Type: (Psychic) - Not a bad type, it
can combo with a lot. It is weak to itself...
HP: (120) - Great HP for a basic Lv.
X (essentially a stage 1)
(Psychic-x2/none) - Bad weakness to say the least. Weak
to Gardevoir, Banette, itself... Though it can resist
itself with its Poke-Body.
Retreat Cost: (2) - Not a great
retreat cost. A bit expensive.
Poke-BODY: (Psybarrier) - This is a
great Poke-Body. It guards against itself, Cresselia,
and other basics which may become more popular.
Attack #1: (Giga Burn) - This attacks
hits HARD. 120 damage is nothing to laugh at, especially
for only 3 energy. You do have to discard all energies
on Mewtwo, but 120 damage is well worth it.
Final Analysis: This card is great.
It hits very hard, and has some sort of protection for
itself. If you can get this out early, that would be
great when you are facing basics.
Modified: Try this in Gardevoir. Or
with something else? (4/5)
Limited: Good luck getting this with
a regular Mewtwo also. (4/5)
Mewtwo Lv. X
"Kho Man! Watch
Out! Mewtwo plays Dodge ball and he plays for keeps!
Let's check out the stats. 120 HP is
great for a Basic Lv. X Pokemon.
Double weakness to Psychic is a bit
bad and it could've been worse last format. There is no
resistance which is to be expected. It's retreat cost is
2 which is a bit of a pain but of course there are ways
to get around it.
The Poke-Body is all the talk about
this card. Being immune to everything that is not
evolved Pokemon do is great. This also includes Basic
Lv. X's too since they are technically still basic and
has not evolved. This is the perfect tech card against
It's attack is decent for the cost
you have to pay. With 2 Psychics and any other energy,
it does 120 damage but only to the cost to all energies
attached to Mewtwo. I would rather use the attack when
it is crucial on a Leafeon or Kingdra (w/ a Pluspower)
than immediately on some Chatot or Phoine (common
This card has to be ran with Mewtwo
Lv. 51 from Majestic Dawn. Both that card and the Lv.X
will create such great synergy with Mewtwo's first
attack for nothing, which is to attach 2 energies to
Mewtwo from the discard pile. In the metagame, this card
will see much play especially since this card comes in a
tin like Ryperior Lv. X.
Modified: 3.75/5. It locks down
certain decks and can do great things since Mewtwo will
most likely not be the main hitter of the deck. When
using this card, just use the Mewtwo from Majestic Dawn.
Do not bother with the one from Legend's Awaken.
Limited: 4.75/5. Hard as it is to get
in this format, it is SO BROKEN since theres no way for
your opponent to evolve quickly enough unless they get
their evolution card early or the Technical Machine. But
still, this card is overly amazing here.
9/4 Mewtwo Lv.x (LA)
Hello, and it's another short review today, which is
annoying since Mewtwo Lv.X has been eagerly awaited
card. This card can stop an entire archetype (so long as
it hasn't teched against it anyway) on it's own, which
is massively impressive. Firstly, 120 HP on a Basic Lv.X
is the most we've had at the moment on a Basic Lv.X, and
since Snow Point Temple can increase the HP even more,
it should survive a hit or 2, even late game, unless you
are against Luxray (LA) anyway. x2 Psychic Weakness
isn't too bad really, only needing to be fearful of
Gardevoir (SW) for that, which shouldn't be played too
much anyway. Bronzong (MD) can be a bit dangerous if
they get a Coating powered up, but chances are, your
opponent won't bother unless they are desperate. No
resistance is annoying standard and 2 Retreat Cost is
too much on a basic, though Switches and Warp Points
should take care of that.
Now, Psybarrier, the thing that can take out AMU on it's
own, but only if AMU hasn't got a stage 1 in the deck,
which is a slim chance really. Still, it's massively
brilliant, allowing you to either stall for while
(especially against your opponent's starters early game,
which may not be a good to do that with a Lv.X as potent
as this), allowing you to set up, to start taking out
things Mewtwos attacks, which, with Giga Burn, is quite
likely. 120 damage whilst discarding 3 energies for a
Basic Lv.X is a good trade off to me, and will, with the
help of a Buck's or Plus Power, OHKO a lot of main
attacker in the format. If you don't want to discard all
of your energies, there are other attakcs thanks to the
normal Mewtwos. The best one to use is the MD Mewtwo,
thanks to Energy Absorption and Psyburn being useful
attacks, whereas the LA one has Hypnoblast, which can be
nice for stalling, and a rubbish Psychic attack, which
is probably going to be no where near as effective as
Combos, and it isn't really a main attacker, it's more
of a nice tech that can be used if your deck struggles
against AMU. As a main attacker, it just won't work,
because doing 120 damage over 2 turns minimum isn't that
great when you are getting rid of all of you energies in
one attack. As an tech though, it can work surprisingly
well, stalling AMU for as long as you need (possibly
attacking with Psyburn), as well as stalling any basic's
your opponent may put active (starters are always great
to stall, but again, it could then be the waste of a
Survivability, and it should survive a number of hits.
Kingdra (LA) gets a 2HKO from fully powered Dragon
Pumps, though a 12 Water powered Aqua Stream can get a
OHKO, though it isn't very likely. Luxray (LA) gets a
OHKO from Shock Bolt due to the activation of Rivalry.
AMU can't touch it unless they use an evolved Pokémon as
a tech. Mightyena (LA) is the card to watch out for
really, stopping Mewtwo Lv.X from attacking or
retreating, which is going to be very annoying. Switch
it out though, and it will keep for a bit whilst you KO
Mightyena. Froslass (LA) will get a 3HKO using Icy
Breath, though they are more likely to use Destiny Bond
to make sure you even consider not attacking it.
