Mew/ Lucario

rockinpikachu

"grrr" That's my grrrr face
Member
Since in our next set we will probably get more Lost Link cards I made this deck that I might use as my main deck.
Strategy: The strategy is to start out with a mew. Since mew is against a basic I can easily get a see off move used and get a Lucario in the lost zone. Hopefully the next turn I get either a gastly or snorlax up to stall. Then I send out a new mew and use see off to get a gengar prime in the lost zone. Then this process repeats and then I have a snorlax in the lost zone.
Now think of this. I can use lucario's dimensional sphere, any of gengar's attacks and snorlax's healing move. Also along the way I can use haunter's to put the opponent to sleep and maybe even use Lucario by itself and use dimensional sphere!

Pokemon
4x Mew Prime
2x Riolu Lost Link
2x Lucario Lost Link
2x Snorlax Lost Link
3-2-3 Gengar Prime
2x Absol Prime
1x Uxie LA

21 Total Pokemon

Trainers

2x Pokemon Collector T1
2x Bebe's Search
2x Poke Drawer
2 Judge
2 Warp Point
1 Pokemon Rescue
3 Junk Arm



Energy
10x Psychic
5x Darkness Energy
2 Rescue Energy
2 Double Colorless Energy

Try and recommend only helpful lost zone cards. Sometimes even a little post saying "Great deck! I like it not much to change here!" makes me feel great. And this is a mainly {P} deck so don't go adding all these different types.
 
Well, I can certainly say that you need some Warp Point/ Unown Q for your non-Mew starts. Starting with Snorlax is going to be a pain.

I would also max out Pokemon Collector, and have 3-4 Pokemon rescue. Rescue is so you can get Mew's back easily (since they drop fast), and you run many basics, so a T1 collector is vital.

Hope I helped!
 
Just thinking in the air but wouldn't you want another Haunter? And you could also play Rescue Energy as a sub. for Pokemon Rescue, to block Trainer Locks.
 
No the reason is because I need a extra to put in the lost zone. You see I could start out with mew prime and use see off then I can get a Gengar prime in the lost zone an be able to use his moves the 2nd turn of the game

Just took out lost world because I thought it did something else
 
@ Porygon-X
I am trying to update but i need the specific sets of cards and a list like

2x Blah
4x Blauh Blah
 
This thread belongs in the Player's Sandbox forum because it is not yet finished. *Moved*
 
Ok. So you need 19 T/S/S. For starters, I'd do this:

-2-1 Lucario You don't need that many. Plus, you don't need so many Riolu, because you'll be attacking with Mew, mainly.
- 1 Snorlax You really don't need 3. 3 Is just a bad start waiting to happen. (and it still is...)
- 6 Psychic Energy 17 is a bit over kill...

+1 Uxie Gotta have at least one of these good lookin fellas

+4 Pokemon Collector T1 Collector is vital, you need four.
+2 Bebe's Search Bebe's search is good for just that: Searching!
+2 Great Ball This is really optional. Since you run so may basics, and rely on a Mew being ready to go as soon as your active gets KOed, I think it's a good idea. But again, totally optional.
+4 Poke drawer + Love the drawers. Great for searching, and drawing.
+2 Judge Optional, really... Disruption is always a good thing, though, and I doubt you'll have trouble recovering from the side effect.
+2 Warp point Bad start be gone! Snorlax stuck active? Who you gonna call? WARP POINT!!11!!1
+2 Rare candy You run a 3-2-3 Gengar, so Rare Candy is obvious
+2 Pokemon rescue Since you'll run rescue energy, you won't need as many as I said before. But yeah, your Mews will be dropping fast, so recovering fast is vital.
+3 Junk Arm Optional. I like Junk arm a lot. Gets trainers back, so you have have an extra pokemon rescue/warp point/great ball/etc.

+4 Rescue Energy Some prefer this over Pokemon rescue, I prefer both, but it's all up to you.


