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Pojo's Pokemon Card of the Day


Mime Jr. #47/95

Call of Legends

Date Reviewed: Feb. 15, 2011

Ratings & Reviews Summary

Modified: 2.75
Limited: 3.25

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

Mime Jr (Call of Legends)

Today’s card is the latest in a series of cards which have seen no play whatsoever: the HGSS-on Baby Pokémon. They can’t evolve, they have horrible HP, they fall asleep after attacking and their only method of protecting themselves is their flaky Sweet Sleeping Face Body which prevents them from being damaged when asleep (doesn’t protect them from being KO’d by Crobat, damage counters, or Status Conditions mind you).

Could Mime Jr be the card to buck this trend? Well, it already has a semi-joke/false hype deck built around it and the Lost World Stadium card. The idea is to fix the opponent’s top card with either Chatot G or Slowking HGSS, and then use the costless Sleepy Lost attack to send a Pokémon to the Lost Zone. Once you have done this six times, you can play Lost World and a winner is you.

Do we need to take this deck seriously? I don’t think so. Despite lists running cards like Snowpoint Temple and Expert Belt (on a 30 HP Pokémon? Really?), it’s still an easy KO, thanks to an HP so low that it makes Mew Prime look like a tank. Even if it is still alive (and awake) at the start of your turn, it can’t even be guaranteed to do its job properly: Chatot G and Slowking can be Power Sprayed, and even if they aren’t they still might fail to find a target.

I don’t even see it as an option for Gengar Prime/Lost World decks, which have more reliable methods of Lost Zoning, and certainly don’t need to be giving up cheap Prizes.

Mime Jr might well have the best attack of all the new Baby Pokémon, but it’s still a bit rubbish. As Public Enemy wisely said, don’t believe the hype.


Modified: 2 (Need to Lost Zone six cards before your opponent takes six Prizes? Then why are you using a Pokémon that gives up Prizes for free?)

Limited: 3 (can stall, can get lucky and Lost Zone something good)

Combos with . . .

Lost World

Slowking HGSS

conical 2/15/10: Mime, Jr.(Call of Legends)
Even now, no Baby Pokemon has seen play with the new rules on Baby Pokemon, that in theory make them better.
That said, this is definitely one of the better ones.
Its single attack, Sleepy Lost, mills away the top card of your opponent's deck and sends it to the Lost Zone. Most basics do not get mill attacks, and when they do, they generally have some sort of drawback, such as Magmar TRI. However, Mime Jr. has no drawback to its attack. In fact, using the attack gives it a 50% chance of surviving, despite its meager 30 HP.
Of course, even with a few lucky flips with Mime Jr., you likely won't mill away anything too critical for your opponent. But then again, there are ways to control the top cards of your opponent's deck. Comboed with Slowking HGSS/CL, you could check your opponent's top cards, see what would hurt them the most, and send it to the Lost Zone. Or, speaking of Lost Zone, how about making it so that only Pokemon go into the Lost Zone, then win the game instantly with Lost World? It's a strategy best served without Dialga G Lv. X in the format, but it's something to consider in future formats.
Modified: 3.5/5
Limited: 3.5/5
Combos With: Slowking HGSS
Lost World

Hello once again, Pojo readers! Today we are reviewing one of the new Baby Pokemon in Call of Legends, and this one saw a lot of play at my local prerelease. Today's Card of the Day is Mime Jr.

Mime Jr. is a Basic Psychic Pokemon. Psychics are relatively common these days in Modified, with Gengar being a strong presence as well as the omnipresence of Uxie, Mesprit, and Azelf. 30 HP will not be winning any defensive awards, but since Mime Jr. is a baby Pokemon, this is to be expected. No Weakness is great, no resistance is unfortunate, and no Retreat Cost is wonderful.

Like all HGSS-era Baby Pokemon, Mime Jr. has the Sweet Sleeping Face Poke-Body, and a single attack. Sweet Sleeping Face is an evasive Poke-Body that prevents all damage done by attacks to Mime Jr. while it is Asleep. This can be a fairly useful stall tactic, although one has to rely on the Asleep condition for it to be of any real use. However, each of the Baby Pokemon's attacks put the user to sleep, giving the Poke-Body and attack good synergy. Sleepy Lost is Mime Jr.'s attack, and it allows you to put the top card of your opponent's deck into the Lost Zone for free. While removing cards of this nature is probably not the best way to try to beat your opponent, because so many decks run 1 or 2 copies of support cards, there is a very good chance that you could quite easily get rid of your opponent's Azelf, Mesprit, or even some support SP techs like Bronzong G or Toxicroak. It is in this way that Mime Jr. is most effective. Mime Jr.'s attack can also be used with the Lost World Stadium to hope that you remove Pokemon from your opponent's deck, but Gengar Prime is generally a much more reliable option for that sort of route. Even still, Mime Jr. may make a decent tech in your area, depending on what your metagame looks like. In Limited, Mime Jr. has great stalling potential, and removing the top card of your opponent's deck is probably a lot more problematic for your opponent in this format, as most Limited decks run very little search and usually only have 1-1, 2-1, or even 2-1-1 lines of their main Pokemon, and removing one crucial piece of an evolutionary line can be devastating. Of course, removal of Energy and Trainers/Supporters/Stadiums is also good.

