The Ultimate Mew VMAX Bible

Hey everyone! I’m back with an article on the BDIF, Mew VMAX. I’ve probably played more Mew VMAX than anyone else in the past few weeks to prepare for my Team Challenge, and I’m confident that this is the best list to bring! And, I’m not just saying that – me and three of my friends have already won our respective Team Challenges with this exact list!



Header - Why Mew VMAX?

Genesect V (255/264)Meloetta (124/264)Power Tablets (236/264)

Consistency, consistency, consistency. Genesect V’s Fusion Strike System ability gives the deck a level of draw power unparalleled in the current format. While most decks settle for a seven-card Research each turn, Mew VMAX can consistently draw 18 cards from Genesect V without even playing a supporter! Not only does this give you incredible consistency, but it also allows you to play other supporter cards that have a more direct impact on the board.

Additionally, Mew VMAX has some of the highest damage output in format. With Meloetta and Power Tablet allowing you to hit upwards of 340 damage, there’s almost nothing this deck can’t do!

This deck has something for everyone. If you want a fast, consistent deck that puts pressure on your opponent: this deck is for you. If you want a deck that has a chance in every matchup and requires you to really know how to play it: this deck is for you. And, of course, if you like winning: this deck is for you!

Now, let’s get into it!


****** Pokémon Trading Card Game Deck List ******
##Pokémon - 13

* 4 Genesect V FST 185
* 2 Meloetta FST 124
* 4 Mew V FST 113
* 3 Mew VMAX FST 114

##Trainer Cards - 41

* 2 Escape Rope BST 125
* 1 Fan of Waves BST 127
* 4 Power Tablet FST 236
* 2 Switch CES 147
* 2 Training Court RCL 169
* 4 Rotom Phone CPA 64
* 1 Rose Tower DAA 169
* 1 Crystal Cave EVS 144
* 4 Quick Ball SSH 179
* 1 Tool Jammer BST 136
* 3 Battle VIP Pass FST 225
* 3 Fog Crystal CRE 140
* 3 Elesa's Sparkle FST 233
* 3 Great Ball SUM 119
* 3 Boss's Orders RCL 154
* 4 Cram-o-matic FST 229

##Energy - 6

* 4 Fusion Strike Energy FST 244
* 2 Psychic Energy SMEnergy 5

Total Cards - 60

****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******



Here it is! This list is honestly so good – it manages to fit in important tech cards while staying as consistent as possible.

The Pokemon line is nothing special. You need four Genesect and Mew to draw them as often as possible, and three Mew VMAX is the perfect number for making sure you draw into it when you need it but don’t clog your hand with too many. Two Meloetta is required to ensure you have access to it each game and gives you the ability to attack with it on turn one aggressively.

Oricorio (042/264)

Of note, I’m playing zero Oricorio. Straight up, this card isn’t good enough to play in the deck. It is decent in many matchups: it forces another Power Tablet in the mirror, makes Jolteon do less damage and means that Hoopa can’t kill Meloetta. However, at the same time, it also greatly hinders your game plan. Benching Oricorio implies that you can’t play down three Genesect V, two Mew V and a Meloetta – the board you almost always want to have. In most matchups, the third Genesect V on your board is much more critical than Oricorio will be. Additionally, these matchups are fine even without Oricorio! It is a cute tech, but overall it isn’t worth a spot in this deck.


Header - Card Choices


Boss's Orders (058/072)Elesa's Sparkle (275/264)

Usually, I cringe when I see people running three of a Trainer, but I have found it correct in this deck. Three Boss’s Orders and three Elesa’s Sparkle are just right. As I mentioned in my last article on Mew VMAX, you want to play as few supporters as possible in this deck. Any more supporters than you need will clog up your hand and make it hard to draw cards with Genesect. This count is the least amount of supporters you can play without losing out on cards you’d want to play.

Quick Ball (237/264)

The items are a bit more interesting. Without question, you want four Quick Ball; that is the best card in the deck by far. But how do you choose which of the rest of the cards is worth it?

Cram-o-matic (229/264)Rotom Phone (064/073)

While all of these cards are important, I chose to max out Cram-o-matic and Rotom Phone because they are helpful at every stage of the game. In your opening hand, they’re both fantastic to search out Battle VIP Pass or additional Pokemon. In the middle of the game, they can find you Mew VMAX or Elesa’s Sparkle to get you attacking. And in the late game, they enable you to string together multiple Boss’s Orders or Power Tablets to win. The rest of the trainers are excellent, but they don’t have the flexibility these two offer.