That's what I'd do.:D
 
The 2-2 Lucaario I can do

-1 Snorlax

I can't risk only 6 psychic energy's so I'll have 11 Psychic and 2 rescue

+1 Uxie (every deck has this lol)

4 Pokemon Collector

2 Bebe's search

2 judge

2 Warp Point

The reason I don't use rare candy is because that extra Gengar is to be put in the lost zone. For example: if I use see off, I will get the Gengar in the lost zone and still have 2 more.

2 Pokemon Rescue

3 Junk arm

Thank You! Will update list soon!
 
One idea would be Absol Prime. Gets things into the Lost Zone quicker, and does great damage for low energy cost as a basic. Mew Prime does much better with it. And I'm not sure where you're going with Gengar Prime. Is it a main attacker? Is it Lost Zone bait? If it's either (which I think I'm seeing here), then run some rare candy. Or BTS. Either way, if you have an attacking Stage 2, it gives a much faster setup.
 
The only reason I did not add Absol at the begginong was because of the energy. But you got a point so

+5 Darkness energy
+2 Absol Prime

The reason I don't need rare candy is because 1 of the genders is meant to be put in the lost zone
And it is not a MAIN attacker but he is a good staller Tat I could live without using if he couldn't stall and fill up my bench. His Poke body helps to though.

Thanks fir your help!

Okay finally updated
 
Can you take out 2 psychic for 2 DCE for snorlax? I recommend it for his attacks...
 
^Yes. Good point. You'll never have three energy on Mew before someone blows on it and it gets KOed. I think DCE is just what you need if you ever want to have a hope of using Snorlax's attack.
 
May I also suggest an Expert Belt or two for certain situations, and Snowpoint Temple to raise Mew's HP?
 
Definitely Snowpoint, but I'd be worried about the E belt. Mew gets KOd so easily anyways, so there will be lots of situations where it just lets your opponent draw an extra prize. True, Snowpoint + E belt gives it 100 HP, but let's be honest - almost every deck runs stadiums. That lowers it to 80, which nearly every deck can achieve without much effort (No energy Gyara for 90, 1 energy Donphan plus E belt for 80, one energy Machamp SF for the OHKO, Garchomp C X w/ DCE and energy gain, VileGar with 3 T/S/St in hand, etc.).
 
Well, I said certain situations. I'd only use it if I was ahead by 2 prizes myself.
 
I'm not sure you're going to get that far of a head start on prizes with this deck. I think this is going to turn into a deck that makes it just a race to draw all your prizes, what with the low HP of Mew...
 
Main problem of course being Mew's horrible HP and fact that on T1 and possible T2 you're going to be using Mew to put things in the lost zone meaning you're going to to behind on prizes quite quickly from the start and nobody wants that however that gives you the perfect chance to run a few Black belt or Twins for super search power / more damge (which ever you choose in the end)

If i were making the deck i would just focus on sending pokemon to the lost zone and going aggro with Lucario (possible aim for 2/3 pokemon in the lost zone to do 70/90 dmg with Lucario) with a nice energy line, something like
4 Rainbow
4 DCE
4 {P}
Then have some pokemon which would make great lost zone fodder as well as serving some sorting or purpose for mew to take advantage of so something like

2-2-2 Gengar Prime (not to bulky as it isn't the main attacker but if you need to lost zone something but still want Gengar prime active then its enough)
4 Mew Prime
2-3 Lucario (2-3 becuase if you send Lucario to the lost zone you'll have more in your deck if mew dies to easily so you can send Lucario out)
1 Snorlax (i can't imagine a time while you'll have more than 2 energy on Mew prime and have an opportunity to fully heal mew if it's going to get 2 shotted anyway, but it makes good lost zone fodder)
1/2 Relicanth Lost link (a small form of draw power for early game and gets things into your lost zone without having to sack a Mew prime in the process

As for the T/S/S line, well here's what i find important:

4 Pokemon Collector
? Bebe's Search
? Pokemon Communication (3 seems like a nice amount)
3 Snowpoint Temple
4 Pokemon Rescue
2 Black Belt / Twins (preference)
? warp Point (amount varies on how often you get stuck with bad starts)
 
I'm not sure Snorlax has a place in this deck. I would ot put 3 energy on a pokemon just to heal it if it's going to get KO'd, or 4 to do 80 damage and likely get KO'd the next turn.
 
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