How should I play Mewtwo EX?

People are thinking you should be using Psydrive in Mewtwo? What is the world coming to...

Okay, heres how Celebi/Mewtwo Works; you put Celebi in the active, attach an Energy with Forest Breath, and then manually attach. Thats X-Ball Powered T1, allowing it to KO anything with 40hp (Oddish, Tynamo, Babies, Solosis, Gothita, etc) guaranteed. That damage increases if you go second, because you can Catcher out whatever they placed their energy onto. With DCE and Forest Breath, X-Balls damage quickly increases, and since the entire engine runs off of Basic Pokemon, it is incredibly easy to start attacking early on, since you're only a Dual Ball or Collector away from everything you need. The entire strategy revolves around two synergistic pokemon, and goes nuts from there.

With Skyarrow Bridge, a high Switch count and as much consistency cards as needed, the deck gets going incredibly quickly, because Celebi effectively gives you an additional attachment for the turn, which not only allows you to beat most other attacking decks to the punch by getting ~60 damage off straight away, but it also makes it incredibly easy to set up a second Mewtwo. Magnezone Prime is a tough opponent to beat, but that will be true for every EX based deck, and Mewtwo will have to grin and bare it. Every deck that uses EXs will.

But really, what makes Celebi/Mewtwo so good is that it is blisteringly fast. I cannot stress enough how easy it is to start swinging from T1, taking cheap and easy KOs before your opponent gets set up. With 4 Catcher, ~3 Eviolites and 4 Junk Arm, Mewtwo can dish out a lot of pain all over the board and take hits back with ease. Since Mewtwo was revealed, I've been staunchly saying that Mewtwo is being way overhyped, and that it won't work in a deck by itself. Now, all I can say is that I was wrong. I've both tested and seen the results of other testing, and it became very apparent that this is a very, very powerful deck that will consistently do a lot of damage to anything in its way.

ZPST is unarguably Tier 1 right now, but Mewtwo/Celebi does the same job better in every way, along with a very powerful mid-to-late game.
 
For the Magnezone problem (for Mewtwo/Celebi), there isn't a whole lot you could do. Maybe Terrakion (Retaliate) or even Donphan Prime (obviously with Fighting/Rainbow energy added in), but both aren't really ideal.

Terrakion means adding energy, and you'd need 3 to OHKO Magnezone unless they KO'd a Mewtwo last turn (which means you're still down in the prize race, so it's not helping you there after they KO that).

Donphan means adding a Stage 1, but it's also really terrible to Magnezone (without a PP, it takes 4 energy LZ'd to OHKO. Maybe add some Defender just in case they do have a PP?). And with a PP or 20 damage already on the Magnezone, it takes the OHKO; after that, the opponent might have some trouble keeping the Donphan out. A 2-2 line would work really well imo, but that's still a lot of space just to counter Magnezone (although it can give Zekrom trouble, too– just not Tornadus).
 
^ I tested the deck against magnezone and it was close, but I lost. You need to catcher their magnemites before they get up. Take advantage of a surprise Shaymin EX drop if they just ko'd your second Mewtwo or something. I'm not sure whether taking out magnemites or tynamos/eelektriks are more important.
 
Does anybody think Mew Prime can counter Mewtwo EX? Put a Zoroark, Jumpluff or Cincinno in the Lost Zone and you can easily take 2 Prizes per turn. Idk how well it would work though, because Mewtwo also return KO's Mew with ease.
 
I've been seeing a lot of people hyping Mewtwo/Celebi on here - could someone give me a list?
 
It's not hard to make a list out of Celebi/Mewtwo. It's pretty much max Celebi, 3-4 Mewtwo-EX, Shaymin-EX, Shaymin UL, and maybe some Tornadus/Terrakion. The Trainer line is pretty much your average Trainer line, just with Skyarrow Bridge and a higher Switch count. The Energy line is really max Double Colorless Energy and a whole bunch of Grass Energy.
 
Futachimaru said:
It's not hard to make a list out of Celebi/Mewtwo. It's pretty much max Celebi, 3-4 Mewtwo-EX, Shaymin-EX, Shaymin UL, and maybe some Tornadus/Terrakion. The Trainer line is pretty much your average Trainer line, just with Skyarrow Bridge and a higher Switch count. The Energy line is really max Double Colorless Energy and a whole bunch of Grass Energy.

As of right now, I haven't tested enough against Mewtwo to say how it will affect the game, but I do think Celebi is the best engine for it.
 