Additionally, Cram-o-matic and Rotom Phone both excel when you have a clogged-up hand. Cram is one of the few ways the deck has to discard useless Battle VIP Pass and can grab Quick Ball to further thin out your hand. In the same way, Rotom Phone can put Quick Ball on top of your deck to allow you to thin your hand out or can make sure you draw exactly what you need even when you only get to draw one or two cards with Genesect V.

Finally, I wanted to give a section on just how good Rotom Phone is in this deck because the card is just absolutely phenomenal. Not only does it smooth out your hands, but it also makes it almost impossible for opponents to brick you off of Marnie. Nearly every time I draw this card whenever I don’t need anything I’ll hold it until the end of my turn and then leave the perfect card on top of my deck. This is so good because if your opponent plays Marnie, you are guaranteed to draw whatever you left on top. Leaving Stadiums on top against Path to the Peak, Mew VMAX on top when you need it to attack the next turn or even a Boss’s Orders you need are all game-winning plays that phone enables. If this hasn’t convinced you, I don’t know what will. Play Rotom Phone!

Small point here: I have no idea why players cut a Power Tablet from this deck. There are turns where you need to play multiple to keep up in the prize trade, and in a few matchups, you actually need all four to win. It is also not unreasonable that you have to play a Power Tablet at some point in the game to draw more cards with Genesect. With only three, this can come back to hurt you. All this to say, please play four Power Tablet.

Two Escape Rope, Two Switch

Escape Rope (125/163)Switch (183/202)

This count is primarily for the mirror and Weezing matchups. In the mirror, a standard play if you go first is to leave a Meloetta in the active and force your opponent to draw Escape Rope to get a two-prize KO on turn one. The second Escape Rope makes it much more likely you’ll be able to pull off this play on turn one. Against Weezing, you have to find Escape Rope or Boss to get access to Fusion Strike System and draw through your deck. Finally, there are many situations where your opponent will leave something you don’t want to attack in the active, and Escape Rope is an easy way to get around that. But, of course, you still want Switch in your deck, and playing an even split of the two works perfectly.

One Fan of Waves

Fan of Waves (226/198)

One of the few tech cards we play in this deck, Fan of Waves is incredible in the Mew VMAX mirror! When I started testing against the mirror, I noticed that whoever went first almost always won. This is because getting the first attachment and playing Boss’s Orders first was often too much for the person going second to come back from. However, I soon realized that if I played Fan of Waves in Mew, I could flip this matchup on its head. Fan of Waves allows you to set your opponent back an additional turn and specifically forces them to use Elesa’s Sparkle on turns where they want to use Boss’s Orders. This can put you back ahead in the prize trade and allow you to win games you would have otherwise had no chance in. 

Fan is also just really good vs. any deck with special energy. Suicune, Single Strike, Jolteon and even Gengar are all matchups where Fan can play a huge role.

One Tool Jammer

Tool Jammer (136/163)

Tool Jammer is probably my favorite card in the entire deck; it’s just so good. Jammer makes Suicune Path almost an auto-win and pushes Jolteon from slightly favorable to solidly favorable. Jammer is also really good versus any deck that plays Air Balloon and forces your opponent to have an additional Power Tablet over Vitality Band in the mirror. It is also the perfect tech for this deck because you can play it down whenever you want or use Cram-o-matic to discard it and get any card you want.

This card is so good against Suicune because they rely on using Path to the Peak, Fan of Waves and Cape of Toughness to stop you from getting consistent KOs on their Suicune V. Of these, Cape of Toughness is without a doubt the hardest one for you to deal with. Tool Jammer removes Cape of Toughness entirely and ensures you can easily KO their first two Suicune V. After that; you should be able to cleanly KO the last Suicune with Power Tablets.

It is also amazing versus Jolteon VMAX because it almost entirely removes their ability to Cheryl. By turning off Elemental Badge, you remove their ability to attack for one energy, which is how they can afford to Cheryl. Yet, forcing them to find two energy for one Jolteon VMAX is a big deal even past this point. Their deck commonly plays only six to eight energy with only one Energy Search to find them. I have had multiple games where my opponent has whiffed an attack because of Tool Jammer, and I’ve won as a result.


Two Training Court

Training Court (282/264)

This stadium is essential against Duraladon VMAX and Suicune V/Hammers. You only play six energy in your deck, and having a stadium that allows you to get back basic energy enables you to stay in the game vs. decks like these that try and deny you energy. The second Training Court can be game-winning in those matchups, and because other stadiums rarely have an effect, making the second copy well worth it. Training Court is also great as additional energy in the middle of the game whenever you have a Mew VMAX KOd.

