The Middleman — Mega Mewtwo for Virginia Regionals
Hello PokeBeach fans and subscribers! I’m here again to tell you about a deck that I enjoy playing and I think has solid and unique place in the current Standard format. I also think it would be a solid choice for the upcoming Roanoke Regionals in Virginia. In this article, we’ll explore [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card]’s strengths and weaknesses, how it pairs up against the best decks in the format, and why it is a good play for Roanoke, but first I’ll briefly tell you about my past experiences with Mega Mewtwo and why I took it to the last three tournaments I attended.
From Last Season to Now
[cardimg name=”M Mewtwo-EX” set=”BREAKthrough” no=”160″ align=”right” c=”none”][/cardimg]
[card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] has been an incredibly strong card since it came out, but last season it had a huge hurdle in the form of a Miniature Pumpkin. [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] really held Mega Mewtwo back last season because it was so easy to get a few Marchers in the discard and OHKO three Mewtwo in a row for an easy win. Back then you had to hope to dodge Night March which was hard because it was a highly popular deck, but if you did, you had even to good matchups against the rest of the meta. Your other option was to play a less optimal version of the deck with Dark Energy, [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card], [card name=”Yveltal” set=”Radiant Collection 2″ no=”RC16″ c=”name”][/card], and [card name=”Druddigon” set=”Flashfire” no=”70″ c=”name”][/card]. You played these to give you a solid chance against Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card]. I played this version for a Standard and Expanded City Championship last season getting Top 8 and Top 4.
After [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] and Night March rotated, it was a no brainer that the [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] version with Psychic Energy, [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”name”][/card] with Damage Change, and [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”name”][/card] was the optimal way to play it. It was one of the first decks I tested after rotation and it seemed strong and promising, although it got put on the back burner because I tested so many decks and I just enjoyed playing other ones more at the time. It wasn’t until [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] came out that it caught my eye again. I decided to take Mega Mewtwo to a League Cup not long after I noticed that [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] was highly popular at the League Cups in my area and it had just done incredibly well at Oceania Internationals, as well as [card name=”Volcanion-EX” set=”Steam Siege” no=”26″ c=”name”][/card] winning the whole tournament. I also noticed that [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card] was getting a lot of hype and doing well so it seemed like the meta was good for Mega Mewtwo. I ended up winning that League Cup going 7-0-1 overall and throughout the tournament I played against different [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card] variants, a [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] / [card name=”Galvantula” set=”Steam Siege” no=”42″ c=”name”][/card] deck, [card name=”Gyarados” set=”Ancient Origins” no=”21″ c=”name”][/card], and a few mirror matches. The next League Cup I took it to I went 5-0-1 in swiss playing against [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card], Waterbox, Quad [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card], [card name=”Carbink BREAK” set=”Fates Collide” no=”51″ c=”name”][/card] / Lycanroc-GX, and I can’t remember what else. I lost in Top 8 to the Carbink / Lycanroc I beat in swiss. Game three I drew completely dead and lost because they were ahead on Prizes.
After cutting two League Cups back to back I felt comfortable with Mega Mewtwo and it was the deck I currently enjoyed most in Standard besides [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card], so I knew that I was going to play it for Salt Lake City Regionals. I would have considered Vespiquen more, but Deicdueye / Vileplume is too big of a problem for it and I wasn’t willing to risk having a horrendous matchup versus one of the best decks in the format. I wasn’t prepared for the high amount of [card name=”Darkrai-EX” set=”BREAKpoint” no=”74″ c=”name”][/card] / [card name=”Yveltal” set=”Radiant Collection 2″ no=”RC16″ c=”name”][/card] and [card name=”Darkrai-EX” set=”BREAKpoint” no=”74″ c=”name”][/card] / [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] at Utah. It made sense since Mega Mewtwo had been highly played and was the deck in the format keeping Mega Ray, Volcanion, and Decidueye / Vileplume in check. I unfortunately didn’t predict that and hadn’t really tested against either Darkrai variant for this tournament. I ended up going 1-3-1 and dropping the tournament. My three losses were to two Turbo Darks and a Dark Dragons. If I had known 5-3-1 could still make Top 64, I would have kept playing, but I’ve been used to the bigger Regionals where even 5-2-2 can miss Top 64. Now Turbo Dark and Dark Dragons aren’t entirely bad matchups, but Mega Mewtwo needs to draw considerably well to beat them, but I’ll tell you more about that later. Here is the list I took to both Cups and Utah.
