Much like the TV series, competitive pokemon is a game of thrones. In this new meta, there is no single deck that sits on the iron throne. Each top tier deck has the power to usurper the next deck at any time. It all comes down to the match ups. A favorable match up is important. Except, a favorable match up is all but random. And, as always, the question results in what do I play for the winter regional’s? I’ve always been under the assumption that you play what you know.
Pokemon’s winter regional are in expanded. Expanded is sharp, fast, and outright deadly. Trainers proceed with caution. From the city tournaments being ran in standard, to the winter regional that crosses to expanded. Trainers use tact and place their long sword down to adjust to a lighter faster weapon, a weapon they have distanced themselves from, the Katana. But does this need to happen? Can we still rely on that trusty long sword and just sharpen it a bit? It begs for pause as we look at a possible crossover deck.
Mewtwo Y/ Zoroark
Take a Chance
Favorable match ups for this deck can reside in expanded. I admit, Night March is unfavorable to this deck. But to play Night March in expanded is a risk. With Seismitoad looming, along with vespiquen/Flareon, Night March becomes the Stansis Baretheon Black Water play. There are to many subtle ways to destroy it. Because of this, it makes room for the above deck to ‘shrine’ a bit.
M Mewtwo EX
Whenever I see this card I think Katana. It’s fast and has the potential to slice through opponents with a sharp edge. It is a perfect card for expanded. For a Double Colorless, Psychic Infinity’s attack, paired with mega turbo, outputs high damage quickly. At 30 damage for every energy on both yours and yours opponents + 10, don’t forget the + 10, it hits hard for a DCE. I admit this requires the stage evolution and a spirit link, in expanded, there is a lot of potential of getting the card out quickly. It supports a 210 hp that unless Vespiquen and Flareon get off the perfect first turn it has potential to stay around.
Metwo EX supports two attacks, Shatter Shot and Damage Change. Unfortunately, neither attack looks dangerous until you dig at it a bit.
For a Psychic Energy, Shatter Shot does 30 times every Psychic Energy. A first turn knockout on a Freebas can wet the appetite for this deck. Unfortunately, the power of the card relies little on the first attack and proclaims guilty pleasure with the second attack.
For two Psychic and a Colorless Energy, Damage Change is destructive. Switching damage off one Pokemon to another creates a two fold scenario. One, it heals Mewtwo Ex which could set the opponent back a round. Two, it switches the damage. With Yveltal swinging hard at Mewtwo EX, Mewtwo Ex looks forward to getting hit by evil ball. Running Mewtwo EX with DM Valley and Shrine of Memories, damage exchange presents a challenge for the opponent.
In expanded the perpetual switch is played through Keldeo. And though that is a great card, I’d like to make case for Zoroark. Zoroark stand in ability acts the same way. Can anyone say prize card exchange? For the most part, Blastoise decks require setup. A Blastoise bench can fill up fast, turn one Archies and all. By using Zoroark, the deck can use Mind Jack for a big strike. Lysander to a Jirachi and wallop an Articuno, smack a Shaymin, or just take out the most annoying of them all, Blastoise. On a full bench the card does 160 damage for a Double Colorless Energy, it can eliminate some of the more pain staking rouges on the board. Simply put — Mind Jack, can be jacked.
Shaymin EX is the decks draw power. Set up is a brilliant ability allowing you to draw upward of 6 cards. But don’t overlook sky return. When item locked, conservation of resources is imperative. Sensibility leads to sky return. With a DCE in hand for next round, two very powerful attacks our at your disposal, Psychic infinity and Mind Jack.
I admit Hoppa is for scoundrel ring. A draw support card that needs careful play. Hoopa whimsically creates a bench full of Ex’s. A Hoopa on your bench can be dangerous. Zoroark eases the danger. Zoroark can Stand In on a Hoopa start. Ultra ball for the Hoopa and place it down on the bench. Draw the Ex’s that are needed. Lastly, the deck admits defeat if one is charging up Hyperspace Furry. Take solace, the attack can have some level of annoyance — Flareon is exactly 100hp.
Unown is an incredible draw card. A great play against item locked decks. In Expanded, item lock is relevant. Unown creates a draw engine. Paired with sacred ash, Unown can double as a draw engine in mid game. Having a chance at drawing six cards, versus three cards, allows for higher probability of success.
The Jirachi promo is a reasonable play in expanded. The card slows the opponent down. The success of Jirachi depends on when it’s played. A benched Jirachi at start of game can help. For a colorless, Stardust can send an opponent whirling on their heels. Creating a perpetual switch between zoroark and jirachi promo, allows the game board to open up with options. The DCE to a Seismitoad is not an uncommon strategy on turn one. By using a Jirachi promo the opponent is forced to go deeper into the deck: the Lysander, the Hypnotixic laser, the DCE. It is a deterrent to setup Mewtwo.
The trainers I’ve listed is a list that appeared to work. The deck is version 1.0. Adjustments are key strategies for any trainer. In this trainer list, I’ve opted for speed and bench setup. Essentially, being able to setup is the foundation to using quick attacks. Without a massive first turn setup, the deck can struggle.
The love an hate relationship I have for Professor Sycamore, runs deep. Before I shuffle, I look for clumps. PS needs a spread. Separate the cards from themselves and than reshuffle. The card is for draw support. But dowsing two of these cards, plus a Vs seeker, in early game is a nightmare. Being wary of this, good shuffling practices eases the pain.
The strategy of N is to limit the opponents hand size. But in all honestly, unless you are the one with one prize card, N plays like a dream at any point of the game. Though, there is opportunity for replacing an N with a Ghetsis. With Expanded having item heavy decks, a first turn ghetsis can force a player to take a step into oblivion. No player wants to step into oblivion so early in the game.
