The thing I’ve always liked about Mew cards is that they
are usually on-theme. Mew is (apparently) the Pokémon
that contains the DNA of all other Pokémon species,
In the video games this means
that it can learn (more or less) every attack in the
game. In the TCG it means that Mew often has some method
of copying the attacks of other Pokémon (see Mew
δ, Mew SW, Mew
ex . . . so many Mews).
Mew Prime carries on this tradition, courtesy of its See
Off attack, which puts a Pokémon from your deck into the
Lost Zone for a single Psychic Energy, and its Lost Link
PokeBody, which allows it to
copy the attacks of any Pokémon in the Lost Zone (as
long as it meets the Energy cost).
Mew’s great strength is its ability to abuse Rainbow
Energy and copy any single Energy attack in the game.
Obviously, it works well with
Gengar Prime/Lost World, letting you Hurl Pokémon
into the Lost Zone without having to set up a Stage 2,
but it can also be the basis of a more ‘toolbox’
approach to deckbuilding.
Include Crobat Prime, and
you can use the quadruple Poison attack without needing
the Stage 2; put a copy of Muk
UD in your deck and you have access to the highly
disruptive Sludge Drag without the effort of getting out
a Stage 1 with a horrible Retreat cost; want to hit hard
without having to go to all the trouble of evolving
Pokémon? Then why not See Off a copy of
Jumpluff and turn your Mew
into a Basic Pokémon that hits for
up to 120 damage for a single Energy.
Of course, with only 60 HP, Mew is incredibly easy to
OHKO, but this is balanced by the fact that it is very
easy to swarm and recover (with Revive). Because you
don’t need to run any full evolution lines, a Mew deck
generally has plenty of space for consistency cards and
stuff like Vileplume UD
which makes life tough for your opponent by locking
Mew is amazingly versatile and pretty fast in the
context of the present format. The low HP makes it a
somewhat risky play, and getting into a Prize exchange
with an opponent is not the best strategy (this is where
Vileplume lock can be
helpful). The recent North American Nationals have shown
that both the MewGar and Mew
Toolbox approaches can be viable right now and, if more
cards with copyable (is that
a word?) attacks get released, then Mew is only going to
become more useful in time.
Modified: 3.5 (the ultimate toolbox card)
Combos with . . .
UD, Gengar Prime,
Jumpluff HGSS, Rainbow
Hello Pojo readers! Today we're continuing our
reviews of various Primes that saw some success at Nats.
Today's Card of the Day is Mew Prime, from Triumphant.
Mew is a Basic Psychic Pokemon. Psychic Pokemon
aren't all of that common in our current metagame, with
Reuniclus seeing play as a tech, and various other
things seeing a scattered amount of play, such as Gengar
Prime. Mew Prime, however, with its sheer versatility,
can be used as a pretty nice combo piece in a number of
decks. 60 HP is pretty low for a non-evolving Basic,
meaning that Mew won't be able to stand up to many hits
at all, even weaker ones. However, since Mew seems most
of its play in decks with a more controlling build.
Psychic Weakness isn't too bad right now, as Gengar
isn't common anymore, there aren't many notable Psychic
attackers, and the mirror match will rarely be that
offensive in nature. No Resistance is unfortunate but
unexpected, and a free Retreat Cost is amazing.
Mew has a Poke-BODY and a single attack. The
Poke-BODY, Lost Link, allows Mew to use all attacks of
Pokemon in the Lost Zone, but you still need the Energy
in order to use the attack. The implications of this are
twofold. First, Mew can be whatever you want it to be as
long as you can put some Pokemon into the Lost Zone.
Second, since you are still required to have the proper
Energy requirements in order to use the attacks, it will
generally work better if you remove your own Pokemon to
the Lost Zone to set up such a combo. Absol Prime can
work well in order to do this, as well as other combo
enablers like Mime Jr. and Gengar Prime.
In addition to working well with Gengar, Absol, and
Mime Jr., Mew can also help itself out as well. See Off,
Mew's only attack, costs a single Psychic Energy and
allows you to search your deck for a Pokemon and put it
into the Lost Zone, shuffling your deck afterward. This
adds to Mew's combo potential, allowing it to more
efficiently do what you need it to do.
Modified: 3.5/5 Mew is a hard card to rate, simply
because it can be whatever you want it to be. Since it
has the capability of using any attack of a Pokemon in
the Lost Zone, Mew has virtually limitless potential,
and is just begging to be broken as an impressive combo
piece. However, not all is great for Mew. 60 HP really
lets it down, and most attackers in the Modified
metagame will easily OHKO Mew, as well many support
Pokemon. Thus, if you need Mew to do something in your
deck, it would best be done with some amount of
protection, recursion, or in the early game, because
chances are it won't last that long.
