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Yu Yu Hakusho
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Pojo's Pokemon Card of the Day


Mr. Mime #29/95

Call of Legends

Date Reviewed: Feb. 16, 2011

Ratings & Reviews Summary

Modified: 2.60
Limited: 2.60

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

Mr Mime (Call of Legends)

Unlike its little brother which we reviewed yesterday, Mr Mime is the real deal when it comes to teching in a Gengar/Lost World deck.

We can pretty much ignore the silly coin flip attack, the Psychic Weakness (unless it runs into Drifblim FB), and the ok-ish 70 HP. Mr Mime is pretty much designed for one purpose: to sit on the bench and use its PokePower.

That PokePower, Trick Reveal, means that once per turn (if you choose to use it), you and your opponent must show each other your hand of cards. Obviously, seeing what your opponent is holding can be very useful; letting them know what you have isn’t so great however. Because of this, Mr Mime isn’t really suitable for general use, but instead fits very nicely into decks where it is very important to know what is in your opponent’s hand. Right now, that basically means Gengar decks.

Both Gengar SF and the Prime really benefit from having Mr Mime around to use Trick Reveal. With Gengar SF you can find out exactly how much damage you can do with Poltergeist without having to play Looker’s Investigation as your Supporter for the turn. In Gengar Prime/Lost World decks, you can discover if your opponent is holding any targets for Hurl into Darkness and possibly save a Seeker for future use while improving your set up by playing a Supporter like Twins or Bebe’s Search.

Yes, it’s a pretty niche card, but Gengar (both SF and Prime) is a very popular deck and that is unlikely to change any time soon. I would consider Mr Mime as practically a staple in either build, and for that reason I’m going to have to give it a decent score.


Modified: 3 (a great tech for any Gengar deck)

Limited: 1.5 (eh . . . you don’t need Mr Mime to tell you that your opponent’s hand is like yours – full of jank and filler)

Combos with . . .

Gengar Prime

Gengar SF

Mad Mattezhion
 Professor Bathurst League Australia

Mr Mime (Call of Legends)
Hey Pojo fans! Today we have one of the weirder Pokémon form the Franchise, and the evolution of yesterday’s card, Mr Mime!
This guy is famous for being the maid to Ash Ketchum’s Mum in the anime as well as for constantly saying its own name while miming, which is bad form since mimes are supposed to be silent!
Today’s version has an attack and a Poke-power that may cause it to occasionally see play. But first, the stats.
Mr Mime is a non-evolving Basic of the Psychic group with 70 HP, Psychic weakness and a retreat cost of 1. As I said above, this card also has a single Poke-power and an attack, at least one of which needs to be brilliant as this card has low HP with a weakness that most players will be able to take advantage of for a cheap KO. And giving your opponent easy Prizes is never a good idea.
The attack is called Juggling (obviously a play on Mr Mime looking like a clown… a very creepy clown) and costs [p][c]. In return for keeping Mr Mime alive long enough to attach the necessary energy, you get to flip 4 coins (KISS OF DEATH! The dreaded coin flip!) and deal 10 damage for each Heads result. This attack gets the gong for being both underpowered and unreliable, and the fact that many commonly played Pokémon have a resistance to Psychic is the final nail in the coffin.
However, Trick Reveal is much more useful. Once during your turn, you may use this power to force your opponent each show their hand, at the cost of revealing your own hand. This is great for players who use Gengar SF since you can reliably know every turn what your opponents are holding. There are other ways of looking at your opponent’s hand (Looker’s Investigation, Smeargle UD, Weavile UD) but they are either difficult to use every turn or end your turn when you use them (the Poltergeist attack on Gengar SF and Mismagius UD is an example), whereas Mr Mime can just sit on your bench and let you look at your opponent’s hand turn after turn.
The problem with Mr Mime is that your opponent gets to look at your hand as well, without having to use a card of their own. Even if your opponent doesn’t have any way to disrupt your hand in their deck, they will still be able to prepare their own side of the field to deal with your deck based on the contents of your hand. The 2 ways around this problem are to use Trick Reveal when your hand is empty (or as close to empty as is possible) or to use Judge later in the turn so that your opponent has no idea what cards you are holding (a good combo, because you can look before you play to see if playing Judge will hurt or help your opponent). This is still a pretty major downside though, which huts Mr Mime’s chances of reaching the ‘tournament viable’ category.
To conclude this review, Mr Mime does its job of revealing your opponent’s hand more reliably than any other card in the format. The sad part is, the downside of Trick Reveal means that most players will stick with Smeargle UD to peek at their opponent’s hand, and the low HP of Mr Mime means it is sniper bait once you play it onto your bench.
Modified: 3 (a good Poke-power, but lousy stats mean most players will probably use alternative cards, of which there are several)
Limited: 3 (the attack is still terrible, and the pros and cons of the Power still even out in this slower format with the lack of hand disruption cards in Call of Legends [Weavile gets to peek as well, so Mr Mime doesn’t help it I the slightest])
Combos with: Gengar SF, Judge


