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Pojo's Pokémon Card of the Day

 

 Meowstic EX

- XY BREAKpoint

Date Reviewed:
April 21, 2016

Ratings & Reviews Summary

Standard: 2
Expanded: 2
Limited: 4.75

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


Otaku

I’ll resist the gag where I constantly struggle to stay focused as the review breaks down into “TEH KITTY! =^w^= D’awww! <3” repeatedly. 

So today we look at Meowstic-EX (Generations 37/83) and its art really is kind of adorable if you’re into cats, but I’m actually not as distracted as I was going to pretend.  It is a Pokémon-EX, so it gives up an extra Prize when KOed, is explicitly targeted by certain detrimental effects, and cannot access certain beneficial effects (with only the last two depending upon the card pool).  Most Pokémon-EX get better attributes (usually HP) and effects than a “regular” version of the Pokémon but it isn’t guaranteed.  There is one benefit that was required however and that is being a Basic Pokémon, even though Meowstic is normally a Stage 1.  Being a Basic Pokémon is the best right now, even though there are multiple explicit counters to them, thanks to how the fundamental game rules work, natural synergy with several card effects, and even a smattering of Stage specific support.  Being a Psychic Type allows Meowstic to hit a good chunk of both Fighting Type and Psychic Type Pokémon for Weakness but also means dealing with Psychic Resistance on nearly all Darkness Types and Metal Types… or at least it normally would but as you’ve read the card by now you know this won’t be the case.  Psychic support can still prove relevant, and the Psychic Type does offer a few key pieces specific to the Type without any explicit counters. 

Meowstic-EX has 160 HP, which is about 10 to 20 points below the typical going rate.  This isn’t a deal breaker but you will notice every now and then when someone scores a OHKO that under most circumstances would have fallen just a bit short.  It is probably most significant when your opponent is using a Psychic Type attacker as Meowstic-EX has the oft seen Psychic Weakness on a Psychic Type.  Night March decks, Mewtwo-EX decks (any version, whether dedicated or splashed in) can exploit it for a probable OHKO, as now said attacker only needs 80 damage.  Still a slight chance you’ll survive if the opponent’s setup is still a bit lacking.  No Resistance is the worst but also the most common, but the Resistance mechanic particularly impressive when something is there so it isn’t really a drawback so much as a non-issue I hate neglecting to at least give a token nod.  The Retreat Cost actually does matter, but in a good way: [C] is the second best and while it isn’t exactly rare it is appreciated nonetheless.  Easy to pay and recover from having paid, plus anything that lowers costs is going to make it into a perfect free Retreat Cost. 

Meowstic-EX has one Ability (Shadow Ear) and one attack (Mind Shock); I’m starting with the latter because it mostly matters to keep the Ability in perspective.  Needing just [PC], Mind Shock does 60 damage without applying Weakness or Resistance.  Exploiting Weakness is almost always more important than bypassing Resistance, so this was not a good “trade” for the attack.  60 damage for two Energy is weak but not horribly so, and as this is a Psychic Type you have the option of Dimension Valley to drop the cost down to just [P], at which point it’s an okay (but still not great) attack.  So what about the Ability I’ve built up?  Shadow Ear requires Meowstic-EX be Active, but it allows you to move a damage counter from one of your Pokémon to one of your opponent’s Pokémon once per turn.  This is the “once per turn” where if you have multiple copies of a Pokémon with Shadow Ear, you may use each once per turn provided you can get each of them Active and have a damage counter to move.  Shadow Ear is good but not great because of the two restrictions: if it was once per turn but worked from the Bench or as often as you like even if only while Meowstic-EX was Active, you’d already know this card from the combos it would enable.  As is, we still have a solid but unspectacular pairing.  Still, there may be something we can do with this card. 

It isn’t worth a space on your Bench and a 160 HP Basic worth two Prizes to move a single damage counter (if one is available) from your side of the field to the opponent’s side of the field.  It might be if it wasn’t for many rivals to that space, but that is what might have been and not what is.  If you did have space, a single copy of Meowstic-EX could be handy; something like Skyarrow Bridge would make it easy to promote it after KOs (assuming something had damage counters on it) and there are several minor combos to get Meowstic-EX Active for a bit and then right back to your Bench.  Vanilluxe (BW: Next Destinies 33/99) and Metagross (XY: Ancient Origins 49/98) each have Abilities that allow you to change out the Active Pokémon of both players.  Vanilluxe would have the option of being Benched via Archie’s Ace in the Hole.  A single manual retreat plus two uses of either Ability and finally ending on a Meowstic-EX would allow a full four uses of Shadow Ear per turn.  You could also use Keldeo-EX or Zoroark (XY: BREAKthrough 91/162) plus Float Stone to either get a Meowstic-EX Active or out of the Active slot once each turn. 

The big issue is that once you add attackers that might make such a trick worthwhile, you’ll have less room to spam Shadow Ear.  You might try attacking with Meowstic-EX itself, but for example let us use the full combo I’ve been setting up: two Vanilluxe, four Meowstic-EX, and Dimension Valley.  Toss in a Fighting Fury Belt on Meowstic-EX as well for +10 damage and (more importantly) +40 HP.  If your opponent cannot take out a chunk of the combo, you’ll do 60 for [P] with upwards of four damage counters from your side of the field moved to the opponent’s side of the field.  Once again this isn’t bad, but for all the effort an effective 100 for one Energy isn’t as impressive.  I still believe this card has potential because of past experience; less with the specific effect and more because I’ve made snap judgments in the past and it turned out maxing out the card wasn’t the right call, neither was a TecH copy, but two or three plus something that hadn’t occurred to me.  So give it a try in Standard and Expanded.  On the increasingly unlikely chance you can participate in a Limited format event for Generations, definitely give this card a go, probably just running it and 39 non-Basic Pokémon cards.  If that makes no sense remember that the Limited Format usually has you build a 40 card deck from what you pull, and plays with four Prize cards instead of six. 

Ratings 

Standard: 2/5 

Expanded: 2/5 

Limited: 4.75/5 

Summary: Meowstic-EX has a nice trick but using it well is difficult as I don’t think most decks have room for a TecH copy they could just promote between KOs and then get out of the way.  I’ve got no solid ideas for it but it seems to offer so much possibility, it is worth obtaining when the price is right and then doing some experimentation.


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