• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Mewbox-ish for States March 17

festizzio

Desu
Member
Pokemon (17):

4x Mew Prime
0-0-1 Jumpluff HS
0-0-1 Crobat Prime
0-0-1 Chandelure ND
3-3 Weavile UD
2-2 Slowking HS

T/S/S (35):

4x Pokemon Collector
3x Professor Juniper
4x Professor Oak's New Theory
2x Sage's Training
2x N

4x Level Ball
3x Pokemon Catcher
4x Junk Arm
2x Revive
2x Pokegear 3.0
2x Switch
2x Lost Remover
1x Super Rod

Energy (8):

4x Prism Energy
4x Rainbow Energy

The strategy is to T1 See Off to get Jumpluff in the Lost Zone, then attack with it while disrupting with Slowking, Lost Remover, and Weavile to trip up the opponent's set up and recovery. I took out Twins because I never get an opportunity to use them. Juniper/Sage's gets me exactly what I need almost all of the time anyway.

So far it runs really consistently, and it has been working out great. I chose not to put in SSU or Seeker, SSU because it's too flippy and Seeker because I don't need to pick up my Pokemon that bad, and it reduces my damage output. I also don't need to pick up my Weaviles; if I time the Claw Snags well enough, 3 should be all I need.

So as you can see, it's a lot of hand and field disruption. I can usually stay ahead of my opponent in prizes. I run Sage's instead of N because I have a lot of stuff in my deck that becomes dead mid-late game, and N usually helps my opponent more than me.
 
RE: Mew Prime disruption

Hmm...interesting, but then I feel like I would also need to run DCE, and I'm not sure I want to take cards out for those. Any recommendations?
 
RE: Mew Prime disruption

Maybe a beheeyem since it goes great with the whole disruption thing? Just an idea. Or even amoongus since it also uses super scoop up and kind of goes well with the crobat thing. If you want to do the status disruption thing. Just an idea, though it sounds kind of funny. I'd max out junk arm for catcher and super scoop up.
 
RE: Mew Prime disruption

Beheeyem does sound like a fun idea actually...I might try to fit him and Zoroark in, I'll have to test some more to see what isn't working as well. I also see your point about Junk Arm, but I frequently draw 2-3 of them in my opening hand when I run 4, and I've never been in need of a 4th before.

I removed a Weavile line for a Slowking line, since most of my problems come from my opponent consistently topdecking a Juniper or PONT. -_- I also took out one N (since he's mostly used for late game disruption) and one Pokegear (because it doesn't help as often as I thought) for 2 switches in case I start with Slowpoke or they try to catcher stall.
 
RE: Taking this deck to states! Need help! Mew Prime

So I decided to take this to States, any suggestions/help would be excellent! :)
 
RE: Taking this deck to states! Need help! Mew Prime

Bump, took out SSU's because always flipping tails made me realize I don't even need them. So I

-3 SSU

+1-1 Weavile UD
+1 Junk Arm
 
RE: Taking this deck to states! Need help! Mew Prime

Well, maybe seeker can help get weevil back in your hand because its 100 percent chance.
 
RE: Taking this deck to states! Need help! Mew Prime

I don't like Seeker for a few reasons: 1) it's a supporter, so it takes up my supporter for the turn, 2) it reduces my damage for Mass Attack, and with Eviolite so prominent in the format, I need all the damage I can get.
 
RE: Taking this deck to states! Need help! Mew Prime

Hm...I see you're going to try to go for a disruption version of this deck. Let me see if I can help.

- 1 Level Ball
- 1 Judge
- 2 N

+ 3 Twins
+ 1 Pokemon Communication

Muk UD is the first thing I see fitting here, because Sludge Drag can buy you a turn in messing with the opponent and then Mass Attacking to death. You could use that, or play a 2-2 line of Amoonguss ND to inflict some Status Conditions on Pokemon you are just barely short of getting a KO on. I don't know which Pokemon you wanted to go for, but I felt like you were missing something because Sludge Drag will buy you a turn to LZ a Jumpluff, while Amoonguss inflicts Status Conditions and still keeps up with only having to LZ one Pokemon.

I feel like your Pokemon Communication count is rather low, because it is the key card to making sure a Jumpluff is in your deck and not in your hand. I'd drop a Level Ball to even it out to 3 each, only because Level Ball doesn't ensure that Jumpluff will be in the deck for Mew to See Off. I do see the use for Judge and N, but since a lot of components in this deck get KOd rather often, I would add a few Twins to make sure you can balance out the match after something is KOd, especially a Mew (so you can grab Revive or something else, like an Energy). Drop both N and a Judge for Twins; your opponent's hand will be so low on cards that N and Judge will be helping them more than they are hurting them.

