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Mewgar

Itzkookiemonsta

EX Rocket returns (best set ever)
Member
Pokemon

4 Mew prime
3-2-4 Gengar prime
2 Spiritomb
1 Mr Mime
3 Mime Jr.
2-2 Slowking CL (Slowpoke is 66/90)
1 Ditto TM

TSS
3 Lost World
4 Seeker
4 Pokemon Collector
4 Twins
4 Junk arm
3 PONT
3 Pokemon Communication
2 Rare Candy
1 Energy Search
1 Energy Retrieval
1 Revive

Energy

6{P}

Strategy: Start with mew and lost zone a gengar. Set up Mr. Mime, Mime Jr. and Slowking on the bench. Control your opponent's top decks with slowking. Use a combination of mew, gengar and mime jr. to lost zone your opponent's pokemon. Use seeker and spiritomb to get pokemon into their hand, and ditto if necessary to limit their bench so that they have more pokemon in their hand. Use twins to get out lost world because you will not be taking prizes with this deck.
 
Okay, this looks like a pretty solid list, but it needs work. A 3-2-4 line is never good. I would try to make this 4-3-4 by dropping a Mime Jr. and a Ditto. 2 Mime Jr. can do the trick, and Ditto wil hurt you more than the opponent because you need to set up multiple lines(and your opponent discards the Pokemon anyway, so you can't LZ it).

Energy Search is just unneeded. You'll have the energy you need anyway with Twins(if you want a Mime Jr. start, and also consider Slowking will help you anyway). Definitely replace this for another Communication, because searching out the lines is key. You need to max out your Rare candy lines for the Gengar, so you should definitely consider dropping a Junk Arm and a Seeker, because 4 will just take up space. Your energy count is fine. So the changes I made would look like this:

- 1 Mime. Jr. CoL
- 1 Ditto TM(easily Catchered anyway, and with 40 HP it will not survive long)
- 1 Energy Search
- 1 Junk Arm
- 1 Seeker

+ 1 - 1 - 0 Gengar Prime
+ 1 Pokemon Communication
+ 2 Rare Candy

Mewgar can be really fun, but in order to win you need to play it right. Hope this helped!
 
The reason I play a 3-2-4 line is because I lost zone a gengar. This leaves my deck with a 3-2-3 line in it, which is a normal count for a stage 2. i have considered taking out the ditto, but i'm not sure what to put in just yet. I know the energy search doesn't sound good, but it seriously helps a lot. A friend at league helped me build this and he said he played an energy search in his when he had this deck. I normally wouldn't run any in a deck, but he told me it was very helpful. As for the junk arm and seeker, those are staples in this deck so i think I'll keep them how they are. If you don't believe me about the energy search then build this deck and try it out for yourself because I know why you want to take it out. Sorry for being so defensive about the energy search, but seriously, it has come in handy so many times, and it is also junk arm fodder when I don't need it.
 
It's fine. If that's how you want to play it, I'm cool with that. I understand Gengar now, but I'd really consider a 4-3-4 Gengar for late game. You'll need an extra Communication anyway, so if you still want the 3-2-4 line, drop Ditto for the fourth Communication.
 
Yoshidude10 said:
It's fine. If that's how you want to play it, I'm cool with that. I understand Gengar now, but I'd really consider a 4-3-4 Gengar for late game. You'll need an extra Communication anyway, so if you still want the 3-2-4 line, drop Ditto for the fourth Communication.

Already did that. Great minds think alike.
 
I'm not getting why you think Energy Search is good in this deck. You should just replace them with psychic energy since you only have 1 type of energy. Energy search's only advantage is that it can be junk armed but having the energy itself will prevent energy droughts. Seriously, with only 6 energy, you will run out really fast. Another thing is that you'd die to vileplume if you rely on energy search, but whether you care or not is up to you. Energy search is only useful if you have 3+ types of energy in your deck to get the right one.
 
Dark Void said:
I'm not getting why you think Energy Search is good in this deck. You should just replace them with psychic energy since you only have 1 type of energy. Energy search's only advantage is that it can be junk armed but having the energy itself will prevent energy droughts. Seriously, with only 6 energy, you will run out really fast. Another thing is that you'd die to vileplume if you rely on energy search, but whether you care or not is up to you. Energy search is only useful if you have 3+ types of energy in your deck to get the right one.

Like I said earlier, I didn't understand the energy search at first either, but I took the advice and playtested with it. It came in handy about every other game and for that reason I will keep it in. If you don't believe me then make the deck yourself and see if it helps you.
 
Itzkookiemonsta said:
Like I said earlier, I didn't understand the energy search at first either, but I took the advice and playtested with it. It came in handy about every other game and for that reason I will keep it in. If you don't believe me then make the deck yourself and see if it helps you.

And so I did. I played to games, against two completely different decks, and in both found myself with an energy drought and with no use for energy search whatsoever. And I got really lucky with topdecking the energy besides. Here are the changes I'd make:

-1 Ditto useless card never helped at all, I just preferred the extra space on my bench to it
-1 Energy Search a totally useless card that I could not see myself ever needing to use, nor did I need to use it
-1 Mime Jr. this can just be collectored, and since you would never need more than 1 or 2 a match you don't need 3 of it
-1 Gengar Prime I used Mew as the primary attacker with this guy for back-up and you don't need that much
-4

+4 Psychic Energy to prevent droughts, to topdeck it against judge, etc. very necessary
 
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