Skittles can't touch it using Ho-Oh (SW), but will
probably use Togekiss (GE) and hopefully get 2 heads for
a 2HKO, otherwise it's staring the down the barrel of a
Giga Burn. Magnezone Lv.X (LA) will just get a 2HKO
whilst also paralysing it, so Mewtwo Lv.X won't do much
Modified: It shuts down a big archetype all by itself,
and possibly another if you get really lucky (Skittles)
whilst also dealing 120 damage blows, which is close to
KOing most main attackers really. The use of the MD
Mewtwo would be needed though, to make sure you can do
120 every 2 turns. However, Mightyena (LA) is a rather
annoyingly effective counter to Mewtwo Lv.X, so make
sure you put at least a couple of Switches/Warp Points
in your deck to get out of Mightyena's grip. 3.5/5
Limited: You'll find yourself against a lot of basics
here, so Psy Barrier becomes very useful if you can get
Mewtwo Lv.X out.just a shame you are stuck with the LA
Mewtwo, but it will have to do. If you can, use this
card, defiantley, even if it's just to stall for a
while, which it will do unless you find out that they
are using a lot of evolutions, or most frightenly of
all, Mightyena, which with no Switch or Warp Point,
becomes an even more dangerous threat. 3.75/5
Scizor San Bernardino,
Good morning/afternoon/evening all
you pokepeeps out there in somewhere-not-in-my-house
land. Today we have a real treat for you today, and it
goes by the name of Mew #2. Yes, Mewtwo, the original
staller supreme, movie villian, destroyer of nations,
and spongy monster is back in Modified....AS A PSYCHIC
TYPE (not some weird lightning creation with ?SWIFT?).
And guess what? This Mewtwo is highly playable, and with
this LV. X being in a tin, it's also highly GETTABLE.
Now, on to the Genetic pokemon!
LV. X: LV. Xs are really just add-ons
to the original card, so I'm going to be rating the
other Mewtwos attacks. Being a LV. X doesn't really hurt
Mewtwo, since he's an attacking type of pokemon and
Premier Ball will give you immediate access to it. It's
good to have a LV. X.
120 HP:.....it's good. Higher than
even some Stage 2s
Psybarrier: ....wow. THAT is a cool
ability now with all the AMU craziness and LV. X basic
pokemon (you know even Snorlax has one now?). We've seen
this ability before, but on a tank like this, it really
MEANS something. Strong ability, won't help you out
every game, but will be very good when it does.
Energy Absorption: YAAAY MOVIE PROMO
MEWTWO!!! This attack should take you back. While it's
been a loooooong time since you could use this
with Computer Search, these days it's a free attack.
It's still very good even if there aren't any major
discarding cards. Suck up energy from a fallen Mewtwo
LV. X, a Mesprit LV. X, or even Houndoom's discarded
Recover: The weakest of the four
attacks.... you MAY find yourseof using this every once
and while, as it can be helpful when first building up
Mewtwo in combination with Energy Absorption.
Psyburn: This is actually just a
necessary attack for even an LV. Xed Mewtwo.
Psyburn+Giga Burn will spell knock out for everything
but the Lord of the Whales. Use it and enjoy it, it's
twenty damage more for the same price as the Movie
Promo's attack. You can't always Giga Burn.
Giga Burn: OR can you. This attack is
amazing on this card. E Absorption then Giga Burn again,
it doesn't get more simpler than that. It's a bomb
attack on a bomb pokemon. More than enough damage to
take out: Glaceon, Leafeon, Dusknoir, Gallade, Gardevoir,
Lake Trio, with Ppower Empolaroid, Probopass, they all
cant stand up to Lord Giga.(kudos if you got that)
Weakness: This is gonna hurt. Both
Mewtwos have a 2x Weakness to psychics, which isn't
eactly an underplayed type, so watch out. Make sure you
can strike with Mewtwo before they can strike with a
built Psychic like Gardevoir or Mismagius. 400 Damage
from a Mesprit isn't very fun either.
Resistance: None. So there's nothing
to talk about.
Retreat Cost: They both cost two to
retreat, so Warp Poin tshould be played, and Energy
Absorption will help. That being said, this thing will
probably die as an active the first time if it dies at
Combos: There are ALOT. O have seen
and can see this card paired up with everything
from AMU for a kind of Psychic Legendmaker, to
Hitmonchan (with Tyrogue) for an even faster deck. The
choices are really yours, so I say literally try em in
anything, Eeveelotion, Magmortar, Houndoom you name it.
It can find a place.
Modified 4/5 (I've been reviewing
alot of good cards lately) This thing is powerful, a
strong attacker, a great pokebody, and very formfitting
to alot of different decks.
Limited: I DONT CARE IF YOU PULLED
MEWTWO OR NOT SWIPE THIS THING ITS WORTH IT. If you did
grab a Mewtwo, though, this guy will mow through the
competition pretty quickly unless your oppo is packing
alot of Psychics. 5/5
Hay Ghost pokemon master here and oh
no school started today!!!!!! now on to the card of the
day Mewtwo LV. X
Let's check out his poke-body
psybarrier which makes mewtwo untouchable by any non
evolved pokemon. For the record this is GREAT, but
there is a downside to the card only 120HP and a double
weakness to psychic, and not to mention a two energy
Now let's check out his attack giga
burn for two psychic energy and one other
it does 120 damage at the cost of all
of his energy OUCHI have not yet seen anyone playing
mewtwo lv. x in a competitive deck to this day except
some children who are just starting out. If you want to
use this card you might have a hard time finding what
deck to put it in. I have heard some people are playing
it as tech in azelf/mesprit/uxie deck but it probably
will not work most of the time. And so comes an end to
another card of the day.