Limited: 3/5 Mew is a bit harder to use in Triumphant
Limited, simply because it's more difficult to use Mew
in a combo. See Off can work well to remove a powerful
or important Pokemon into the Lost Zone as somewhat of a
search tool in Limited, but once again, look out for
Mew's unfortunately low HP, which can ultimately be its
Mew Prime (HS Triumphant)
Greetings, Pojo viewers! Today we have one of the cutest
legendary Poke'mon ever made, the fat cat itself, Mew!
Personally I've always preferred Mewtwo, maybe I just
like ugly Poke'mon better. Still, Mew usually has
something interesting happening, mostly because the
video game version can learn practically any move you
care to name. This particular Mew applies that skill by
being able to copy moves from Poke'mon trapped in the
Lost Zone, feeding on their misery to power itself up.
First, the stats. Mew Prime is a Psychic type
non-evolving Basic with 60 HP, Psychic weakness, a
retreat cost of 0, a Poke-body and an attack.
The main Problem with Mew is the HP, as Donphan Prime,
the Dragon Twins, Pachirisu CL, Kingdra Prime, Yanmega
Prime and Cinccino BW can all beat six shades of
daylight out of the poor puddytat with only a single
turn to power up (admittedly, Pachirisu will need a
Pluspower and the dragons may need some damage
counters). As such you can't risk attaching many energy
to Mew, which places a severe limit on Mew's other
abilities. The weakness isn't much of a problem now that
all of the old Psychic techs (the pixies, Unown Q and
Nidoqueen RR) have been rotated out with no Psychic
archetype to replace them. Free retreat is awesome so if
Mew becomes threatened then you can run away easily but
in the end, Mew is extremely fragile.
The Poke-body is Lost Link, and the effect is to allow
Mew Prime to copy attacks from any Poke'mon in either
player's Lost Zone, provided that Mew has the necessary
energy attached to use said attack. This is a problem,
as you also have to pay other associated costs (such as
discarding energy) and you are limited to attacks that
costs 2 or less energy, due to the difficulty in keeping
Mew in play long enough to attach more. Obviously,
Rainbow Energy is your best friend as it allows you the
greatest variety of attacks but you have to be very
careful of lowering Mew's diminuitive HP any further
than absolutely necessary.
The main problem with Lost Link, however, is getting
suitable Poke'mon into the Lost Zone in the first place.
Mime Jr TM can help with it's Sleepy Lost attack, while
Gengar Prime is a natural partner with its Hurl Into
Darkness adding considerable range to what Mew can
accomplish. However, these are effects on the opponent's
hand/deck so there is no guarantee that you will remove
a Poke'mon with an attack that Mew can abuse. As such,
Mew is sometimes seen as a single copy in a LostGar deck
If you are willing to sacrifice a few Poke'mon from your
own deck (single copies of Evolution cards with
single-energy attacks work best) then you can use
Relicanth CL to draw cards while putting suitable
Poke'mon from your own hand into the Lost Zone (usually
hepled by Poke'mon Communication to make sure you
sacrifice exactly what you need). Absol Prime is an
alternative that allows an aggressive start provided you
can supply the energy and sacrificial Poke'mon. Finally,
Mew has its own attack, See Off, which allows you to
search your deck for a Poke'mon and put it into the Lost
This approach is typicallycalled Mewbox. Generally, this
includes a full set of Mew Prime and Relicanth CL with
selected evolutions minus the lower stages. This means
they can't be played in the regular way but the deck
space you save allows you to run a large variety of
cards that normally would never fit together so you will
have the element of suprise (who would expect to be hit
by spread, snipes and locks in the same deck?). Some
possibly useful sacrificial cards include Crobat Prime,
Zoroark BW, Liligant EP, Grumpig TM and Muk UD.
In the final analysis, Mew Prime can be incredibly
versatile but it is also extremely fragile so unless you
can stop your opponents from dealing 60 or more damage a
turn or you will never be able to win the race for
Prizes, and anyone playing a Lost World stadium will
really crimp your style. Handle Mew with extreme care.
Modified: 4 (there are a couple of archetypes that can
use Mew Prime effectively but the HP is a major concern
against the likes of Donphan, Zekrom and Yanmega Prime.
Also, the cards you are sacrificing to the Lost Zone
could prove a liability if your opponent happens to have
a Lost World stadium to claim the win after 6 Poke'mon
go in, severely limiting your choice of attacks)
Limited: 2.5 (low HP and the inability to attack without
sacrificing a card from your already diminshed deck are
major downsides, but on the flip side you can search for
your best cards and copy there attacks to take an early
lead. Unless your opponent plays Twins, in which case
you are totally stuffed)
Combos with: Gengar Prime, Crobat Prime, Liligant EP