Updating Mew VMAX in Pokemon TCG Standard with Lost Origin

Peoria Regionals just happened and the Lost Origin metagame is refreshing! While the new lost zone decks are exciting to practice with and try and optimize, it’s also worthwhile to look at how older decks change with the release of new expansions. Palkia VSTAR, Arceus VSTAR and Mew VMAX all have places in the upcoming metagame. In this article, I’m going to focus on Mew VMAX and how I think it should be played going into the Lost Origin format. 



Fusion Strike Energy (244/264)Avery (211/198)

While earlier this year every single Mew VMAX deck has played Meloetta FST and Fusion Strike Energy, that hasn’t been so clear recently. New builds have emerged, first at the London Open then at Baltimore Regionals, which played Cross Switcher, Avery, PokeStop and no Fusion Strike Energy. The popularity of this deck culminated in a second-place finish at Baltimore Regionals and cemented fusionless Mew as a realistic option for the metagame.

2nd Place at Baltimore Regionals (Issac Milaski)


Pokémon (12)
4 Mew V FST 113
3 Mew VMAX FST 114
4 Genesect V FST 185
1 Oricorio FST 42

Trainer (44)
2 Avery CRE 130
2 Marnie CPA 56
2 Boss's Orders BRS 132
1 Cyllene ASR 138
4 Power Tablet FST 236
4 Cross Switcher FST 230
4 Battle VIP Pass FST 225
4 Quick Ball FST 237
4 Ultra Ball BRS 150
4 Cram-o-matic FST 229
2 Rotom Phone CPA 64
2 Trekking Shoes ASR 156
1 Switch SSH 183
1 Pal Pad SSH 172
1 Echoing Horn CRE 136
2 Choice Belt BRS 135
4 PokéStop PGO 68

Energy (4)
4 Double Turbo Energy BRS 151


The purpose of removing the Fusion Strike Energy was to diversify the angles at which the deck could attack on. The Fusion Strike Energy version relied mostly on the turn one Melodious Echo attack to win a lot of its rougher matchups, but it lacked a lot of disruption. Being able to play Avery and then play Cross Switcher in the same turn is incredibly damaging to the setup of a lot of decks in the current format. However, not playing Fusion Strike Energy significantly reduces how explosive the deck can be because you cannot use a relevant attack on the first turn when you go second. However, I think that the disruption you gain from playing Avery and Cross Switcher is worth giving up the explosive first turn attack option.

When I came to build the deck, most lists for fusionless Mew played large amounts of PokeStop.

PokeStop (068/078)

PokeStop enabled the deck to have access more consistently to Cross Switcher as well as being a solid Stadium to bump an opposing Path to the Peak. However, this changes slightly with Lost Origin. Before the release of Lost Origin, I already had several issues with using PokeStop, as the random nature of the card would constantly force me to discard Mew VMAXs or Double Turbo Energy and significantly strain my recourses. In addition, with the release of Drapion V from Lost Origin, less decks will try and use Path to the Peak to counter Mew VMAX and instead will lean more towards Drapion, which decreases the importance of having a high quantity of Stadium cards.

Drapion V (182/196)

Drapion V usually takes a one-hit KO on Mew VMAX for zero Energy and instantly which is a massive threat to deal with. However, the presence of Drapion V increases the importance of a new Stadium card, Lost City. Lost City makes it so that Pokemon which are knocked out get sent to the lost zone, which is important to permanently get rid of Drapion V so it can’t be recovered with Ordinary Rod or Klara.

With this logic, I made my Mew list around not having access to PokeStop and still tried to make it as consistent as possible.


Header - My Current List


****** Pokémon Trading Card Game Deck List ******

##Pokémon - 12

* 1 Oricorio FST 42
* 4 Genesect V FST 255
* 4 Mew V FST 113
* 3 Mew VMAX FST 114

##Trainer Cards - 44

* 1 Lost Vacuum LOR 162
* 4 Power Tablet FST 236
* 2 Avery CRE 130
* 1 Rotom Phone CPA 64
* 4 Ultra Ball DEX 102
* 4 Cram-o-matic FST 229
* 2 Boss's Orders RCL 154
* 4 Cross Switcher FST 230
* 2 Echoing Horn CRE 136
* 4 Quick Ball SSH 179
* 2 Lost City LOR 161
* 1 Pal Pad FLF 92
* 2 Choice Belt BRS 135
* 4 Battle VIP Pass FST 225
* 1 Roxanne ASR 150
* 2 Switch BLW 104
* 4 Trekking Shoes ASR 156

##Energy - 4

* 4 Double Turbo Energy BRS 151

Total Cards - 60

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


1 Lost Vacuum

Lost Vacuum (217/196)Tool Scrapper (208/192)

