much against decks running Lost Remover, and with Skyarrow Bridge, Celebi and Tornadus you have huge control over your energy attachements.

But if you just want to use Mewtwo, it goes in anything that has Energy Acceleration, DCEs or Both. So all of the other decks you mentioned can be bolstered by its inclusion.
 
I think an EX-Ball speed variant like I mentioned above would be the best, as you can use Psydrive to get the donk if you can. You can run a couple Seekers if you want to open this option up more. Via Junk Arms + Research Records will give you more access to energies off the Energymite. I'd also recommend something like 12 {P} energies and 4 DCE. A speed variant would also decrease the odds of your oppenent having something set up that is able to take those two prizes off of Mewtwo EX.
 
Rikko145 said:
I think an EX-Ball speed variant like I mentioned above would be the best, as you can use Psydrive to get the donk if you can. You can run a couple Seekers if you want to open this option up more. Via Junk Arms + Research Records will give you more access to energies off the Energymite. I'd also recommend something like 12 {P} energies and 4 DCE. A speed variant would also decrease the odds of your oppenent having something set up that is able to take those two prizes off of Mewtwo EX.

Why would you try to donk with Mewtwo? Use it as a main attacker, but not a donker. ZPST can do the exact same amount of damage and is much easier to donk with.
 
Mewtwo/Celebi is FAST. Very fast. I think it will be the best Mewtwo variant. You can run Mewtwo in EelZone, but i would not recommend running the deck around Mewtwo.

So, I think Mewtwo/Celebi would be the best choice.

ooo, 400th post.
 
How exactly does Mewtwo/Celebi work? You'll only be able to use Forest Breath and attack if
a) your attacker was KO'd last turn or
b) you use a Switch.
Or does it still work with that being the idea?

From what I can tell, Magnezone/Eelektrik/Mewtwo seems like the best option overall, with Mewtwo as more of an afterthought than a main attacker. Mewtwo/Celebi Prime/(Whatever Mewtwo needs to counter the stuff Mewtwo's bad against) could also do well (or fitting it into a sort-of-6 Corners-ish deck?).
 
Glaceon said:
Why would you try to donk with Mewtwo? Use it as a main attacker, but not a donker. ZPST can do the exact same amount of damage and is much easier to donk with.

Because it has an immensely better late game and matchups.
 
Scizorliscious said:
How exactly does Mewtwo/Celebi work? You'll only be able to use Forest Breath and attack if
a) your attacker was KO'd last turn or
b) you use a Switch.
Or does it still work with that being the idea?

From what I can tell, Magnezone/Eelektrik/Mewtwo seems like the best option overall, with Mewtwo as more of an afterthought than a main attacker. Mewtwo/Celebi Prime/(Whatever Mewtwo needs to counter the stuff Mewtwo's bad against) could also do well (or fitting it into a sort-of-6 Corners-ish deck?).

You run 3-4 switch and after that, you attach manually. You also run 4 junk arm to allow you over 6 extra switches per game.
 
pokemonjoe said:
You run 3-4 switch and after that, you attach manually. You also run 4 junk arm to allow you over 6 extra switches per game.

Or you run the new stadium that reduces all Basics' retreat cost by {C}.
 
To me it seems that something like that would fizzle near the end of the game. You seem extremely reliant on getting that Forest Breath each turn. And you will be behind on Energy attachments after you Psydrive unless you get the Forest Breath off. And you NEED that Switch to do that. Unless the point of the deck is to X-Ball which doesn't do enough damage to get OHKO's (although with 170 HP you don't need them). I guess I just don't get how its consistent.
 
*facepalm* You never ever use psydrive. There are no {P} in the list. After the first few turns, you don't really need forest breath because you can manually attach. The deck runs 4 catcher to take prizes quick and easy. If people don't know the deck, look on SP or something. (no advertising, I just was surprised people thought you use psydrive)
 
Well, I just thought that X-Ball doesn't do enough to make people scared. In order to KO stuff on the bench via Catcher, you need to load up your Active Mewtwo. Then when that Mewtwo is gone you start all over again with your next one. I'm also assuming that your opponent is going to sell their soul to kill those Mewtwo because after 3 of them go down they win.
 
Ummm, X-ball is the most hyped attack in the history of pokemon, so it's making people pretty scared. You deny prizes with SSU, and can get the energy back into play with Celebi. Mewtwo can have 3 energy on it T1, which can ko almost every nfe pokemon.
 
What I'm trying to say is that Celebi doesn't cut it. The biggest merit of X-Ball is the T1 60. I wanna see how the deck turns out after Mewtwo #1 dies. And Magnezone laughes at SSU.
 
What does then? I will gladly battle you on playtcg. The biggest merit of X ball is the ability to turn the opponent's energy against them. It should also be noted that if you go second, you can hit for more. Did I mention that it can hit a T2 120 pretty easily?
 
Ok, what does that do to disprove my point? Tyram needs to set up a stage 2, which will be easier said than done in the new format, although not impossible by any means. Mewtwo will usually hit for more, depending on the energy attached to the defending pokemon. Besides, Tyram is rarely played anymore.
 
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