Name/LV:
Mew LV.40
Set/#:
Secret Wonders 15/132
Rarity:
Holographic-Rare (Super Rare)
Type:
Psychic
Stage:
Basic
HP:
60
Weakness:
(P)+20
Resistance:
None
Retreat Cost:
C
Attack#1:
(0) Psychic Balance
If you have less
cards in your hand than your opponent, draw cards until you have the same
number of cards as your opponent. (If you have more or the same number of
cards in your hand as your opponent, this attack does nothing.)
Attack#2:
(PCC) Re-creation
Choose an
attack on 1 of your opponent’s Pokémon in his or her discard pile.
Re-creation copies that attack except for its Energy cost. (You must
still do anything else required for that attack.) Mew performs that
attack.
Attributes:
Mew is a Basic Pokémon, making it very easy to search from the deck,
and you simply have to Bench it to get it into play. The downside is that
it won’t be able to use many cards that are Evolution only, like Double
Rainbow Energy.
Mew
is a Psychic type. Right now I’d consider this a big advantage. I haven’t
seen a lot
of strong decks with Psychic Resistance, but I have seen many Psychic Weak
decks based around Lucario. For now this is a great type to be.
60 HP is pretty
low: Mew lacks any Evolutions, so it can’t get any bigger without
Trainer help, and even that is pretty limited. Even amongst other
non-Evolving Basics, 60 HP is small. Psychic Weakness doesn’t help, either,
but at least it is at the second lowest level it can be while actually
having a Weakness: +20. No Resistance is a disappointment but expected, and
a single Energy Retreat Cost is pretty good: you will almost always be able
to pay it.
Abilities:
Mew has a “free” attack requiring no Energy that is pretty good for
setting up. So long as you can play enough cards to drop your hand below
your opponent’s in size, Psychic Balance will yield some cards. Given the
tendency of hand sizes to swell in this game (at least pre-Team
Galactic’s Wager); you should often get a good haul from it. The second
attack is pricey, but Re-creation can do some amazing things. It is hard to
keep Pokémon out of the discard pile for long, and while you have to fulfill
all other conditions, the hardest (the Energy cost), doesn’t matter.
Uses and
Combinations:
Given its low HP, I would think of this Pokémon as more a Technical Machine
than a Pokémon. Basically KO something of theirs and KO yourself. Not
literally, of course, but rather you drop this, power it up, and send it out
knowing that a) it can copy a great attack for a KO and b) next turn it gets
KO’d right back. Given that you have a basic that needs three Energy, this
limits the kind of decks you can expect it to be helpful in. Find something
like Gardevoir or Blaziken from EX Power Keepers that can get
extra Energy attachments. If the Energy is the wrong type, don’t worry:
just drop a Holon’s Castform for your normal Energy attachment and
you’ve got the lone Psychic Energy requirement met. Bring out Mew,
KO something, and have something ready to go to replace it right away.
If you do open with
it that is fine: a well made deck can empty its hand pretty quick, and thus
get a solid draw off of Psychic Balance. However, I find that pure draw
power isn’t as good at helping set up as one might think: generally you want
a good searching or search and play attack.
Ratings
Unlimited:
1/5 – Surprisingly, I’d recommend a Stage 1 with Fighting Weakness over a
Basic, because in this case it’d be Jungle Clefable who can copy the
active for a single Energy. Mew would just take too long to power
up.
Modified:
3.5/5 – I can see this as a devastating “surprise” attack for some decks.
Limited:
4/5 – It is small and expensive to power up, but here you should still be
able to score a KO, and more importantly have a decent chance of surviving.
It is also much more important to have a good Pokémon to help set up with
here.
Summary
Mew
is only really good at one thing: copying big attacks for a quick KO. It is
okay opening the game though thanks to its first attack and fortunately the
two make it work for decks that can get it energized quickly.
-Otaku