[decklist name=”Mega Mewtwo/Garb” amt=”60″ caption=”” cname=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″][pokemon amt=”15″]3x [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”deck2″ amt=”3″][/card]3x [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”deck2″ amt=”3″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”deck2″ amt=”1″][/card]2x [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”deck2″ amt=”2″][/card]1x [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”deck2″ amt=”1″][/card]1x [card name=”Eevee” set=”Sun and Moon” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”deck2″ amt=”1″][/card]1x [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”35″]4x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”4″][/card]2x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”2″][/card]2x [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”VS Seeker” set=”Roaring Skies” no=”110″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”Mewtwo Spirit Link” set=”BREAKthrough” no=”144″ c=”deck2″ amt=”4″][/card]4x [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”deck2″ amt=”4″][/card]3x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”3″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”deck2″ amt=”2″][/card]2x [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”10″]6x [card name=”Psychic Energy” set=”HeartGold and SoulSilver” no=”119″ c=”deck2″ amt=”6″][/card]4x [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Although I didn’t do great at Utah, my friend Chris Clemens was able to make Top 8 with Mega Mewtwo. He was part of the travel group I was with and the night before the tournament we were talking about our lists. Chris had been testing a list that had no [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] in it and to me that was odd. My friend Austin Bentheimer and I told him that we didn’t think you could afford to do that, the added consistency is needed and it helps to get your Spirit Links, [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”name”][/card], [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card], and generally is all around good. He trusted in our judgement and added in two to his list. I also convinced them that I thought two [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] would be good and six Psychic Energy was enough. Seven is definitely better, but I assumed Mega Ray would be bigger and having four Stadiums is also really nice against decks like Lapras, Decidueye / Vilplume, and Volcanion.
Austin and I ended up playing the same list, but Chris still wanted to play [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card], which he cut the fourth Spirit link for, and he liked three [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] and two [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] over three Mail and two N. I didn’t agree with cutting the Spirit link, but he was worried about Decidueye / Vileplume so it made sense. I wish I had agreed with the N and Mail counts because I found myself struggling to find an N in a couple of games where it really mattered. In testing it hadn’t been a problem, I never struggle to find N and three Mail was generally better because it helped me get Spirit Link and Mega Turbo easier. I even turned one of the Mail upside down in testing to see if it had been an N instead if it would be the better choice and each game I just wanted it to be a Mail. So overall I would say those two are interchangeable, but I would say that more Mail is better for League Cups for consistency in a best of one format and more N is better overall to guarantee that card accomplishes something and you have another draw card if you’re under Item-lock.
Why is Mega Mewtwo the Middleman?
[card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] is one of the decks that this format is centered around and I say this for a few reasons. It is the 50 / 50 deck of the format, meaning it does well or at least is even with most of the higher played decks in the format. It has a lot going for it (Energy acceleration, high HP, Ability-lock, a GX attack, OHKO potential) and has the options to deal with just about every deck in the format. It keeps certain decks in check like Volcanion, [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card], and [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card]. Now I know there are other decks that can deal with those, but they can’t do it as well and as effectively as Mega Mewtwo does. So, when one deck can have positive matchups against a good chunk of the best and most played decks, it’s clearly a force that the format is to an extent shaped around.
Which Version is Better?
Now there’s a lot of ways you can build Mega Mewtwo, but I’m just going to focus on two different versions. There’s the more popular version with [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card], [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card], and [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] and the straight [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] version with no Garbodor and no Espeon. Each version has its merits and what decks you expect to face will determine which version is better.
