Baby Mario
2010 UK
National
Seniors
Champion |
Mew Prime (Triumphant)
In the video game, Mew is famous for being able to
learn almost any move in existence. This is explained by
the fact that it (apparently) contains the DNA of all
Pokémon. Various TCG versions of Mew have picked up on
this ability (most famously, Mew EX with its Versatile
PokeBody), and Mew Prime is the latest card to do this.
It does this through its Lost Link PokeBody. With
this, Mew can use any attacks of any Pokémon which are
in the Lost Zone. You still need the Energy required to
use the attacks, and you still need to fulfil any
conditions which those attacks require (for example, you
would still need Magikarps in the discard to do any
damage with Gyarados SF’s Tail Revenge). Obviously, Lost
Link works best with attacks that can be done with
little or no Energy, so if you are searching for cards
to combo with Mew Prime, I suggest that you start
looking right there
(^_-)
Getting Pokémon into the Lost Zone to use with Mew
isn’t a problem. Its only attack, See Off, does that for
you and only costs one Psychic Energy to use, so Mew
should be able to start attacking from turn 2 onwards.
It needs to as well. With only 60 HP and a double
Psychic Weakness, Mew is extremely fragile: cheaply and
easily OHKO’d by a whole host of commonly played
Pokémon (Donphan Prime, Kingdra, Machamp, Luxray GL,
Garchomp C . . . even a humble Uxie with a PlusPower or
Expert Belt).
So, even if you do find the perfect partner to set
up Mew Prime for a succession of OHKOs, remember that
the best you can hope for is to try and outrun your
opponent in a Prize exchange, while praying that you can
keep recycling Mews so that you don’t lose by being
Benched (having no Pokémon in play when your active is
knocked out).
For these reasons, I see Mew Prime as being a
somewhat risky deck to play. If it is allowed to go off
against a set up deck, it can be blindingly fast and
obliterate the field in six turns. If it gets into a
Prize exchange against an equally speedy deck, it could
easily fall apart just as quickly. Cards like Snowpoint
Temple (to boost HP) and Azelf LV X (to remove
Weakness), could help its survivability somewhat, along
with Defender and Buffer Piece, but I still see a Mew
Prime deck as being one which either wins spectacularly
or loses hard.
Mew Prime may have some tech potential when facing
decks that like to send your Pokémon to the Lost Zone
(such as the new Gengar Prime), as it could essentially
give you access to another copy of your main attacker.
Even here though, its fragility is a real issue. That
said, this Mew is definitely an interesting card and if
anyone can overcome its built-in problems, it could be
part of a very effective deck.
Rating
Modified: 3 (lots of potential for a big risk/reward
trade off)
Limited: 2.5 (HP low, even for limited, and it has a
lot less to work with)
Combos with . . .
Your imagination
|
conical |
10/28/10: Mew Prime(Triumphant)
Yesterday, we reviewed a card whose usefulness was
ambiguous at best. Today...we review a similar card. Oy.
Today's card is Mew Prime, whose gimmick is that it can
use the attacks of Pokemon in the Lost Zone, provided
you have enough energy. This is reminiscent of ye olde
Mew ex, who could use the attacks of any Pokemon in
play. The fact that it uses the Lost Zone makes it a bit
harder to use, even with its attack, See Off, which lets
you search your deck for a Pokemon and throw it(not
literally) in the Lost Zone.
This card is clearly built for combos, like its
predecessor, which, paired with Manectric ex, won
Worlds. The problem is, what do you combo it with? You
could send Dialga G to the Lost Zone, and Deafen lock
like the old Mewtric, but why do that when Dialga has
more HP and is a solid Pokemon in its own right? You
could send Gyarados SF to the Lost Zone, discard 4
Magikarps, and do 120 damage for 0 energy, but Gyarados
doesn't need to do 120 damage, and again, Gyarados has
twice the HP that Mew has.
The overall problem with Mew is that anything it could
send to the Lost Zone and use its attacks effectively
has more HP than Mew, and therefore is less likely to be
KO'd. The best combo I see is by sending Garchomp SV to
the Lost Zone, and using Guard Claw to stay alive. Other
than that, though, I don't see Mew's merits.
In Limited...maybe. I'm not sure what benefits it would
give.
Modified:2.5/5
Limited:2.75/5
Combos With: Garchomp SV? |