One Crystal Cave

Crystal Cave (230/203)

Crystal Cave is an excellent card in this deck and extremely helpful in the Jolteon and Urshifu matchups. In those matchups, they’ll try to spread damage on your bench Genesect V and kill multiple in a turn. Crystal Cave makes it much harder for them to do that by healing up your Gensect V – in fact, if you attach a Fusion Strike Energy to Genesect V, then Jolteon has to three-shot it after one turn of Crystal Cave! Once again, there aren’t a lot of great stadiums for this deck, so this effect makes the card well worth it.

One Rose Tower

Rose Tower (169/189)

Finally, my favorite stadium of the three, Rose Tower, is so good. I would play two Rose Tower and one Training Court, but Training Court is just too impactful versus Duraladon VMAX. Rose Tower is just a sound card in this deck. The ability to draw up to three cards in hand might seem minuscule, but for a deck that tries to dump its hand and draw as much as it can, it can be the extra reach you need. I especially like this card because it is helpful in your opening hand, something the other stadiums aren’t. Finally, I want to leave off on a tip: always use Rose Tower before Genesect V if you can. It draws you fewer cards, so it’s more likely you’ll be able to play those cards and then draw more with Genesect afterward.


Just like the Pokemon, the energy count is perfect and undebatable. There’s no reason you ever need to play more than six energy in this deck. Playing more clogs up your hands and honestly serves next-to-no purpose.


Header - Tips and Tricks

By far, the biggest challenge to this deck is sequencing. Should I Great Ball first? Battle VIP Pass? Cram-o-matic? Rotom Phone? While I can’t explain everything, I’ll give you a good basis here.

  • Play Great Ball before Quick Ball when you want a Basic Pokemon from Great Ball.
  • Play Quick Ball before Great Ball when you want a VMAX from Great Ball.
  • Always play Great Ball before Battle VIP Pass on turn one.
  • Play Great Ball before you play Cram-o-matic if you want a Pokemon from Cram-o-matic
  • Play Cram-o-matic before Great Ball if you want a trainer from Cram-o-matic
  • Always play Cram-o-matic before Quick Ball.
  • Fog Crystal is more difficult because what you get off of Great Ball often impacts what you take off Fog Crystal.
    • If you want a Mew V or Meloetta off of Great Ball and Fog Crystal, then use Great Ball first.
    • Otherwise, use Fog Crystal first.
  • Rotom Phone is tough. Generally, I’d use Rotom Phone after everything but my last shuffle card. For instance, I’ll use Quick Ball and Cram-o-matic, then play Rotom Phone with a Fog Crystal held in my hand. This way, if I don’t get anything I want to put on top of my deck from the Rotom Phone, I can shuffle my deck and get another chance at it. If I get the card I want off of Rotom Phone, then, of course, I draw it!
  • If you need a certain Pokemon from Great Ball, play Rotom Phone first to try and put it on top. Otherwise, play Great Ball first.

Phew, now on to the more exciting stuff.

  • Always keep track of how many Switch and Escape Rope you have in play/discard. By far, the worse way to lose a game is by decking out because you lost track of how many switching cards you had left, and your opponent was able to trap a Genesect V in the active spot.
  • Count how many Fusion Strike Energy you have in deck/prized every game. If you don’t know how many you have in your deck, you will lose games to trying to Elesa’s Sparkle for them and having them prized.
  • Always start Mew V! It has free retreat, so this is pretty simple. Otherwise, I would start Meloetta.
  • If you have a full board and draw a Quick Ball plus a useless card (Mew V, Battle VIP Pass, a stadium, etc.), you should always Quick Ball away the useless card immediately. This will both draw you more cards with Genesect V this turn and thin your deck out so you can draw more in the future if you get Marnied.
  • Playing Power Tablet on turns you don’t need to is okay! In most games, you can use one and still win the game, and in some matchups, you won’t need any at all! In those matchups, it’s much better to play Power Tablet early and draw through your deck faster.
  • Remember that Psychic Leap is a very viable attack – healing off multiple turns of damage on Mew VMAX can be too much for your opponent to deal with. It is especially good with Power Tablet, which allows you to hit for significant amounts of damage.
  • Always be mapping out your prize cards and how many resources you need to take them. Some games, all you need is three Boss’s Orders, and you’re good to go. Others, you’ll need three Power Tablets, two Boss’s Orders, and a Fusion Strike Energy. Whatever it may be, make sure you keep track of how you can fastest win the game and what you need to get there.