The Standard Version
[decklist name=”Mega Mewtwo/Garb” amt=”60″ caption=”Hex Maniac can be swapped out for Parallel City if your expect more Mega Ray or anothe energy if you expect more Lapras” cname=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″][pokemon amt=”15″]3x [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”deck2″ amt=”3″][/card]3x [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”deck2″ amt=”3″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”deck2″ amt=”1″][/card]2x [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”deck2″ amt=”2″][/card]1x [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”deck2″ amt=”1″][/card]1x [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”deck2″ amt=”1″][/card]1x [card name=”Eevee” set=”Sun and Moon” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”35″]4x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”4″][/card]3x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”3″][/card]2x [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”deck2″ amt=”2″][/card]1x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Mewtwo Spirit Link” set=”BREAKthrough” no=”144″ c=”deck2″ amt=”4″][/card]4x [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”VS Seeker” set=”Roaring Skies” no=”110″ c=”deck2″ amt=”4″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]2x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”2″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”deck2″ amt=”2″][/card]1x [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”10″]6x [card name=”Psychic Energy” set=”HeartGold and SoulSilver” no=”119″ c=”deck2″ amt=”6″][/card]4x [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
This version is much more versatile than the straight [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] version. You have a more permanent Ability-lock because of [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card]. Your [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] still have Wobbuffet to help against [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] in case they get Vileplume up before you get a Tool down. You also have [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] which gives the deck some added attacks that can really help it out. Psybeam will help you in a pinch, it can really slow your opponent down because having to attack under Confusion is risky and really punishes your opponent if they flip tails. Psychic is a balanced attack overall, not quite as strong as Mega Mewtwo’s Psychic Infinity, but still useful. It’s best against opposing Mega Mewtwo decks and anything weak to Psychic. If a [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”name”][/card] is not yet evolved into a Mega, all it needs is one Energy on it and Espeon can take it down with Psychic, and if it is a Mega Mewtwo, Psychic KOs it with only two Energy on it. Divide-GX is an amazing attack and having a GX attack in general is something that just about every deck should have if possible. Divide-GX can finish off a Pokemon on the Bench when most of its HP is gone, it can spread damage to help you take easier Knock Outs with Psychic Infinity, especially against Pokemon that are hard to take a OHKO on like a [card name=”Darkrai-EX” set=”BREAKpoint” no=”74″ c=”name”][/card] with a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] on it, and it’s a monster of an attack early game against [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] because you can Knock Out either two [card name=”Combee” set=”Ancient Origins” no=”9″ c=”name”][/card] or any two low HP Pokemon before they evolve. Let’s not forget that it can almost auto win you the [card name=”Gyarados” set=”Ancient Origins” no=”21″ c=”name”][/card] matchup because you can just Knock Out three [card name=”Magikarp” set=”XY Black Star Promos” no=”XY143″ c=”name”][/card] at once and take three Prizes.
An attack in this deck that is more useful than it would seem is [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”name”][/card]’s Acid Spray. Now it does require you to flip heads to do anything significant, but it can be a game changer and a life saver. I have saved myself a few times when I was behind and needed time to build up my board and Acid Spray can do just that. It’s also good against Turbo Dark if you can knock off the only Energy from a Darkrai with an [card name=”Exp. Share” set=”Sun and Moon” no=”118″ c=”name”][/card] or a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] on it. If they don’t hit a switching card they could be stranded Active and waste a turn.
I like this version best because it has more options and having [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] helps immensely in a few matchups. Against Volcanion getting it to stick forces them to either waste a turn to [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] and Knock Out a one Prize Pokemon or it gives you an incredible advantage over them and almost guarantees you winning because you can OHKO their Pokemon while they take a couple of attacks to Knock Out your Mega Mewtwo. It really helps a ton in the [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card] matchup, without it they can typically find a way to refill their Bench, even after being hit with a [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card]. Garb paired with Parallel almost shuts them down entirely, and when you can also take OHKOs on their Pokemon, it ends up being a very good matchup. Garb can really swing the Decidueye / Vileplume matchup if you can manage to get it up with a Tool attached. If they don’t play [card name=”Beedrill-EX” set=”XY Black Star Promos” no=”XY157″ c=”name”][/card] (which I think most players don’t include in their lists) or find a way to Knock Out Garb, the matchup becomes heavily favorable. You can also play [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] as insurance in case Garb doesn’t come out or gets Knocked Out. The biggest problem with this version is it can be less consistent because it has a 1-1 Espeon, a 3-3 Mega Mewtwo line, and a 2-1 Garb line. That’s partially why there’s the straight [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] option.
