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Pojo's Pokemon Card of the Day

 

Mew Prime

HS Triumphant

Date Reviewed: Oct. 28, 2010

Ratings & Reviews Summary

Modified: 2.75
Limited: 2.67

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Combos With:

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?


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