Header - Matchups

Mew VMAX Mirror: 55/45

First off, we have the dreaded mirror match. As mentioned earlier, Fan of Waves is huge in this matchup and gives you a slight edge.

If you go first, you want to bench two Meloetta and leave one active. This ensures that your opponent can’t take a two-prize KO on turn one. Next, you want to attach a basic energy to Mew V if your opponent plays Fan of Waves. If not, it doesn’t matter which type of energy you attach, just make sure you get an attachment down.

On turn two, what you do depends on their turn one. If they have a two-prize Pokemon with Fusion Strike Energy on it, then you should KO that and try to win the game in three turns by KOing three two-prize Pokemon. If not, you should Boss and KO whatever has a Fusion Strike Energy on it.

The next turn, you can use Elesa’s Sparkle and OHKO their Mew VMAX. From this point, you should easily be able to Boss’s Orders a V for your last two prize cards. On turn two, if you can’t Boss and have to Elesa’s Sparkle, make sure that you only attach your Fusion Strike Energy to Mew VMAXs. If you attach them to anything else, the Pokemon can get KOd, and you’ll only have three Fusion Strike Energy for the rest of the game. While this may not seem like a big deal, it dramatically limits your damage output from Meloetta.

If you go second, it’s an entirely different story. If your opponent leaves any way for you to get a two-prize KO with Meloetta on turn one (through Escape Rope or attacking their active), you should do everything you can to get that KO. If you can’t, you should attach two Fusion Strike Energy to two Mew VMAX and leave a Meloetta active. Once again, just like going first, if you can, you should bench a second Meloetta to play around Escape Rope. If you can find Fan of Waves, it can swing the game, especially if you can also play around Escape Rope by benching a Meloetta. The easiest way to win this matchup is by KOing three Vs, but if you get a chance to OHKO a Mew VMAX, you should take it. Finally, remember that Tool Jammer can be helpful to shut off your opponent’s Vitality Band, which can prevent them from reaching a KO on your Mew VMAX.

Jolteon VMAX: 60/40

Jolteon is sometimes thought of as a counter to Mew VMAX, but for no good reason! Just because a deck plays Path to the Peak doesn’t mean it can beat you! As long as you get a good opening hand and don’t waste your Fusion Strike Energy, this matchup should be fairly easy.

As always, going first in this matchup is a lot better. You almost always win any game where you can Boss KO a Jolteon V on turn two. Past this scenario, getting any attack with Mew VMAX that has a Tool Jammer attached is good for you.

Going first, you want to leave a Mew V in the active with a Fusion Strike Energy and Energy Mix another Fusion Strike Energy into play. This play makes it easy to get off the turn two Melodious Echo. Meloetta is insane in this matchup, as they have no way to remove your Fusion Strike energy from play. If you stack Fusion Strike Energy on your Mew VMAX, then they won’t ever be able to KO a Pokemon with Fusion Strike Energy, and you should be able to easily win by doing 310 to two Jolteon VMAX in a row.

Even if you can’t do that, getting a single OHKO is usually enough to win. Rotom Phone is extremely important in this matchup, as leaving stadiums on top of your deck prevents you from getting bricked by an untimely Marnie. If you can, save Crystal Cave for when you can actually use it to heal damage. Finally, keep in mind that Fusion Strike Energy prevents them from using Quick Shooting Inteleon and can be helpful to checkmate your opponent late in the game.

Suicune V: 60/40

This matchup is horrid without Tool Jammer, but the inclusion of that one card flips the matchup on its head. Much like the Jolteon VMAX matchup, just because the deck plays Path to the Peak doesn’t mean you can’t beat it!

You should focus on setting up a Mew VMAX to attack with and finding Tool Jammer to remove their Cape of Toughness. If you go first, you need to attach a Basic Energy if you can, or else Fan of Waves can seriously punish you. Elesa’s Sparkle is essential in this matchup, as they will commonly try to win by running you out of energy and then forcing you to miss multiple attacks. As long as you don’t waste attachments and only attach energy to Mew VMAX and V, you should be fine.

One play that I like to make in this matchup is to attach a third energy to Mew VMAX even when it already has two. At first, this may seem stupid, but it plays very well around Crushing Hammer and Fan of Waves. As well as Tool Jammer, your Fan of Waves can be very impactful against Suicune by putting back a Capture Energy and thus forcing them to play Melony. Just like in the Jolteon VMAX matchup, use Rotom Phone to leave a Stadium or Cram-o-matic on top of your deck as often as you can. If you keep up attachments and don’t get locked by Path to the Peak on turn one, this should be a relatively easy win.