[premium]
Wobbuffet Version
[decklist name=”Mega Mewtwo/Wobbuffet” amt=”60″ caption=”Second Hex can be taken out for Olympia if more Lapras is expected or second Parallel City if more Mega Ray is expected” cname=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″][pokemon amt=”13″]3x [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”deck2″ amt=”3″][/card]4x [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”deck2″ amt=”4″][/card]3x [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”deck2″ amt=”3″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”36″]4x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”4″][/card]3x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”3″][/card]2x [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”deck2″ amt=”2″][/card]2x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”VS Seeker” set=”Roaring Skies” no=”110″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”deck2″ amt=”4″][/card]4x [card name=”Mewtwo Spirit Link” set=”BREAKthrough” no=”144″ c=”deck2″ amt=”4″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]2x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”2″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”deck2″ amt=”2″][/card]1x [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”11″]7x [card name=”Psychic Energy” set=”HeartGold and SoulSilver” no=”119″ c=”deck2″ amt=”7″][/card]4x [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
One of the bigger advantages like stated above is that this version is more consistent, you play an extra [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”name”][/card] and don’t have to worry about evolving anything but Mewtwo. It is more straight forward and doesn’t require you to think about which Pokemon to attack with as much. Sure, you can always use Wobbuffet as an attacker which sometimes isn’t a bad option (I’ve taken more Prizes than I would have expected with [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card]), and there’s always using [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] to Sky Return and build some damage or just clear the easy two Prizes off the board. This version also offers a better [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] matchup. More Wobb means a higher chance of starting it which completely shuts them down. They can’t use Shaymin’s Set Up which the deck heavily relies on to get them going, Vileplume’s Irritating Pollen does nothing, and Decidueye can’t shoot any Feather Arrows at you. In general, starting Wobb hurts just about any deck in this format (besides Quad Lapras) because we don’t have the best draw cards currently and Shaymin is used very often. I would also say this version has the potential to have a better Quad Lapras matchup, only because it has room to fit in [card name=”Olympia” set=”Generations” no=”66″ c=”name”][/card] which can tilt the game in your favor since they have Ice Beam-GX. You also play [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] in this version to keep Abilities off even when you have something other than Wobb Active, it’s necessary for many matchups, but most important for Decidueye / Vileplume, Volcanion, and [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card]. If you draw Hex at the right times, Volcanion and Mega Ray are still good matchups, but since it takes your Supporter for turn, and it doesn’t just stick around like Garb does, these matchups aren’t as favorable with this version. It just really depends on what decks you think will be most popular.
How Does It Stack Up?
Decidueye-GX / Vileplume
[cardimg name=”Vileplume” set=”Ancient Origins” no=”3″ align=”right” c=”custom”]Items? Where we’re going, you won’t need those.[/cardimg]
I’ve always thought this was an even to favorable matchup. One thing that can make it closer to 50 / 50 is if the [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] player has a [card name=”Mewtwo” set=”Evolutions” no=”51″ c=”name”][/card] in their deck. That forces you to be able to build up more than one big Mega Mewtwo when normally you can just load one up with a bunch of Energy and it’s possible that it takes all six Prizes. If you can start Wobb against them and you’re going second, that’s always your best option. Going first you don’t necessarily have to, you may have a starting hand that needs to use [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] so you can Set Up and get going, in that case you can just retreat into Wobb with either a [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] or hard retreat to it after setting up. It will be harder to start Wobb in the Garb version because you only play one, but you can always draw into it later game and it’s still useful. If possible you want to get it Active as soon as possible and get a Tool onto [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”name”][/card] and get Garb going. Something else useful you can do with Trubbish or Garbodor (when [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”name”][/card] is on the field) is use Acid Spray to slow down your opponent. Since they have no Energy acceleration it can really set them back, especially because they play only seven or eight Energy. That strategy works best when Garb is up because without Feather Arrow, they might be just passing against you or using Hollow Hunt-GX. This strategy works best against an attacking [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] and not so much against a [card name=”Lugia-EX” set=”Ancient Origins” no=”68″ c=”name”][/card].
In the Wobb and Garb version (if you include it in your list) [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] can also be incredibly useful. If you don’t start Wobb, a turn one Hex really slows them down, it can even cause them to be in a spot where they start a lone Basic and have only one [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] in hand, so they’re forced into a really awkward position of potentially being left with no draw card next turn or risk being donked. Being able to [card name=”VS Seeker” set=”Roaring Skies” no=”110″ c=”name”][/card] for the Hex the turn you use it is great as well, you should try to spam it as many times as possible if you aren’t playing Garb or don’t have it up. As always, having Garb up is generally better though because it allows you to use other Supporters while locking them. The other thing that generally makes this matchup favorable is the fact that you can easily OHKO [card name=”Lugia-EX” set=”Ancient Origins” no=”68″ c=”name”][/card] and [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] while they generally have to attack twice to Knock Out one of your Mega Mewtwo. They can OHKO you with either Lugia or [card name=”Mewtwo” set=”Evolutions” no=”51″ c=”name”][/card] sometimes, but it’s much harder if they are Ability-locked and can’t build damage first, or if you don’t over commit too much Energy to one Mega. Another thing that is great in this matchup is Damage Change, especially if Garb is up or if you’ve used Hex. It causes Decidueye to need to three shot you with Razor Leaf, and gives you the option to Damage Change two attacks worth of damage back on it, or [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] up a Lugia or Shaymin and refresh your Mega Mewtwo while taking two Prizes in the process. [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] can be useful in this matchup but generally Mega Mewtwo will be better.