Definitly not Mewtwo EX/Emboar, it will have the same problem as Reshiboar- Emboar's high retreat. Not Mewtwo EX w/ google techs, not elektrik shaymin mewtwo EX, and not Gardevoir Gothitelle Gardevoir. I like Celebi and Mewtwo EX, because it IS fast and consistent. I also think Mewtwo EX and Gardevoir would work too. Mewtwo/Magnezone/Eels works too.
 
I'm actually thinking of testing a Mewtwo / Gardevoir/ Electrode deck. On paper it sounds awesome, just have to wait and test with it though.
 
I'm testing mewtwo/garde and mewtwo/celebi, then are goods! But, and mewtwo / Celebi/ and electrode?? Why nobody talk this test? electrode with celebi is good, T2 you have 5 energies in your mewtwos, in minimum 5 energies, and you able use for twins in same turn!
 
After a lot of testing with MTC...

Tornadus and Shaymin-EX are the real stars of the deck.
Mewtwo-EX is a weaksauce when it comes to stealing prizes, because bench sitters generally don't have much energy on them, and attaching 5 energy to Mewtwo isn't always worth it when Tornadus would suffice.
Mewtwo-EX is also weak late game; Shaymin-EX hits 150-180 by the time it comes into play, for 2 energy. That's a sure 1-hit KO on pretty much everything.
I usually only use Mewtwo-EX to kill off opposing EX lol.
 
Mewtwo EX / Celebi Prime

This is an amazing combination, allowing useful techs such as Terrakion and Tornadus. Because of the way Celebi accelerates energy, it is easy to make an unexpected play with benching an attacker and charging it up in one turn, which can easily change a game. The engine is also really fast, and I believe that this is the best type of Mewtwo variant.

Mewtwo EX / Emboar

Emboar's bulky retreat cost and the need for basic energy retrieval will result in this being slightly inconsistent, and to be played a perfect deck list will be required.

Mewtwo EX / Vileplume / Reuniclus

This doesn't work because of Mewtwo-EX to do decent damage, at least three energy are necessary. This makes it easy for opposing Mewtwo-EXs to knock out your Mewtwo EX, making the Reuniclus and Vileplume just an extra burden to set up.

Mewtwo EX / Gardevoir

Gardevoir makes it even easier for opposing Mewtwo-EXs to get the revenge knock out. I like the potential use of the second attack, though.

Mewtwo EX / Gardevoir / Gothitelle

Gothitelle is just an extra burden, and not worth the space because it is so easy for a Mewtwo to knock one out.

Mewtwo EX / Typhlosion Prime

Hmm. I haven't tested this at all, but what comes to mind is Afterburner damage means one less energy is needed to knock out Mewtwo-EX.

Mewtwo EX / Gothitelle

I don't see any synergy...

Mewtwo EX / Shaymin / Pachirisu

Too inconsistent late game.

Mewtwo EX / Elektrik / Shaymin

I think this deck could do very well, along with a couple of other Pokémon such as Zekrom-EX.

Mewtwo EX / Magnezone Prime / Elektrik

This deck is another top runner, though I think the Mewtwo EX line will average at around 2. Magnezone has an advantage against the EXs already, and Mewtwo can just be for revenge koing other Mewtwos. Another reason Magnezone will have such an advantage is that Magnezone can get rid of it's own energy, meaning six energy are needed for Mewtwo-EX to ko Magnezone.

Mewtwo EX / Electrode Prime

Very interesting variant, and I could see this possibly working because of other attackers can be used for advantages over other Mewtwo decks.
 
^ Gardy doesn't work for your opponents X Ball, which is why it's so good. It says it provides 2 psychic energy, not that it counts as two psychic energy. I think it could be very viable, so long as it was paired with another good psychic attacker.
 
alexmf2 said:
so long as it was paired with another good psychic attacker.

Of which there are none in the current format. Also, if it makes 1 energy card provide 2 energy, that would indeed make the opponent's X-Ball OHKO you easier, unless I'm missing something, since X-Ball refers to Energy, not Energy cards.
 
alexmf2 said:
^ Gardy doesn't work for your opponents X Ball, which is why it's so good. It says it provides 2 psychic energy, not that it counts as two psychic energy. I think it could be very viable, so long as it was paired with another good psychic attacker.

Yes, but two energy on an opposing Mewtwo means four energy, making your Mewtwo only need 2 energy to ohko. I like being able to use the second attack, though.
 
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