Happy midweek, Pojo readers! I hope your weeks are going well. Today we continue our COTD week with the Evolution of yesterday's card (in the video games at least, as the HGSS-era Baby Pokemon can't evolve). Today's Card of the Day is Mr. Mime.

Mr. Mime is a Basic Psychic Pokemon. 70 HP is average for a non-evolving Basic, which is rather unfortunate because it can get sniped by Garchomp C Lv. X's Dragon Rush, making for an easy KO. This means that in order to see play, it must do something rather extraordinary as a non-evolving Basic. Psychic Weakness means that Gengar or even Uxie Lv. X will hurt, as will the occasional Anticipation Toxicroak G, no Resistance is no Resistance, and a Retreat Cost of 1 is very payable, and can be reduced to nothing by Unown Q.

Mr. Mime has a Poke-Power and a single attack. Trick Reveal allows each player to reveal their hand once per turn, but only if Mr. Mime is not affected by a Special Condition. This could work in a deck utilizing Gengar SF to see what is in your opponent's hand to know whether to Shadow Room or Poltergeist, but Looker's Investigation outclasses Mr. Mime greatly in this regard, as it doesn't take up a valuable bench slot, won't get Knocked Out, and it doesn't force you to show your opponent your hand, potentially letting them know what you have planned. For Modified in general, Mr. Mime could probably be used in any deck that likes to know what the opponent's hand is, but chances are there will be a problem finding a deck slot for it. In Limited, this Power can be useful to see what your opponent might be doing next, but considering you have to show your opponent your hand as well, so it may not be worth it.

The attack, Juggling, allows you to flip 4 coins and does 10 damage times the number of heads for a Psychic and a Colorless. Not at all worth it in my opinion for Modified, and even in Limited, there are generally better options.

Modified: 1.75/5 Trick Reveal is the main reason you'd play this card, as Juggling isn't very good. However, Trick Reveal can also act as a double-edged sword, since you have to show your opponent your hand as well. Additionally, there are many Trainers and Supporters that allow you to look at your opponent's hand without revealing your own (Alph Lithograph ONE, Looker's Investigation, and Cyrus's Initiative come to mind).

Limited: 2/5 I can't think of anything in Call of Legends that immediately combos with Mr. Mime in regards to Trick Reveal, but seeing what your opponent has might be useful in some cases. Just keep in mind that you have to show your hand too, revealing any of your possible tricks. Juggling can even be used here in a pinch, although the damage output is still disappointing.


This Wednesday we look at Mr. Mime from HS-Call of Legends, one of the new cards from the set. Mr. Mime is a Psychic-Type Pokémon giving it access to a little bit of Support you probably won’t often use with it. It has 70 HP, about as low as you want to see on a Basic that can’t Evolve, but functional nonetheless. Its Weakness is Psychic x2, and that will make it easy prey for a TecH copy of Uxie Lv.X with a Double Colorless Energy. I still find a lack of Resistance frustrating, but it is common so it doesn’t really detract from the card. The single Energy Retreat Cost is pretty good; you shouldn’t have a hard time paying it and you even have options like Unown Q to simply eliminate it. I saved its Stage for last for a reason: it’s Basic Pokémon, which is probably the best Stage this format. Basics are easy to search out and play (which has been true most formats) but their power level is at the point where that speed and ease of play can overwhelm many otherwise sturdy Evolutions.