Volcanion-EX
This matchup is highly favorable as long as [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] sticks or you can use [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] on crucial turns to prevent them from taking a OHKO against you. Even if Garb doesn’t stick or you can’t Hex as often as you would like, it’s still a pretty even matchup because you still can OHKO things and it just becomes a slug fest back and forth. Generally, you can get Garb to stick for enough crucial turns that your opponent can’t recover from. The Wobb version will have a slightly worse matchup, only because it relies on you having Hex every time you need it and doesn’t allow you to play another Supporter while shutting down Steam Up. It should still a favorable matchup.
Sometimes Volcanion plays [card name=”Salamence-EX” set=”XY Black Star Promos” no=”XY170″ c=”name”][/card] to try and help when they’re Ability-locked, but if you just play smart and don’t over-bench Pokemon-EX it isn’t an issue. One thing that can possible be annoying to deal with is baby [card name=”Volcanion” set=”Steam Siege” no=”25″ c=”name”][/card], but this is usually only an issue if you don’t have them Ability-locked. If that’s the case, baby Volcanion can take a 2HKO on your [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] with using Power Heater twice and three Steam Ups each time. That isn’t the hardest task with all the Energy and [card name=”Energy Retrieval” set=”Sun and Moon” no=”116″ c=”name”][/card] in Volcanion decks. Not only are they taking 2HKOs with an attack that costs one Energy, they also are accelerating which makes it even better. It becomes more annoying if the baby Volcanion has a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] on it. Now you can always [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] up what they are building up on the Bench, and if you do have Garbodor up or you are using Hex frequently, this shouldn’t be an issue because the damage output won’t be as effective.
M Rayquaza-EX
[cardimg name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ align=”right” c=”custom”]I hate Parallel City![/cardimg]
This matchup should be positive with either version because of [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] combined with either Garb or Hex. This is also another deck that starting [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] really hurts because it is probably the deck most heavily reliant on [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] as it plays four copies. The way I like to play this matchup is to have either Wobb, [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”name”][/card], or [card name=”Eevee” set=”Sun and Moon” no=”101″ c=”name”][/card] Active while I set up my Bench (Wobb being the best option). While doing this you try to build up two [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] as fast as you can, and get Garb up as soon as possible if you’re playing it. You want them to waste an attack Knocking Out a non-EX Pokemon so you can have a chance at taking the first Pokemon-EX Knock Out. The reason this strategy works best with Wobb Active is it will slow them down and make it less likely for them to Set Up and be able to [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] one of your Pokemon-EX first, but even if that does happen, it’s okay as long as you can respond with a Parallel City combined with either a Hex or having Garb up and taking a return Knock Out as well. Having more than one Parallel makes this matchup highly favorable, but even one can be enough for you to win it. Keeping them Ability-locked while limiting their Bench is devastating, that paired with being able to take OHKOs is why Mega Mewtwo is one of Mega Ray’s toughest matchups. This is also why the Garb version will have more of an advantage against it than the Wobbuffet version.
Darkrai-EX / Yveltal
This matchup is very tricky, I’d say it’s slightly unfavorable to favorable (only if you draw well). A [card name=”Darkrai-EX” set=”BREAKpoint” no=”74″ c=”name”][/card] with a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] is very hard to OHKO because Darkrai resists Psychic. It takes six Energy on your [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] when they have two Energy and Fighting Fury Belt to do the trick. The other big reason this matchup is slightly unfavorable is because Turbo Dark is just so much more consistent than you. It’s deck that plays strictly Basic Pokemon, has two forms of Energy acceleration, and keeps Energy in play because of [card name=”Exp. Share” set=”Sun and Moon” no=”118″ c=”name”][/card]. They can set up Knock Outs while accelerating Energy with [card name=”Yveltal” set=”Steam Siege” no=”65″ c=”name”][/card], and eventually can take OHKOs on everything after enough Energy is built up.
Aside from drawing good enough to keep up, there are some things you want to do in this matchup, one of the biggest ones is Knocking Out a Pokemon (preferably a Darkrai-EX) with an Exp. Share with two or more Energy on it. When you can reduce their damage output, while preventing them from keeping Energy in play, you’re typically in a good position. Something else you want to do if possible is Damage Change if they don’t take a OHKO. It’s best to do this if you can KO something as well, especially if that something has Energy or an Exp. Share on it. For Chris Clemens’ win and in at Utah he was able to [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] up a Darkrai with an [card name=”Exp. Share” set=”Sun and Moon” no=”118″ c=”name”][/card] and two Energy and Damage Change 190 damage onto it, it was awesome to see and needless to say, he won that game.