Modified: 2/5 Mime Jr. isn't bad, although it doesn't do quite enough to warrant a deck slot in most cases. Low HP certainly lets it down (it will be an easy bench snipe target), but the ability to remove your opponent's cards to the Lost Zone is very disruptive in any format.

Limited: 3/5 Free retreat, free disruptive attack, and evasion makes Mime Jr. a decent choice here. Just look out for bad sleep check flips and your opponent's ability to snipe.


I’d love to tell you that I spent the last few weeks really breaking in the new set, but I don’t have the funds for that. I did spend a lot of it working a new job, so for me this set is still mostly brand new! So you are in for a review that is mostly Theorymon.

Wait, don’t go! It’s me, Otaku: it’ll either be good, competent Theorymon or I’ll so spectacularly misread the metagame that this will be good for a laugh.

So today we look at Mime Jr. from Call of Legends. It is a Psychic Basic Pokémon, with the Basic aspect granting a lot of support and the Typing kicking in a little extra. This latest version appears to be following the trend of other recent “baby” Pokémon (Pokémon that Evolve into something first released as a Basic Pokémon), released under Wizards of the Coast. So it has just 30 HP (horrible) and completely empty bottom stats resulting in the perfect Weakness (none), the worst Resistance (none, but that’s common), and the best Retreat Cost (free). This emulates the original “baby Pokémon” released back in the Neo sets. Those Pokémon had a text ruling on the card that allowed you to play the appropriate Basic Pokémon on top of them as Evolutions, while later “baby” Pokémon had a Poké-Power to allow something similar. These new “baby” Pokémon have no such effect so unless they start releasing the appropriate Basic Pokémon with a built in effect allowing them to Evolve from the appropriate cards, the new “baby” Pokémon are pretty much on their own.

The thing that really made the WotC era Pokémon special was another text ruling on them, called “The Baby Rule”, which forced an opponent attacking such Pokémon to flip a coin, and if they got “Tails” that player’s turn ended without an actual attack. This new crop instead has a Poké-Body that prevents all damage done to that Pokémon (Mime Jr. in this case) from being damaged by attacks while it is Asleep. This is coupled with an attack that inflicts Sleep on the “baby” Pokémon in question. Lost requires no Energy and lets you put the top card of your opponent’s deck into the Lost Zone before putting Mime Jr. down for a nap.

Unfortunately for Mime Jr. I am not seeing a really good use for it right now. Decks built around Lost World are apt to focus on more reliable techniques, even if said techniques require a higher Stage Pokémon (and thus more slots). While Mime Jr. could theoretically work with Lost World with minimal support, you’re placing your fate in the hands of your opponent’s top decks (to hit Pokémon) and a coin toss to keep Mime Jr. alive. In both cases, you must hope your opponent doesn’t have anything to mess with your strategy. Cards that specialize in top-decking aren’t staples, but cards that can force your opponent to shed Special Conditions are a bit more common, even if it is simply using Warp Point to change out Active Pokémon. Plus the protection from the Poké-Body only affects damage done by attacks. Poké-Bodies and Poké-Powers are completely unhindered, and attacks with useful effects will still get through. Unlike the Neo “baby” Pokémon, you can’t sabotage your opponent’s attempts at setting up with attacks, plus things like damage counter placement and inflicting Special Conditions through attacks should quickly take Mime Jr. down if present in the deck.

So it was a nice idea, but like all the new “baby” Pokémon I can think of, Mime Jr. is just too vulnerable to stand alone (or even in a deck built around it). If you want to run it, I guess its set mate (Slowking) whose Poké-Power allows you to look at and re-arrange the top three cards of either player’s deck (your choice) once per turn. Back it up with Vileplume from Undaunted to block Trainers and of course Lost World and you’ll have an interesting deck, but probably not a very potent one.

In Limited play, it’s a solid pick if you can handle trusting “luck”. If you are fortunate, you can hide behind the Poké-Body or remove some nice cards from your opponent’s deck; if you are really lucky, you’ll do both! Without any Energy invested. It also helps that this set has Lost World and Slowking in it. It is unlikely you’ll get both, and but getting either is huge and turns this into a must-run combo card still useful on its own.


Modified: 2/5

Limited: 3.25/5

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