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Deck Highlight — Standard Psychic Mewtwo & Mew-GX

Psychic Mewtwo & Mew GX with the Rotom from Cosmic Eclipse took the spotlight a few months back when AzulGG posted a YouTube video about it. More recently, it’s been dwarfed by the metagame, including it’s Lightning-type MewMew brethren. So is this deck good? If it’s not good, is it at least underrated? Today I’ll be trying to explore it, endeavoring to answer those important questions. Just last night, JJTcg took it to the Top 4 of the Wednesday Chill Series tournament. Going back to Azul’s original list, this is a whole lot different.

PTCGO Code

##Pokémon - 15
3 Mewtwo & Mew-GX UNM 71
2 Trevenant & Dusknoir-GX PR-SM 217
2 Dedenne-GX UNB 57
1 Solgaleo & Lunala-GX CEC 75
1 Rotom CEC 86
1 Phione CEC 57
1 Naganadel-GX UNM 160
1 Mega Lopunny & Jigglypuff-GX CEC 165
1 Gengar & Mimikyu-GX TEU 53
1 Eldegoss V CPA 5
1 Crobat V DAA 104
##Trainer Cards - 34
4 Professor's Research SSH 178
4 Marnie SSH 169
2 Boss's Orders RCL 154
1 Jessie & James HIF 58
1 Cynthia & Caitlin CEC 189
4 Switch SSH 183
4 Quick Ball SSH 179
4 Crushing Hammer SSH 159
4 Cherish Ball UNM 191
2 Reset Stamp UNM 206
2 Air Balloon SSH 156
1 Tag Call CEC 206
1 Chaotic Swell CEC 187
##Energy - 11
7 Psychic Energy 5
4 Horror Psychic Energy RCL 172

First off, the Pokemon line is thinner and there’s a few missing cards from the original list. Cutting Incineroar-GX seems fine with the meta shifting almost exclusively over to one-hit Knock Outs. However, I could still see it being strong against Pikachu & Zekrom-GX – albeit Mega Lopunny & Jigglypuff-GX is very good there as well. JJTcg opted to cut back all the way to just one Rotom, down from the original four. Other than that, most of the deck remains the same except for the addition of Horror Psychic Energy and change from Viridian Forest to Chaotic Swell. It looks consistent enough on paper and packs Crushing Hammer for the modern day metagame. Finally, a spicy Jessie & James is included for extra Night Watch disruption.

What Makes This Deck Strong?

First off, why would you ever play this instead of the Lightning-type or even Welder-based builds? Bluntly, I think it’s worse than the Lightning build but better than the Fire version. The Lightning build has an endgame; it can close with a Boltund V sweeper or a boosted Tag Bolt GX. The Fire version is my least favorite at this juncture, relying on Welder to do much and taking a terrible Eternatus VMAX matchup. This version can disrupt Eternatus with Crushing Hammer and the fun Night Watch hand control gimmick gives you a chance in any matchup. This deck can play very control-like with Pale Moon GX and the Hammers, but it also can go toe to toe with attacking threats and take Knock Outs of its own. It’s somewhat reactionary as well, a lot depends on your opponent’s hand size and threats – it’s a midrange archetype. I prefer the Lightning build overall because it has some during-your-turn ramp with Tapu Koko Prism Star – it combines two of the best Pokemon and makes them into one deck. Here’s an itemized look at what makes the deck what it is:

Strengths

  • Night Watch is a viable hand disruption strategy that can stifle any archetype; Marnie + Night Watch is obnoxious.
  • Rotom might just be the best attack-based Energy acceleration in the game right now.
  • Strong Energy denial presence.
Altered Creation GX denied altogether and get the upper hand.

Weaknesses

  • Power Plant seeing an increase in play.
  • Starting with Trevenant & Dusknoir is extremely annoying – less-so for some of the other tech attackers, but still a minor nuisance.
  • Usually Mewtwo & Mew-GX decks have more options, but this one opts for just Psychic Energy to use Night Watch as its main attack; this makes it a little less diverse and some games can be quite linear (or hard to come back from in a losing position).
  • Without on-board Energy acceleration it can be difficult to win games where your opponent hits early Crushing Hammers; prepare to play a slower deck.
You can attack here, but you’re just playing a waiting game, no one-shots to be had outside of a luck-based Poltergeist.

Let me quickly skim JJTcg’s matchups:

You can see that Eternatus ultimately took them out of the tournament. Focusing on a controlling strategy will yield the best results in that matchup but it can still be incredibly rough. I’d advise using Marnie aggressively in the early game to stave off Boss’s Orders for as long as possible while setting up a Pale Moon GX in the back for the bonus Energy discard effect. This isn’t foolproof, but it should give you a better chance than going full steam ahead and losing to one-hit Knock Outs. Consider adding Big Charm to the deck to avoid those one-shots.

Try this deck out if you like playing decks that disrupt your opponent’s hand while also dealing big damage. Mewtwo & Mew-GX might have more options in other settings (Aurora Energy builds for example), but this Psychic-type version still has a strong supporting cast. Trevenant & Dusknoir-GX is a great attacker and control card in one and it pairs well against the vast majority of the metagame.

Discussion

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