Why anyone would not play this card in expanded must have solid reasons. A solid reason that is beyond me. In expanded, benches fill up. At times, drawing 10 cards a turn is the natural flow of the game. Really? Yes. Giving Mewtwo and Zoroark this kind of draw support accelerates the decks potential. By hitting tool cards, energies, and mega turbos, the deck can have a strong mid game with energy efficient attackers.
Lyasandre is important in every deck. However, I put two Lysandre’s in this deck. I lied. It really needs one. With such quick and effective attackers you can down grade the card because of the 4 Vs seekers. A battle compressor would be nice, or perhaps a super rod. Having played test the deck, it will work either way. But going completely away from the Lysandre’s might end in trouble. Obliterating Shaymins off the bench is fun.
The card is solid. I love this card at every point of the game. Well, OK, except for at start of game when I don’t have an ultra ball in hand. But for the most part, this card works for me. The card can pickup a Shaymin and put it back down. Yes, draw more cards. Or it can pull cards off the game board to deny prizes. The card can work as a switch, and since your running mega turbo, discarding the energy isn’t always the most tragic play. Mega Turbo works in parallel with the card to conserve prizes and attach energies to benched Megas.
Ultra ball is the most played card in the format. I think? Sigh, OK, I admit — I don’t have the stats on hand. It’s a staple card. Ultraball is used to discard energies and supporters. Running four Ultraballs creates synergy in the deck. Pickup Hoopa with an Ultraball and lay down the Ex’s. On next turn, Mega evolve and ride the wave of turbo charges. On occasions this happens, on other occasions, the deck reminds you that nothing is perfect. If Hoopa is not there, Shaymin up for six, and go for the draw power. Unowns and trainer mails create draw power when Hoopa is prized.
Pick up any supporter from the discard? Yes. Vs seeker is mad good. 4 Vs seekers is a staple. The enjoyment of isolating the exact supporter at the right time is like a mouthful of Ben and Jerry’s ice cream, words can’t describe it. VS seeker are precious in the deck. Late game play is the best. Mid game play is good. Early game play is reasonable. Conserve the Vs seekers by being wary of trainers mail. Accidentally taking the VS seeker when you need to Sycamore is traumatic. Discarding supporters into the discard pile is a great play when energies become rare. All and all, a careful approach is needed when playing a four line of the card.
Delicious! Pokemon life is not complete without Computer Search. Because of computer search, the multiple battle compressors are not always needed. Computer Search opens the deck up for other items like M turbo. Computer Search helps with discarding energies and supporters. But on a dead hand, it can search for Hoopa, or a supporter. It has synergy with trainers mail and Shaymin. A great card that gets players out of a tight spots. Early, mid, or end, the best time to play Computer Search is anytime.
MewTwo Spirit Link
Does the spirit flow within Mewtwo. Yes! There is no ending a turn for this Mega. With few decks in expanded running startling megaphone, a first turn spirit link brightens your day. Running a three line of the card helps with consistency. Stashing the spirit link into the card, blocks head ringers. Running the AZ helps discard the head ringer, before placing down the Pokemon and the link. Mewtwo spirit link is the cats pajamas. <— Sigh, ya, I said it. I’m sort of ashamed now.
Sacred Ash is an extraordinary card when paired with Unown. Mid or End game is the best use for the card. Peel off some Unowns early game and drop them in the discard. Sacred Ash can circulate them back into the deck. Along with Unown, it captures Shaymins, Zorarks and Mewtwos. It can put five Pokemon back into the deck. “What you talking bout Pokemon?” (Different Strokes) Yep, five. Because the draw power comes from Pokemon, the deck allows a lean supporter line of nine. Though I haven’t tried, I believe the deck could go to down to seven.
Depending on the match up, Mewtwo Ex needs help. Damage exchange is pivotal. Taking a shot off yveltal is huge. If unable to evolve, DM valley bails the attack out. With a two charge, instead of a three charge, Mewtwo ex effortlessly heals, and tosses an enormous amount of pressure on Yveltal.
Shrine of Memories
Shrine of memories is a key card. M Mewtwo carries a 210hp. The Pokemon takes a bit to knock out. To wipe the damage off, puts opponents in tough spots. Praying to the Pokemon shrine answers in miracles, a full heal. Plus, combined with Mega turbo, Shrine of Memories becomes a good play. Damage Exchange is a quick charge. Once Damage Exchange starts, it forces the opponent to one shot the 210hp power house.
Float Stone is a perfect match for Zoroark. It gives options. Stick Zoroark in the active with float stone. Two things just happened. One, the Pokemon can retreat into another attacker. Two, the Pokemon can attack. On top of that, a double Stand In clears the special conditions off the Pokemon. Though I’m not sure what that has to do with float stone, but ya, it clears the special condition. Depending on your play style, taking out a trainers mail and Jirachi can opens up slots for a float stone.
The deck does not need two N’s. Replacing Xerosic for an N is a option. Though, it can slow the deck down a bit, removing the tool or special energy off the board can put the opponent on his quickly. A round of no item lock is huge.
Squeezing in a Tool Scrapper for a Lysander can give options. Head Ringers can hinder the deck and being able to remove tools such as float stones off the opponent is enormous.
Full disclosure, my kiddo played this deck in expanded and won cities. I’d be the first to admit that match ups helped. Since then, I’ve heavily tested the deck. It appears to win a lot more than it looses in expanded. No one deck is perfect, chances of loosing are great — especially when I’m playing the deck. I do appreciate your time. I hope the article entertained, and told the story on how to play the deck. If you have questions, comments, or feedback hit me up.
Raising Ash Out