Darkrai-EX / Giratina-EX / Salamence-EX
Some people would think that this matchup is harder for Mega Mewtwo because of [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card], but I would disagree. Between [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card], [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card], and [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card], you have plenty of ways to deal with Giratina. Espeon can use Psychic to OHKO a fully powered Giratina that doesn’t have a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card], and even if it does, you can always use Psybeam first to get that 30 damage first, then do the perfect 180 to finish it off with Psychic. The other reason I think this matchup isn’t as bad is this version of the deck is less consistent than Turbo Dark. That is because [card name=”Double Dragon Energy” set=”Roaring Skies” no=”97″ c=”name”][/card] can’t be attached to everything in the deck, and less of the Energy can be hit with [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”name”][/card]. Now if you over-bench Pokemon-EX, [card name=”Salamence-EX” set=”XY Black Star Promos” no=”XY170″ c=”name”][/card] can be a problem, and Giratina still can get you if you don’t draw well enough, but I personally think that this matchup is more favorable than Turbo Dark because of it being less consistent.
In this matchup, you still try to take off as many Energy as possible. Knocking Out a Salamence or Giratina with one to two Double Dragon on them really can put you ahead. You have to have Garb up or use Espeon if you want to Lysandre and attack a Giratina because of Renegade Pulse. Another cool thing you can do is Damage Change the first attack from a Giratina and even though it won’t damage the Giratina (unless you’ve used Hex or Garb is up), the damage will still come off your Mega Mewtwo and just do nothing to the Giratina.
Vespiquen
This is overall is a 50 / 50 matchup for the [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] version, and with [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] it can turn it into a positive one. An early Divide-GX can devastate them if you take out two [card name=”Combee” set=”Ancient Origins” no=”9″ c=”name”][/card] or any combo of two low HP Pokemon. If you can take two Prizes early on in one attack you’re in a great position considering one of the key strengths to Vespiquen is having almost all non-EX attackers and trying not to ever bench one if possible. Espeon also offers a great answer to [card name=”Klefki” set=”Steam Siege” no=”80″ c=”name”][/card]’s Wonder Lock. You also want to get Garb up early because it prevents them from using [card name=”Klefki” set=”Steam Siege” no=”80″ c=”name”][/card] and [card name=”Unown” set=”Ancient Origins” no=”30″ c=”name”][/card] or [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. Something to remember is that Damage Change does go over Klefki because it only prevents attack damage from Megas, it does not stop damage being placed. Damage Change in general is very useful against Vespiquen because typically they are taking two hit Knock Outs or using Sky Return a few times early on before they can build up a OHKO.
Something to watch out for is [card name=”Mew-EX” set=”Dragons Exalted” no=”46″ c=”name”][/card] which is played in some [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] lists, it can come out of nowhere and swing the matchup in their favor. That’s why getting Garb is a priority or using Hex when you think they could use it is important. Using [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] to clear your [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”name”][/card] off board helps take away easier Prizes and also lowers their damage output when they’re attacking with Vespiquen. The Wobb version has a worse Vespiquen matchup because the lack of Garbodor and Espeon, but it still can be winnable and Vespi isn’t the most popular deck due to [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] and you wouldn’t play this version in a meta lacking Decidueye anyway.
Yveltal-EX / Garbodor
[cardimg name=”Tauros-GX” set=”Sun and Moon” no=”100″ align=”right” c=”custom”]Suprise![/cardimg]
This matchup is even to favorable for either version, but you need to play smart and carefully in this matchup. [card name=”Yveltal” set=”BREAKthrough” no=”94″ c=”name”][/card]’s Fright Night can be troublesome early on, but you can always use [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card], [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card], or get [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] up to avoid that. The spread damage can be problematic as well, but all it takes is a [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”name”][/card] on your Mega to take an easy Knock Out on it. Taking a OHKO for you is much easier than it is for them, and you have a guaranteed form of Energy acceleration while they rely on hitting [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”name”][/card] while only having nine Basic Energy. Damage Change will be very useful in this matchup considering it’s hard for them to OHKO you. Something you need to be careful of while building up a big attack is [card name=”Mewtwo” set=”Evolutions” no=”51″ c=”name”][/card], lists generally play one so they don’t get swept by a lone Mega Mewtwo with tons of Energy. The other thing to be cognizant of is whether they play [card name=”Tauros-GX” set=”Sun and Moon” no=”100″ c=”name”][/card] and [card name=”Ninja Boy” set=”Steam Siege” no=”103″ c=”name”][/card], because you could Damage Change or just hit a [card name=”Yveltal-EX” set=”XY Black Star Promos” no=”XY150″ c=”name”][/card] without KOing it and they could Ninja Boy into Tauros and KO you.