Hope this helped.
 
RE: Taking this deck to states! Need help! Mew Prime

Oh ok...I didn't understand your advice at first, but now it makes a lot of sense. I mostly run Judge to disrupt their hand turn 1, and after that it doesn't really help. Twins actually seems like it would help a lot, I'll try it out, and I agree with the Communication. Thanks :)

I don't think I'll use Muk, just because the turn I use to See Off the Muk could be a turn I'm Seeing Off a Jumpluff.
 
RE: Taking this deck to states! Need help! Mew Prime

Yeah, that's fine. Muk should be used, however, if there is a lot of TyRam and Item lock decks in your area. Muk enables you to drag up something like a Typhlosion Prime and prevent it from using its Power Afterburner, which can even prevent it from retreating, in which case their only way out is Switch. If you don't want to go for Muk, I encourage you to go for a 1-1 line of Amoonguss ND. Test it out a bit and see what you think of it. And no problem; that's why the Deck Garage is here.
 
RE: Taking this deck to states! Need help! Mew Prime

Muk would be nice actually...it would really help a lot against trainer lock decks. What do you think I should remove for 1-2 Muk?
 
RE: Taking this deck to states! Need help! Mew Prime

Durant + Lost Remover doesn't give a chance to this. If you take this to a tournament, you better hope you don't face durant, or you could atleast tech a Bench Victini.
 
RE: Taking this deck to states! Need help! Mew Prime

festizzio said:
Muk would be nice actually...it would really help a lot against trainer lock decks. What do you think I should remove for 1-2 Muk?
The actual metagame consists mainly of Celebi-Basics, Eelektrik-Basics and Durant. Some Magnezones and Reshirams well teched, but the tier1 are the three basics decks. Chandelure with EXs is dead, Truth is too slow against the tier1 and they all play at least 2 Switch. Muk isn't needed at all.


Dream To Kill said:
Durant + Lost Remover doesn't give a chance to this. If you take this to a tournament, you better hope you don't face durant, or you could atleast tech a Bench Victini.
And Durant will LR your Rainbow/Prism or, the worst, Black Belt + Vice Grip. The only way out for the Durant matchup with a Mew deck is Crobat Prime, better with Psychic energies.
 
RE: Taking this deck to states! Need help! Mew Prime

Maybe I should tech in a Crobat and some Psychic energies then...hmm not sure what to take out for them though. And I really don't care about my Mews dying to Durant, is it really that big of a deal? I can just play another one or play a Revive.

Edit: Just played a game where both my Jumpluffs were prized -_- needless to say, I immediately scooped when I found out. Should I run a 3rd Jumpluff?
 
RE: Taking this deck to states! Need help! Mew Prime

Help! What should I take out for Crobat Prime? Should I try to fit in 1 Cryogonal NV to stall?
 
RE: Mew Prime - Taking this deck to states! Need help!

I really think Mewtwo is going to cheap shot you to death...
Jumpluff is good, if there are a lot of pokemon in play.
I really think you should consider a Zoroark, maybe take out a Weavile line for it?
I would also try Prof Oak's before Juniper, you dont want to dump that much with only 8 energy.
I would also maybe take out something for more energy...
I can see Durant wiping your deck of energy fast, be careful.
:)
 
RE: Mew Prime - Taking this deck to states! Need help!

I've played against a lot of Mewtwo with this deck (practically everybody's running him), and it's more of a liability for them than it is a hardship for me. I definitely think Durant is a problem which is why I'm trying to find room for a Crobat...I don't know what else to do against that. Juniper has helped a lot more than it's hurt, I just don't play it if I have energy in my hand. That usually means a Mew is already charged so I don't need to draw anyway. What would Zoroark help me with though? Also, 8 energy seems to be working fine...I'll test against some Durant decks and see if I need to throw in some psychic or grass energy.
 
RE: Mew Prime - Taking this deck to states! Need help!

-1-1 Weavile
- 1 Jumpluff
+ 1 fire chandelure
- 1 Lost Remover
- 2 Communication
- 1 Juniper
+3-3 Yanmega (at least)
Chandelure is a great sniper, and yanmega is a great low energy attacker.
 
Back
Top