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Standard M Mewtwo-EX Control

Grey Matter

Aspiring Trainer
Member
Hello, I was hoping to get some feedback on a deck I just made. I just started playing after a decade long absence and I built this deck based off of cards I liked/was interested in. I played it at my local league against Night March and it seemed to fair well, however I'll be doing my first tournament with it on Sunday and would love some insight on how I can make it better. The main reason I went with this build is because nothing interested me enough in standard and I thought this would be fun to build/play.

Pokémon: 9
  • 2 M Mewtwo EX - 64/164 (BKT)
  • 1 Mewtwo EX - 61/164 (BKT)
  • 1 Mewtwo EX - 62/164 (BKT)
  • 2 Espeon EX - (BKP)
  • 1 Hoopa EX - (AOR)
  • 2 Shaymin EX - (ROS)
Trainers/Supporters/Stadiums: 35
  • 4 VS Seeker
  • 4 Trainers' Mail
  • 2 Battle Compressor
  • 2 Ultra Ball
  • 2 Skyla
  • 3 Crushing Hammer
  • 2 Enhanced Hammer
  • 3 Team Flare Grunt
  • 2 Lysandre
  • 2 Professor Sycamore
  • 2 Professor Birch's Observations
  • 2 Mewtwo Spirit Link
  • 2 Muscle Band
  • 2 Float Stone
  • 1 Hex Maniac
  • 1 Xerosic
  • 1 Delinquent
  • 1 Teammates
  • 1 AZ
Energy: 8
  • 4 Psychic Energy
  • 4 Mystery Energy
  • 4 Double Colorless Energy
Strategy:

The strategy behind this deck is to control the board and get your M Mewtwo EX out as soon as possible. I am running one of each Mewtwo EX so that I can figure out which works better, however since I've been able to evolve it relatively fast (while it's been on my bench), I haven't been in a situation where either one is more effective over the other. This deck is heavy on the trainers because the first turn is spent ideally setting up the board in order to start dealing attacks to the opposing Pokemon.

One thing that I wanted to focus on with this deck regards controlling the board. To me, that means controlling the energies on my opponent's board. So I am running a heavy load of energy discards and I imagine myself frequently seeking for Grunts.

As for the Pokemon themselves, Espeon EX makes the list because I'm running a deck full of EX Pokemon, meaning something like Regice (AOR) can be dealt with. I'm hoping that I might be able to find a reason to use its first attack too, but its second attack is enough to make me want to list it.

What I'm wondering is if I'm just putting cards together or if I have the start of something. One card in particular I'm unsure of include Muscle Band, which seems to only get use with Espeon EX. Some cards i'm thinking about bringing in, however, include Gengar EX, to deal with those pesky bats, and Head Ringer, to go along with my theme of board disruption.

Your insight is much appreciated as I go in to my first experience in competitive play since I was in middle school :)
 
You won't need muscle bands since your main attacker will already have a spirit link on it. Head ringers are a good option, but only against EX decks so don't go all out trying to add 4 of those in your deck. I see you run delinquent, but no stadiums yourself. I realize most decks run stadiums, but in the event they don't or don't get it out your delinquent is useless. I get espeon ex, but I don't really see the point in most decks that evolve right now. So Trevenant, bats, garchomp, greninja, etc. What does de-evolving them get you? They just evolve then again next turn and if it's bats that's a bad idea unless you hex'd. MewTwo and M MewTwo is about energies and power. I wouldn't worry about stalling too much. Just run some max elixirs and mega turbos and they're ready for OHKO's.
 
I think the Espeon EX is going to be a major surprise factor for Mega Decks, or anything that attacks with Evolutions. IF you have enough damage on the evolved Pokemon when it becomes Devolved it will knock it out. So now the opposing player has a dead card in their hand, and you took a prize or two. I personally like Espeon EX a lot.
 
Ah gotcha. Interesting concept. Very situational though unless you're building your deck for spread damage then setting up espeon with an escape rope or float stone followed by a lasandre. I'm still not sold on it though.
 
Ah gotcha. Interesting concept. Very situational though unless you're building your deck for spread damage then setting up espeon with an escape rope or float stone followed by a lasandre. I'm still not sold on it though.
My wife an I are currently building an Aegislash / Noivern / Espeon EX deck to take advantage of damage spread and multipliers, it's currently very inconsistent but when everything clicks and works it takes multiple prizes at once. =P
 
Couldn't you do that with a Trevenant/ Aegislash? I mean I love the strategy here and would be really fun and unique to play, but seems hard to get everything right.
 
Couldn't you do that with a Trevenant/ Aegislash? I mean I love the strategy here and would be really fun and unique to play, but seems hard to get everything right.
You absolutely could, but Noivern has its own prize denial built in via Echolaction. But Trevenant would be a great alternate for spread damage.
 
I'm trying to build close to the same deck but with Mega Mewtwo 63 instead of 64. I don't really see a need for Float Stone since you are running Mystery energy. Both Mewtwo & Espeon will have a free retreat if they have one attached.

What are your thoughts on adding Wobbufett to help control abilities? Also, what about adding Gallade (BT 84) + Maxie's Hidden Ball Trick to have a bench support that can help you get the cards you need?
 
I'm trying to build close to the same deck but with Mega Mewtwo 63 instead of 64. I don't really see a need for Float Stone since you are running Mystery energy. Both Mewtwo & Espeon will have a free retreat if they have one attached.

What are your thoughts on adding Wobbufett to help control abilities? Also, what about adding Gallade (BT 84) + Maxie's Hidden Ball Trick to have a bench support that can help you get the cards you need?

I bought a playset of Wobb's, but it's too slow for the deck, to be honest. As for Float Stone, I was thinking about taking them out, but I realized that it works really well on Hoopa and Shaymins.

Since I've posted this, I've edited the deck a bit. First off, I decided to run an extra Mewtwo-EX chain since I kept running into situations where I didn't have a basic.
-1 Skyla
-1 Delinquent
-1 Mewtwo-EX (Shatter Shot)
+2 Mewtwo-EX (Photon Wave)
+1 M-Mewtwo-EX

Photon Wave Mewtwo gives me late game opportunities that Shatter Shot wouldn't.

I also went about replacing the Muscle Bands, because they had little use for me. I chose Head Ringer first, but I kept running into situations where it'd be useless. I ran into a couple of Ray decks, so it's been helpful.

-2 Muscle Band
+2 Parallel Cities (but am thinking about going +2 Head Ringer).

Lastly, I took out one Espeon-EX because it's not as useful. One is great, two is unnecessary. Currently, I replaced it with one Gengar-EX to tech against Night Marches, however that's tentative on whether or not that deck is completely dead. Another option is Seismitoad, however I might just add it all together since it seems pretty helpful.

-1 Espeon-EX
+1 Gengar-EX

The main point of this deck is to be both aggressive and in control. I was initially against adding Toad (a big reason why was that it cost $11 and I wasn't too keen on spending even more money), but I've decided to just get one in case I need it.
 
What would be cool is if we had a card that could stop your opponent from evolving their next turn. I'm really liking the idea of Espeon + Judge or Red Card. Unfortunately if you devolve, they will just evolve again after your turn ends.

Interesting idea of putting Gengar EX in to counter Night March. Might even be helpful against Bats
 
What would be cool is if we had a card that could stop your opponent from evolving their next turn. I'm really liking the idea of Espeon + Judge or Red Card. Unfortunately if you devolve, they will just evolve again after your turn ends.

Interesting idea of putting Gengar EX in to counter Night March. Might even be helpful against Bats

What about B Cancel Spirtomb
 
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