Want to make a Mew ex/Accelgor deck, but feel lost. Help?

Ziekara

Aspiring Trainer
Member
I really want to build a deck around Mew Ex and Accelgor, but I'm really confused by most of the builds I see here. They usually include darkrai ex, gothelite, and only 8 energies total. I've tried playing around with this build I found from another user on Pokebeach but I honestly just can't figure out how it's suppose to work.

Can someone help clarify the tactics and why you only have EIGHT energies total and no seemingly good way to get them out? Or alternatively, what other good combinations could you do with Mew Ex/Accelgor? I have these cards and I want to use them! lol
 
the strategy it to like get gothitelle out in front accelgor on bench and a mew ex on bench also so you put a float stone on gothitelle retreat to mew EX double colorless on mew ex and use Deck and cover to switch back into gothitelle so they are poisoned paralyzed and cant use items
this is a deck list to help you
21 Pokemon
2 Shelmet
2 Acellgor
3 Mew EX
4 Gothita
4 Gothitelle
1 Duskull
1 Dusknoir
2 Munna
2 Musharna
37 Trainers
4 Pokemon Catcher
3 Pokemon Communication
1 Ultra Ball
1 Level Ball
1 Super Rod
1 Ace Spec (Computer Search or Dowsing Machine
4 Float Stone
2 Tropical Beach (if you do not have tropical beach then put 2 Battle City)
4 Rare Candy
4 N
4 Professor Juniper
3 Colress
3 Skyla
4 Energy
4 Double Colorless

you have so much draw that you do not need more then 4
 
PTCGMASTER said:
the strategy it to like get gothitelle out in front accelgor on bench and a mew ex on bench also so you put a float stone on gothitelle retreat to mew EX double colorless on mew ex and use Deck and cover to switch back into gothitelle so they are poisoned paralyzed and cant use items
this is a deck list to help you
21 Pokemon
2 Shelmet
2 Acellgor
3 Mew EX
4 Gothita
4 Gothitelle
1 Duskull
1 Dusknoir
2 Munna
2 Musharna
37 Trainers
4 Pokemon Catcher
3 Pokemon Communication
1 Ultra Ball
1 Level Ball
1 Super Rod
1 Ace Spec (Computer Search or Dowsing Machine
4 Float Stone
2 Tropical Beach (if you do not have tropical beach then put 2 Battle City)
4 Rare Candy
4 N
4 Professor Juniper
3 Colress
3 Skyla
4 Energy
4 Double Colorless

you have so much draw that you do not need more then 4

Is this serious?
No need for Musharna, no need for Dusnkoir, waste of deckspace.
Definitely need to play at least 3-3 Accelgor.
Definitely more Level Ball to get the Accelgors out seeing as you won't always be shuffling Mew back in.
Definitely more Energy, no way should you only play 4.

**edit - while I was writing this, PTCGMASTER got banned (and good, his decklists were terrible). Here's a better one to get you started, it's not perfect but it's an idea :)
Pokemon: 16
3-3 Accelgor
3 Mew EX
3-1-3 Gothitelle (or, if it gets rotated out in September, you can play 3-1-3 Empoleon and bulk your Accelgors up to 4-4)

Trainers: 31+
3 Colress
3 N
3 Cheren
1 Juniper
2 Skyla
3 Level Ball
2 Ultra Ball
2 Float Stone
1 Switch
2 Tool Scrapper (Garbodor is your enemy!)
3 Rare Candy
2 Pokémon Communication
4 Pokémon Catcher
(more...!)

