mr.619 said:This deck isn't going to work. I'm going to tell you why. Take this as an example.
Turn 1, assume you start with mew and an energy. Attach energy to mew, see off Swana.
Turn 2, attach another energy, see off Abamasnow.
Turn 3, Use Swana's attack.
Turn 4, use obamasnow.
Now you're theory is that mew will NOT be KO'd within 4 turns that it takes you to set up. If you use Feather dance, within 4 turns, your opponent should be set up and should be able to kill that mew easily, unless they're bad.
If you're mew gets killed, there goes all your set up, and you can't hit for more damage.
On paper this deck is amazing, but if you put some thought into it, it makes sense that it doesn't work.
Not going to lie though, I was going to make this deck till I realized how impossible it is. Cool idea though!
Gliscor said:Turn 1: Attach a Psychic to Mew, dump Gatr into the Lost Zone.
Turn 2: Attach a DCE to Mew. Featherdance.
Turn 3: Attach a Water to Mew. Spread with Gatr.
It'll take three turns just for you to start dealing damage with Mew, assuming that Mew is your Pokemon to put Pokemon into the Lost Zone. In that time, even with Defender, Mew will get KO'ed. If you decide to attach Rainbow Energy to Mew on Turn one, it'll still take three turns, and the only advantage you'd get is being able to attach to another Mew. That Mew is still an easy KO, even with Defender (80 damage isn't hard).
haha thanks man, I thought it was a cool idea too! But like Blue_Horizon said, the mew hit was a mid-game combo. I would fodder with Absol Prime or Relicanth, and then mew for swana then T-tar or obama... depending on what deck type I chose to make :}
but your probably right, I don't think this could work