In the previous format, I was a pretty big fan of playing Tool Scrapper in Mew because it essentially acted as a fifth Power Tablet against most VSTAR decks. By getting rid of either a Tool Jammer or a Big Charm, you needed one less Power Tablet to take a big knockout on either a Palkia VSTAR or an Arceus VSTAR. When Lost Origin came out, Lost Vacuum seemed like a solid addition to the existing Mew list because it was a Tool Scrapper with more versatility. While it only removes one tool card, the additional versatility of being able to answer problematic Stadium cards such as Path to the Peak is well worth only being able to hit a single target. The “downside” of having to put a card from your hand into the lost zone is also not too much of an issue with this deck. When you’re playing Mew, you already want to remove cards from your hand and exchange them for new ones, so being able to put a Battle VIP Pass in the lost zone during the middle of the game is a minor benefit to Lost Vacuum. Overall, Lost Vacuum is a solid tech card which covers many different situations and I believe that it’s worth the slot in Mew.

2 Echoing Horn

Echoing Horn (225/198)

Most Mew lists have played one copy of Echoing Horn since the start of the format and it’s a useful card to pick off a Pokemon V towards the end of the game if your opponent is trying to be tricky and play without them. However, Echoing Horn had its downsides in the Fusion Strike Energy version of Mew because your opponent could always fill their bench with single-Prize Pokemon and prevent you from using it.

However, in the fusionless version, you have access to Avery and Cross Switcher, which significantly increase the effectiveness of Echoing Horn. Avery forces your opponent to discard down to three benched Pokemon, at which point you can use Echoing Horn to put a target on their bench then force it active with Cross Switcher. While it’s a huge combo to set up, I’ve found that Echoing Horn has become a part of almost every single game of the Fusionless Mew deck because of how solid the disruption is. When I only played one copy of Echoing Horn, I often found myself drawing it early or being forced to discard it in order to chain attacks. However, playing two copies gives you a ton of leeway with your recourses, and also helps in the game where you sometimes need to use it twice! Because of how versatile Echoing Horn becomes when combined with Avery and Cross Switcher, I would definitely keep playing two copies.

1 Roxanne

Roxanne (206/189)

Previous versions of the fusionless Mew deck played two Marnie instead of Roxanne, and I believe that Roxanne is currently better because of Drapion V. While using Marnie every turn is a solid answer to Lost Zone decks because they struggle to deal with constant disruption, the threat of Drapion V reduces its effectiveness. Marnie is great at breaking up combos of cards, but Drapion is a combo all by itself, it usually requires zero Energy when up against Mew.

Because of this, my plan for the lost zone decks has usually been to let then get one attack in with the Drapion V, then knock it out with Lost City and play Roxanne in the same turn. Because Drapion takes three Prize cards, it pushes the lost zone deck right into Roxanne range, which you can try and immediately take advantage of. With the Pal Pad this deck plays, you can even use Roxanne again if they ever draw out of the first one. While Drapion V is a game-breaking threat against Mew VMAX, it’s worth it to play Roxanne to be able to immediately put them on a two-card hand.

Answers to the Mirror Match

While I really like the current iteration of this fusionless Mew deck, it does struggle a lot with the mirror match, especially against the Fusion Strike Energy version. The matchup against the fusionless Mew mirror will often come down to who went first, because if you’re the starting player, you will very likely win the game by knocking out three two-Prize Pokemon in three turns, and your opponent is forced to adopt the same game plan as you but one turn slower. However, the Fusion Strike Energy version of Mew can knock out a two-Prize Pokemon on the first turn, which skews the trade completely. While this problem is unavoidable in the current iteration of the list, playing one copy of Path to the Peak could solve this problem.

Path to the Peak (213/189)

It does seem counterintuitive to play Path to the Peak in Mew; after all, Mew is the deck that is most terrified of Path to the Peak. However, if you manage to combine Path to the Peak and Roxanne in the mirror match, it can be devastating. The Mew mirror match is very tempo-based, and players often won’t be able to conserve resources that aren’t Power Tablets, which often increases the effectiveness of a Path to the Peak. Path to the Peak is a very difficult card for you to play though since it significantly hurts your setup. Currently, Path to the Peak is the 61st card in my list and if the Mew mirror match ends up becoming very popular, I would definitely try and find a way to play one of your own.


Header - Conclusion

Mew VMAX is still a solid deck after the release of Lost Origin. While Drapion V is a difficult hurdle to overcome, it is doable with new additions such as Roxanne and Lost City. I think that this list is worth playing, as you have the natural aggression of Mew VMAX as well as the disruption provided by Avery and Cross Switcher. Until next time!

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