Energy: 8
4 Double Colorless Energy
4 Psychic Energy

He was right about the lack of Energy in a way. You have a loooot of draw power, especially if you choose Empoleon over Gothitelle (but you lose the item lock) so you'll almost always hit the DCE when you need it :)
 
Ryan Sinclair said:
PTCGMASTER said:
the strategy it to like get gothitelle out in front accelgor on bench and a mew ex on bench also so you put a float stone on gothitelle retreat to mew EX double colorless on mew ex and use Deck and cover to switch back into gothitelle so they are poisoned paralyzed and cant use items
this is a deck list to help you
21 Pokemon
2 Shelmet
2 Acellgor
3 Mew EX
4 Gothita
4 Gothitelle
1 Duskull
1 Dusknoir
2 Munna
2 Musharna
37 Trainers
4 Pokemon Catcher
3 Pokemon Communication
1 Ultra Ball
1 Level Ball
1 Super Rod
1 Ace Spec (Computer Search or Dowsing Machine
4 Float Stone
2 Tropical Beach (if you do not have tropical beach then put 2 Battle City)
4 Rare Candy
4 N
4 Professor Juniper
3 Colress
3 Skyla
4 Energy
4 Double Colorless

you have so much draw that you do not need more then 4

Is this serious?
No need for Musharna, no need for Dusnkoir, waste of deckspace.
Definitely need to play at least 3-3 Accelgor.
Definitely more Level Ball to get the Accelgors out seeing as you won't always be shuffling Mew back in.
Definitely more Energy, no way should you only play 4.

**edit - while I was writing this, PTCGMASTER got banned (and good, his decklists were terrible). Here's a better one to get you started, it's not perfect but it's an idea :)
Pokemon: 16
3-3 Accelgor
3 Mew EX
3-1-3 Gothitelle (or, if it gets rotated out in September, you can play 3-1-3 Empoleon and bulk your Accelgors up to 4-4)

Trainers: 31+
3 Colress
3 N
3 Cheren
1 Juniper
2 Skyla
3 Level Ball
2 Ultra Ball
2 Float Stone
1 Switch
2 Tool Scrapper (Garbodor is your enemy!)
3 Rare Candy
2 Pokémon Communication
4 Pokémon Catcher
(more...!)

Energy: 8
4 Double Colorless Energy
4 Psychic Energy

He was right about the lack of Energy in a way. You have a loooot of draw power, especially if you choose Empoleon over Gothitelle (but you lose the item lock) so you'll almost always hit the DCE when you need it :)

Thank you so much for the help! I had almost given up on someone answering :D I can't wait until I can try this deck out!
 
No Dusknoir? Are you kidding me? Also, this deck without Tropical Beach = lol.
 
Yeah, Teal's got the right idea here. PTCGmaster had the right idea with his pokemon lines, and nobody plays anything but 4 DCE.
For trainers, I'd go something like:
4 Juniper
4 N
3 Skyla
2 Colress
2 Tropical Beach
4 Float Stone
4 Rare Candy
3 PokeCom
2 Ultra Ball
2 Level Ball
1 Town Map
1 Super Rod
1 Comp Search/Dowsing MCHN
1 Catcher
1 Tool Scrapper

Seeing as attaching any energy other than DCE is a complete waste, there's no need to play anything else. Tropical Beach is super important, since it lets you set up early. Musharna is basically required, seeing as your goal is to get down to a 2-card deck with the cards being Mew and DCE, and you need the extra drawpower to get the one you don't draw. It also helps fish out early DCEs and things. Dusknoir, again, is a requirement, since it makes up your entire lategame. Your goal here is to trap something active and not kill it until you've built up enough damage on their field to win in one turn.
 
Ryan Sinclair said:
PTCGMASTER said:
the strategy it to like get gothitelle out in front accelgor on bench and a mew ex on bench also so you put a float stone on gothitelle retreat to mew EX double colorless on mew ex and use Deck and cover to switch back into gothitelle so they are poisoned paralyzed and cant use items
this is a deck list to help you
21 Pokemon
2 Shelmet
2 Acellgor
3 Mew EX
4 Gothita
4 Gothitelle
1 Duskull
1 Dusknoir
2 Munna
2 Musharna
37 Trainers
4 Pokemon Catcher
3 Pokemon Communication
1 Ultra Ball
1 Level Ball
1 Super Rod
1 Ace Spec (Computer Search or Dowsing Machine
4 Float Stone
2 Tropical Beach (if you do not have tropical beach then put 2 Battle City)
4 Rare Candy
4 N
4 Professor Juniper
3 Colress
3 Skyla
4 Energy
4 Double Colorless

you have so much draw that you do not need more then 4

Is this serious?
No need for Musharna, no need for Dusnkoir, waste of deckspace.
Definitely need to play at least 3-3 Accelgor.
Definitely more Level Ball to get the Accelgors out seeing as you won't always be shuffling Mew back in.
Definitely more Energy, no way should you only play 4.

