Pokemon:
So basically you want to get a Mew EX out after you have Team magma's secret base down and attach it with a rainbow energy. That way you have three damage counters on it. Now with a Shedinja on the bench you can swing for 150 straight away using versatile and hopeless scream. This deck is built with the "Glass Cannon" Philosophy in mind, hits fast and incredibly hard but is very fragile. As a back up because of rainbow energy if you throw some grass energy on the Mew it can even use a good number of your opponents attacks back at it if they bring out anything useful or snipe a Shedinja off. I am trying out a new deck engine based around Revive, VS seeker, Energy Retrieval and Battle Compressors that I think will become popular. Also the Super Scoop Ups are good at bringing back Mew EX if it looks like that would be advantageous, or you can use them to replay Shaymin if you are happy with the field state but want more hand advantage.
Help me make it better:
Ideally I would like to find a way to get another two damage counters on Mew so you can sweep for 250 reliably. But I haven't come up with anything reliable yet. I'm not sure about hard charms. They could be useful in keeping Mew alive. Maybe a second Mr. Mime for consistency. I dunno.
- 3 Mew EX
- 3-3 Shedinja (Hopeless Scream)
- 1 Mr. Mime (Bench Barrier)
- 1 Shaymin EX (ROS)
- 3 Battle Compressor
- 4 VS Seeker
- 3 Revive
- 3 Energy Retrieval
- 4 Bicycle
- 4 Super Scoop Up
- 4 Ultra Balls
- 1 Lysandre's Trump Card
- 4 Professor Sycamore
- 2 Shauna
- 2 Wally
- 4 Team Magma's Secret Base
- 1 Lysandre
- 4 Rainbow Energy
- 6 Grass Energy
So basically you want to get a Mew EX out after you have Team magma's secret base down and attach it with a rainbow energy. That way you have three damage counters on it. Now with a Shedinja on the bench you can swing for 150 straight away using versatile and hopeless scream. This deck is built with the "Glass Cannon" Philosophy in mind, hits fast and incredibly hard but is very fragile. As a back up because of rainbow energy if you throw some grass energy on the Mew it can even use a good number of your opponents attacks back at it if they bring out anything useful or snipe a Shedinja off. I am trying out a new deck engine based around Revive, VS seeker, Energy Retrieval and Battle Compressors that I think will become popular. Also the Super Scoop Ups are good at bringing back Mew EX if it looks like that would be advantageous, or you can use them to replay Shaymin if you are happy with the field state but want more hand advantage.
Help me make it better:
Ideally I would like to find a way to get another two damage counters on Mew so you can sweep for 250 reliably. But I haven't come up with anything reliable yet. I'm not sure about hard charms. They could be useful in keeping Mew alive. Maybe a second Mr. Mime for consistency. I dunno.
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