Hello SixPrizers! Stephan here with another CotD! Today we will be looking at Mew Prime, and why it might still be good. As usual, I will review attacks, HP, retreat, typing, weakness and resistance. But you already know that, so let’s quit rambling and get to it.
Mew Prime has an awful HP of 60. It is OHKO’d by Donphan Prime, Reshiram BLW, Zekrom BLW, Magnezone Prime, itself, Mewtwo-EX, Reshiram-EX, Zekrom-EX, Kyurem-EX, and you can even OHKO it with a Magikarp HS; play four PlusPower and then a Junk Arm for PlusPower and attack with Splash.
Now, you may be wondering how a Pokémon that can be OHKO’d by just about anything can be good in the current format, but its greatness doesn’t lie in its HP, but rather its Poké-Body.
Well, I am writing about these both at once because they are almost the same. His attack, See Off, allows you to search your deck for a Pokémon and put it in the Lost Zone, for the cost of a Psychic Energy. Now, you may be asking yourself, “How can putting Pokémon in your Lost Zone be good?” Well, I used to play a Mew Prime/Lost World deck; its goal was to put six Pokémon in your Lost Zone and then play Lost World to allow your opponent to declare themselves the victor, but it was just for laughs.
The real reason why Mew Prime is good is because of its Poké-Body. It says that Mew Prime can use the attacks of any Pokémon in the Lost Zone, as long as it has the required Energy to use the attack. Whoa! That makes this Pokémon able to use a wide variety of attacks. Why don’t we look at a few Pokémon to put in the Lost Zone with See Off?
For one Grass Energy, this Pokémon does 10 damage for each Pokémon in play, both yours and your opponent’s. So, for one Grass Energy, you can do up to 120 damage. That makes it an instant See Off target.
Foul Play, for 2 energy of any type copies one of the defending Pokémon’s attacks. This is awesome against Zekrom BLW, Reshiram BLW and such. It can be useful, but it can also be bad, depending on the Pokémon you are attacking, so be careful what attack you decide to Foul Play.
Pidgeot’s “Headwind” attack makes the Defending Pokémon’s attack cost two Colorless Energy more until the end of your opponent’s next turn. This can kill things like Zekrom BLW, and should be used with Double Colorless Energy. It can be fun and disruptive, and you should definitely throwing in two of this guy and four Double Colorless Energy when building a Mew Prime deck.
A lot of people don’t know what Banette from Triumphant does. For a Psychic energy (which fits Mew Prime perfectly) it allows you to flip a coin, and if heads, choose an Energy on your opponent’s field and put it in the Lost Zone. You know that place you go every morning before you have your coffee? Imagine all your opponent’s Energy there, as they sit helplessly.
I was testing a Mew/Banette/Chandelure NDE 20 deck for a while, and I did beat The Truth, CaKE and a Durant with it. It was fun, but it needs work. The idea was to constantly remove Energy from your opponent’s field by Lost Zoning a Banette and then using Mew Prime to copy its attack, and using Fliptini to re-flip failed coin flips. It is a lot of fun, and you should try it out.
Chandelure NDE 20
This Pokémon is great at spreading. It can do 30 damage to your opponent’s Active Pokémon, and 30 to two of their Benched Pokémon for one Fire Energy. It is a great See Off target that really helps your Durant matchup, and you should try it.
This is a weird idea to go with Chandelure NDE. The idea is snipe and devolve. While you might not have to Lost Zone it, you can still use it and devolve those Eelektriks after you hit them with Chandelure’s “Flame Burst” attack. It is interesting, but I haven’t tested it, so I will leave that up to you.
This is very interesting because it can Poison for four damage counters in between turns. That is crazy! He can also hit for 30 damage anywhere on your opponent’s field, and all for the cost of one Psychic Energy. But, the problem with this See Off target is that your opponent can just retreat or have a 180 HP Basic active. This is another one of those cards that is affected by your meta.
The purpose of this card is to act kind of like a Pokémon Catcher that Poisons and Confuses the target for a Psychic Energy. It can be really good, but with Skyarrow Bridge around, it became a lot less effective, so it is not the most amazing target anymore.
This little guy is fun. He can stall decks like 6 Corners that don’t have energy acceleration, but almost everything has energy acceleration, so he is not as effective as he used to be. This is another one of those Pokémon that used to be okay, but isn’t great now.
The idea is to swarm “Hurl Into Darkness” easier than Gengar Prime can and put six Pokémon in your opponent’s Lost Zone and then use Lost World to declare yourself the winner. You all should know this.
Swanna BLW + Tyranitar Prime
pokemon-paradijs.comThis is fun, but it ends up destroying you instead of your opponent. The goal is to use Swanna’s “Feather Dance” to increase all the damage you do by 40, and then use “Darkness Howl” to do 60 damage to everything on the field. But, after you attack, you also KO yourself, so it is meant as a fun deck, and I wouldn’t play it in an official event.
Well, that just about covers that, so let’s get on with this.
Typing, Retreat, Weakness and Resistance
Let’s start with typing. The Psychic type is awesome because it allows you to hit Mewtwo-EX for weakness and OHKO it. Psychic is just about the best type to be right now except for Fighting, so that is great. Its weakness is also Psychic, which doesn’t really matter because of its 60 HP. It will always be OHKO’d anyway, so don’t think that being weak to Mewtwo is a bad thing. It has no resistance, so not the best. It would be nice to see it resist something, but oh well.
I love the artwork. I just love the background. I love how it looks like it is coming out of the Lost Zone. I love the eyes. I love everything about this card’s artwork, and give it a 10/10!
The HP isn’t great, but the card’s versatility makes up for that a lot. It can OHKO Mewtwo-EX, use plenty of different attackers and lock opponents out of things they can do. It is a fun card, and may have a place in the format now that it counters something. I give it an 8/10 in the current format, because of the things stated above. Well, I hope you all have enjoyed, and remember to +1! Until next time, keep testing!