So, you need to really think about what could happen and establish your board so you aren’t all in on one Mega. [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] can be helpful in this matchup to spread some damage for easier Knock Outs, but it’s especially helpful against Tauros. If they have a Tauros Active, or you think they might Ninja Boy what you’re attacking into Tauros, hitting it with Psybeam is great. The 30 damage helps set up a Knock Out and isn’t enough for Mad Bull-GX to do anything significant. They’ll also be Confused, even if they Ninja Boy so they’ll be forced to retreat or get lucky with a coin flip. Getting Garb up can be helpful only if they haven’t used both their [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card], but generally it isn’t needed.
The Wobb version doesn’t have the versatility of Espeon, but in general it should be more consistent and that can help you in this matchup because Yveltal is a little more consistent because its main attacker doesn’t need to evolve. Also, if you can get your Parallel down first against them, that can mess them up because they usually only play Parallel and no other counter Stadium. Limiting their Bench can hurt especially if they’ve had to use Shaymin early, which they generally need to. Something to watch out for is [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”name”][/card], [card name=”Team Flare Grunt” set=”Generations” no=”73″ c=”name”][/card], and [card name=”Delinquent” set=”BREAKpoint” no=”98″ c=”name”][/card], all cards Yveltal uses to disrupt and slow you down. They will try to disrupt you and slow you down from building up huge attacks.
Quad Lapras-GX
I think this is a positive matchup, maybe because I’ve never lost to it (even though I’ve only faced it at League Cups). I think that [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] is one of the decks that can beat it best. That’s because of the high damage output it has, being able to attack for a Double Colorless, and having Energy acceleration. The way I like to play this matchup is to leave something Active with a [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card], and build up a couple Megas on the Bench. I try to put most the Energy on one Mega first, because [card name=”Crushing Hammer” set=”Sun and Moon” no=”115″ c=”name”][/card] makes it hard to try and spread out Energy right away. I try to get enough Energy to stick, then [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”name”][/card] up whatever Lapras the most Energy and KO it before they get a chance to use Ice Beam-GX. Now you don’t always have to do it that way, you can apply early pressure and take two hit Knock Outs, but when you do that, you’re more susceptible to Flare Grunt and [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”name”][/card]. You want to save your Double Colorless when you need them and it’ll matter, and you almost never (unless you absolutely need to attack that turn) want to use a [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”name”][/card] on a turn that you can’t attach an Energy manually. It’s a big waste to use your Energy acceleration on a turn that you haven’t gotten to manually attach, and even if you have, don’t do it unless you need to. If you’re going to be taking a two hit Knock Out, you don’t need to use Mega Turbo because that extra 30 damage won’t matter, except if [card name=”Rough Seas” set=”Primal Clash” no=”137″ c=”name”][/card] will mess up your match. The only other time you might want to do that is if they’re out of Hammers, but Flare Grunt can still mess that up.
This matchup should be fine as long as you play smart. Your opponent getting lucky with Crushing Hammer can make things much harder, but with Double Colorless, Mega Turbo, and [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card], I wouldn’t worry a whole lot. Using Acid Spray in the matchup can be useful, because if you use it early on and knock off the only Energy they have, it can force them to keep only having one Energy in play if they want to keep using Collect. You could also use [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card]’s Psybeam to Confuse and hopefully cause them to damage themselves, but I would only do that if you have a [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] on it, because you don’t want it stuck Active. The Wobb version can have an advantage if it fits in [card name=”Olympia” set=”Generations” no=”66″ c=”name”][/card], it’s also a little more consistent, and it has an extra Energy. However, it doesn’t have the fun tricks of Trubbish and Espeon that can be situationally helpful.
M Gardevoir-EX STS
[cardimg name=”M Gardevoir-EX” set=”Steam Siege” no=”79″ align=”right” c=”custom”]I make Mewtwo say boohoo.[/cardimg]
This matchup is your worst matchup and in my opinion your only truly bad one out of the popular decks. They only need two Energy to OHKO anything in your deck, and you need five to do the same. The best things you can do in this matchup to have a chance are: start [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card], get [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] up as soon as possible or chain [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card], use [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] in combination with Wobb, and try to use Acid Spray in combination with [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] to hopefully prevent them from attacking. All these are things to slow them down, and while doing that you should try to build up two Mega Mewtwo and hope to get enough Energy on them before they can which is a hard task and you need some luck to do. Espeon could potentially help stall with Psybeam, but [card name=”M Gardevoir-EX” set=”Steam Siege” no=”79″ c=”name”][/card] lists usually play [card name=”Escape Rope” set=”Primal Clash” no=”127″ c=”name”][/card] so that isn’t the best. An early Divide-GX can help set up some easier Knock Outs, but you risk giving up the first two Prizes that way and probably will lose regardless. This isn’t the most popular deck you’ll face but it still is floating around here and there, so if you expect a lot of Gardy, then you should play something other than Mega Mewtwo.