**edit - while I was writing this, PTCGMASTER got banned (and good, his decklists were terrible). Here's a better one to get you started, it's not perfect but it's an idea :)
Pokemon: 16
3-3 Accelgor
3 Mew EX
3-1-3 Gothitelle (or, if it gets rotated out in September, you can play 3-1-3 Empoleon and bulk your Accelgors up to 4-4)

Trainers: 31+
3 Colress
3 N
3 Cheren
1 Juniper
2 Skyla
3 Level Ball
2 Ultra Ball
2 Float Stone
1 Switch
2 Tool Scrapper (Garbodor is your enemy!)
3 Rare Candy
2 Pokémon Communication
4 Pokémon Catcher
(more...!)

Energy: 8
4 Double Colorless Energy
4 Psychic Energy

He was right about the lack of Energy in a way. You have a loooot of draw power, especially if you choose Empoleon over Gothitelle (but you lose the item lock) so you'll almost always hit the DCE when you need it :)
1. No Musharna or Dusknoir it is like saying TDK without Deoxys
2. Most times your Attacking with Mew EX (maybe once per game you attack with Accelgor)
3. and there is no need for more then 4 Energy

Ziekara said:
I really want to build a deck around Mew Ex and Accelgor, but I'm really confused by most of the builds I see here. They usually include darkrai ex, gothelite, and only 8 energies total. I've tried playing around with this build I found from another user on Pokebeach but I just can't figure out how it's suppose to work.

Can someone help clarify the tactics and why you only have EIGHT energies total and no seemingly good way to get them out? Or alternatively, what other good combinations could you do with Mew Ex/Accelgor? I have these cards and I want to use them! lol
this is a good Deck List i made
21 Pokemon
4-1-4 Gothitelle
2-2 Accelgor
1-0-1 Dusknoir
2-1 Musharna
3 Mew EX

35 Trainers
3 Colress
3 N
4 Professor Juniper
4 Skyla
3 Pokemon Communication
2 Level Ball
2 Ultra Ball
4 Rare Candy
2 Tropical Beach (you could go 1 Battle City 1 Tropical Beach but it hurts the deck everytime you take out a Tropical Beach)
1 Pokemon Catcher
1 Town Map
1 Tool Scrapper
1 Super Rod
1 Dowsing Machine

4 Energy
4 Double Colorless

Strategy: get Gothitelle out in active turn 2 or turn 3 the latest then get acceglor out and a mew EX (you do not want to use accelgor to attack you want to use Mew's ability Versatile to copy Accelgor's Deck and Cover attack so i can use it every turn and i do not need to have a shelmet to evolve accelgor each time to attack) then you attach a DCE to Mew EX and try to use Accelgor's Deck and Cover every turn then you try to get Dusknoir to move off all the damage counters off the defending pokemon so he never dies and they are Paralyzed for ever if we did not have dusknoir then once i kill the defending pokemon they have one turn to attack so we do not want that so we have dusknoir then we try to get out Musharna. Musharna Really helps this deck end game because 1. it thins your deck out 2. it gets you your Mew and DCE almost every turn 3. if you have 0 cards in your deck you Deck And Cover with Mew then they both go back in your deck then you draw a Mew or DCE then you get draw a card with musharna then you have 0 cards again and you keep doing that (you could do it with 1 card in your deck again)
And for the Energy you only need 4 and the Reason for that is
1. Mew EX/Accelgor only need 1 DCE to attack
2. it goes back into the deck so you are most likly haveing 4 DCE's in your deck at all times
3. you thin your deck alot (once you get your setup)
 
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