Duraladon VMAX: 65/35

Yet another great matchup for us; Duraludon VMAX is just way too slow to keep up. You only need to remember one thing for this matchup: don’t put a basic Psychic Energy on a Mew VMAX that has a Fusion Strike Energy – doing that make the game almost impossible to win. Because Duraladon VMAX cannot be hurt by any Pokemon with Special Energy, you need to get both of your Basic Psychic Energy on a Mew VMAX to do a significant amount of damage. Thankfully, Mew VMAX also has Shred, which allows us to push through Duraludon VMAX with other Mew V, even if it isn’t the one with two Psychic Energy attached. If you can ever kill a Duraludon V, do so instantly. Needing to KO one Duraludon V, one Zacian V and one Duraladon VMAX is much easier than having to KO two Duraladon V. Finally, be careful with your stadiums and switching cards.

To some extent, they are a control deck, and you need to make sure you can still win the game if they try to deck you out. Keeping stadiums is good because Crystal Cave is just a pain. Attach both of your basic energy to one Mew VMAX, make sure you get value out of your cards, and you should cruise to victory.

Single Strike: 60/40

Surprisingly, even though Single Strike can hit us for weakness, we can get ahead in the prize trade with Meloetta and force them to miss attacks with Fan of Waves. One important thing to remember is that Fusion Strike Energy shuts off Umbreon VMAX’s ability to gust. This means that your opponent has no way to target down Fusion Strike Energy and that you can keep all four on board until you need to take huge one-shots through Meloetta.

This matchup varies a bit. You generally want to be more aggressive and proactive about the prize trade if you go first. Therefore, you should try to KO a two-prize Pokemon with Mew VMAX on turn two, another on turn three with Meloetta, and finish it off by KOing a two Prize Pokemon with your second Mew VMAX. If you go this route, it’s imperative that you don’t use two Fusion Strike Energy on your first Mew VMAX. If you attach two Fusion Strike Energy to it and they KO it, then you won’t be able to attack with Meloetta for a KO on the next turn.

Additionally, Fan of Waves can almost lock your opponent completely out of the game when you go first. Fan of Waves forces them to get down three Houndour and an attachment on turn one! If they don’t, you can kill a Houndour and stop them from attacking on turn two. Additionally, if your opponent only plays Air Balloon, it’s insane to find Tool Jammer on turn two. This completely stops them from retreating, and once again, locks them out of attacking.

If you go second, the matchup is much more difficult, but not impossible. You’ll need to play a bit more defensive and leave Meloetta active without any energy on the first turn. This forces them to either attack your Meloetta or use Umbreon VMAX to gust around you. If they attack into Meloetta, great! You can take a KO, slam down Tool Jammer, and go from there. If they Gust around it, great! You can use your Mew VMAX to get the first three prize KO and force them to string attacks for the rest of the game. The only situation where this differs is if attacking with Mew V or Meloetta on turn one could stop your opponent from attacking in response. In that situation, going for an aggressive turn one attack is fine.

Sableye/Moltres/Hoopa/Dark Box: 40/60

This is by far your worst matchup, but even then, it’s very winnable. You win this matchup by KOing Sobble in the early game to slow down your opponent to make them miss attacks. The problem with this matchup is that, no matter how many attacks they miss, they can always win the game on the last two turns with two big Moltres attacks.

As I mentioned earlier, you want to go first and start KOing Sobble left and right. They heavily lean on the Inteleon line to draw cards, and restricting that is your best shot at winning. You want to open this matchup using Max Miracle on Mew VMAX and transition into attacking with Genesect V on the turn you take your third prize card. Yup, you heard me. Genesect V. Attaching Fusion Strike Energy to one of your Genesect V is critical in this matchup, as it allows you to draw cards under Weezing. Genesect is also a strong attacker in itself, especially when you stop your opponent from using abilities on it. 

Psychic Leap is a game-changer once you get into the game’s latter stages. Not only does it heal Mew VMAX, but it also removes it from the board entirely. This means that you can force your opponent into only taking one or two Prize cards that turn, which can give you an entire additional turn to play. Finally, you should never put Training Court into play unless you absolutely need to. You only win by stopping them from drawing what they need, and Training court is one more minor piece they need to find.


Header - Conclusion

Finally, you made it to the end! Think you can play Mew VMAX well enough yet?

I hope you all enjoyed this article; I know that I enjoyed writing it. Mew VMAX is undoubtedly the most powerful deck of this format and what I would recommend you play to any event you go to. If you have any questions, feel free to message me on Twitter @IsaiahBradner or comment on this article.

Leave a Reply

Scroll to Top