The Mirror
The last matchup I want to talk about is the mirror. Having [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] obviously makes the mirror more favorable. If you go first and get to attach a Psychic Energy to [card name=”Eevee” set=”Sun and Moon” no=”101″ c=”name”][/card] and Energy Evolve into Espeon then you’re in a great spot. You threaten a Knock Out on any [card name=”Mewtwo-EX” set=”XY Black Star Promos” no=”XY107″ c=”name”][/card] with at least one Energy. The best thing you can do on the opposing side of that is do the same thing, because an Espeon can’t OHKO another Espeon with only one Energy on it. If possible, bring up their Espeon and hit it with Psybeam. You can also bring it up and try to hit it with Acid Spray if you’re feeling lucky, that really sets them back since you can’t accelerate Energy to Espeon. This matchup generally comes down to sitting behind something until you have an established board and try to take the first Pokemon-EX/GX Knock Out. Whoever does that generally can win, but you need to also make sure you have an established enough of a board to return KO something.
You can expect anything with at least four Energy to get Knocked Out right away in this matchup. You won’t always trade OHKOs back and forth — sometimes you’ll hit into a Mega with yours when you only have two Energy, forcing them to over commit and have five Energy (or four Psychic Energy with [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”name”][/card] out) if they want to OHKO. That’s an important thing that can be overlooked: you can OHKO a Mega Mewtwo with yours if you can manage to get four Psychic Energy on it and use Shatter Shot with [card name=”Shrine of Memories” set=”Primal Clash” no=”139″ c=”name”][/card] out, even if the opposing Mewtwo has no Energy on it. I learned that the hard way when I almost lost the finals of a League Cup because I didn’t realize I could do that and I could have won if I had devoted all my energy to one Mega, but I also would have had to assume I would hit the [card name=”Mega Turbo” set=”Roaring Skies” no=”86″ c=”name”][/card] I drew after I played Professor Sycamore. The last thing to remember in this matchup is to be careful with your Mega Turbo and don’t put too much Energy on something if you aren’t using it to take a Knock Out that turn, and although it may seem obvious, the [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] version has a worse mirror match because of the lack of [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card].
Conclusion
Acid Spray and Psybeam are underrated and more useful than you would think and can save you in a pinch. Damage Change goes through [card name=”Klefki” set=”Steam Siege” no=”80″ c=”name”][/card] and [card name=”Glaceon-EX” set=”Fates Collide” no=”20″ c=”name”][/card] and against [card name=”Carbink” set=”Fates Collide” no=”50″ c=”name”][/card], [card name=”Regice” set=”Ancient Origins” no=”24″ c=”name”][/card], and [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] you can drop the damage on to them but it just falls off. The version with [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] and [card name=”Espeon-GX” set=”Sun and Moon” no=”61″ c=”name”][/card] is better overall, but the [card name=”Wobbuffet” set=”Radiant Collection 2″ no=”RC11″ c=”name”][/card] version can do better in a field with lots of [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card]. Don’t start Wobbuffet if your opening hand is going to rely on using [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] to set up.
Overall, I think [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] is a strong deck that has the chance to beat anything (except [card name=”M Gardevoir-EX” set=”Steam Siege” no=”79″ c=”name”][/card]) and it’s a solid option for Roanoke if the meta is full of Deciueye, Volcanion, [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card], and Quad Lapras. I will be attending Roanoke Regionals as long as plans don’t change and I’m very excited. I am considering playing Mega Mewtwo, Decidueye / Vilplume, and Volcanion. Those are the decks I’ve played most lately and I enjoy them all, depending on how my testing goes and what I expect to see will determine that, I could even end up playing something entirely different if that’s where my testing takes me. I hope everyone going to Virginia has safe travels and a fun trip. Thank you for your time and I hope this helps you understand the ins and outs of Mega Mewtwo better, what to do in certain matchups, and generally where the meta is at.
It’s been a pleasure writing for you again, thanks for your time!
-Ryan
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