I'm talking about M Mewtwo-EX - 63/162. The one with Vanishing Strike. Ok ....so I know this card isn't considered viable in the current Meta. It's sibling, M Mewtwo-EX - 64/162 with psychic infinity obviously a big part of the Meta right now and clearly the preferred option. I'm attempting to make a case for the shunned M Mewtwo, that it's not as unplayable as it seemingly is.
This isn't the deck garage so I won't post a deck list, but take your standard staple M Mewtwo/Garb deck list and your just tweaking a few cards (and energies obviously).
So you're never getting 3 M Mewtwo set up but pulling off damage change turn 2 (if needed) and hitting for the full 200 dmg by turn 3 is a good possibility. Ultra ball, sycamore, and mega turbo really accelerate this deck. That sounds pretty good to me.
Other perks: 230 HP, 20 more than M Mewtwo Y. This means to be OHKOd, M Rayquaza needs a full 8 Pokémon on its bench, Rainbow Road needs 8 different types of Pokémon on its bench, and even M Mewtwo Y needs 8 energy between both. Might not seem like a big deal but it is. If your opponent is 1 short on either and they attack, you just damage change the 220 or 210 dmg they did right back for the OHKO. Now their set up Pokémon is out and yours is fully set up with no damage.
Another perk, Vanishing Strike, the main attack isn't affected by resistance or any other effects on your opponent's active Pokémon if there is a Stadium in play. This means if your opponent plays anything that has any damage disruption like Carbink, Regice, Glaceon EX and even Giratina EX, well it doesn't matter. Pokémon who have resistance to psychic damage, sorry not anymore. Vanishing Strike hits for the full 200 on all of them. No real need to play Pokémon ranger or hex maniac (esp if your running Garb). Also no stress of having to find these cards late game when your deck has really thinned out. You'll also find a lot of people aren't as familiar with M Mewtwo X and aren't even aware of this perk. They'll pull up their Giratina or Carbink thinking they'll have a turn or 2 respite to get organized and then oops they're KOd and scrambling again.
Energy Perk: No special energies. With a bigger emphasis now a days on enhanced hammers and attacks that discard special energies, no problem here. With DCEs being a big part of M Mewtwo Y, that's a point in M Mewtwo X's favor.
Problems: Vanishing Strike only hits for 200 dmg, not enough to OHKO Mega Pokémon. 2 things that make this manageable. The first is damage change. If you pull this off you're KOing them next turn every time. The 2nd is without the need of Pokémon Ranger and Hex Maniac you can include Giovanni's scheme. With this card you can add 20 dmg which gets you to a OHKO for most of the Megas being played in the meta right now. It can also be another draw supporter if you need it to be as well. So you can use it early game and then VS Seeker it later if needed for the OHKO.
So have I convinced anyone??? At the end of the day is this is not close to tier one. However, I think it's possible to be competitive imo due to a lot of the things outlined that I think many people overlook.
This isn't the deck garage so I won't post a deck list, but take your standard staple M Mewtwo/Garb deck list and your just tweaking a few cards (and energies obviously).
So you're never getting 3 M Mewtwo set up but pulling off damage change turn 2 (if needed) and hitting for the full 200 dmg by turn 3 is a good possibility. Ultra ball, sycamore, and mega turbo really accelerate this deck. That sounds pretty good to me.
Other perks: 230 HP, 20 more than M Mewtwo Y. This means to be OHKOd, M Rayquaza needs a full 8 Pokémon on its bench, Rainbow Road needs 8 different types of Pokémon on its bench, and even M Mewtwo Y needs 8 energy between both. Might not seem like a big deal but it is. If your opponent is 1 short on either and they attack, you just damage change the 220 or 210 dmg they did right back for the OHKO. Now their set up Pokémon is out and yours is fully set up with no damage.
Another perk, Vanishing Strike, the main attack isn't affected by resistance or any other effects on your opponent's active Pokémon if there is a Stadium in play. This means if your opponent plays anything that has any damage disruption like Carbink, Regice, Glaceon EX and even Giratina EX, well it doesn't matter. Pokémon who have resistance to psychic damage, sorry not anymore. Vanishing Strike hits for the full 200 on all of them. No real need to play Pokémon ranger or hex maniac (esp if your running Garb). Also no stress of having to find these cards late game when your deck has really thinned out. You'll also find a lot of people aren't as familiar with M Mewtwo X and aren't even aware of this perk. They'll pull up their Giratina or Carbink thinking they'll have a turn or 2 respite to get organized and then oops they're KOd and scrambling again.
Energy Perk: No special energies. With a bigger emphasis now a days on enhanced hammers and attacks that discard special energies, no problem here. With DCEs being a big part of M Mewtwo Y, that's a point in M Mewtwo X's favor.
Problems: Vanishing Strike only hits for 200 dmg, not enough to OHKO Mega Pokémon. 2 things that make this manageable. The first is damage change. If you pull this off you're KOing them next turn every time. The 2nd is without the need of Pokémon Ranger and Hex Maniac you can include Giovanni's scheme. With this card you can add 20 dmg which gets you to a OHKO for most of the Megas being played in the meta right now. It can also be another draw supporter if you need it to be as well. So you can use it early game and then VS Seeker it later if needed for the OHKO.
So have I convinced anyone??? At the end of the day is this is not close to tier one. However, I think it's possible to be competitive imo due to a lot of the things outlined that I think many people overlook.