Why save its Stage for last? Because if you want to, you can optionally play Mr. Mime as an Evolution: the format still has two versions of Mime Jr. that possess the Baby Evolution Poké-Power, allowing you to play Mr. Mime on top of them as if they were Evolving, not only shaking all the effects Evolution normally does (like Special Conditions) but also any damage counters that were on Mime Jr. Looking ahead, you can see that Mr. Mime has an attack that requires outside help to use first turn, so you might want to consider using Mime Jr. as your opener. Your options are one 40 HP version and one 50 HP version. Both are (of course) Basic Psychic Pokémon and have the same Weakness (Psychic +10) and Retreat Cost of just one; both fairly good bottom stats. Both have potentially useful attacks. For one Psychic Energy the 40 HP version can use the attack Mime, which lets you shuffle your hand into your deck then draw a number of cards equal to your opponent’s hand. Copycat is a Supporter for a reason, though as an attack it loses some potency, especially first turn when you’ll have a hard time playing out your hand and your opponent’s hand size won’t exceed six cards. The 50 HP version has Encore, which for one of any Energy allows you to select one of the Defending Pokémon’s attacks and force your opponent to use that attack next turn… unless they Evolve, Retreat, or I believe if your opponent manages to force Mime Jr. to the Bench (I was unable to locate a direct ruling). Like Mime, Encore can potentially be useless: your opponent might have a Pokémon that doesn’t need to attack, that has only one attack anyway, that has an alternative attack they can use. The first catch includes not only something up front to use a Poké-Power, but also cards that are going to simply be retreated or Evolve ASAP. Call Energy can allow any Pokémon access to the third caveat, and many opening Pokémon have something like a useful Poké-Body/Poké-Power with a single attack. Ultimately I’d say Mime is the better attack but since it has only 40 HP and isn’t that much better, you can use either if you feel you really need Mr. Mime to be an Evolution. Fortunately if you do, you can Evolve right away (unless you get nailed by Power Spray) so the poor attack may not even matter.

So now we get to what Mr. Mime can do. It has a Poké-Power and one attack. The Poké-Power simply allows you to force you and your opponent to show each other your hands. That isn’t especially powerful. The attack is Juggling which gives you four coin flips for (PC). Mr. Mime does 10 damage times the number of heads you get on the coin tosses. So that’s an average of about 20 points of damage, which would be poor if this was the beginning of an Evolution line, and as a Basic that can’t further Evolve (or can fake being a Stage 1 Pokémon), this is definitely substandard. TPC didn’t even allow Mr. Mime to get by with using a Double Colorless Energy by making the cost (CC); then just because it could go off first turn and Mr. Mime could easily attack in any deck, making it only a little sub par. Both of these effects seem like decent supporting moves, but only if the other were really great or there was some synergy between the two. If we had less need of Bench space this format (due to all the powerful “coming into play” Poké-Powers) then I might not be quite so harsh on the Poké-Power, since the corollary to that is knowing your opponent’s hand is a bit more useful this format, and hand can be changed out frequently.

So why have I spent so much time and text to review the card? First I like to be thorough, and second I believe there is a place for this in many Lost World decks. The two builds I have seen (and was impressed by) are the Gengar and Mew Prime from HS-Triumphant. Both rely on the attack Hurl Into Darkness (printed on Gengar), though Mew Prime can use the attack via a combination of its own attack and Poké-Body (and removing a copy of that Gengar from play). In either case, the attack has you look at your opponent’s hand and remove up to as many Pokémon you find there as you have Energy attached to the Pokémon using the attack (Gengar or Mew Prime). We have several cards that allow you to see and manipulate your opponent’s hand, so why would Mr. Mime be worth giving up a Bench slot? Because it lets you see your opponent’s hand before you dedicate cards to messing with it. Why risk throwing away a hand that already has enough Pokémon in it for you to set up for a Lost World win?


Modified: 2/5 – This is a general rating; as stated above the Poké-Power can come in quite handy but its fighting for Bench space in a crowded format and doesn’t have a solid attack to fall back on. I’d bump it a point or a point and a half for decks like Lost World variants that really like to know what is in the opposing player’s hand.

Limited: 3.5/5 – Mr. Mime is useful Basic Pokémon needing only one Psychic Energy to attack allows it to work into the (usually) multi-color Limited decks with only minor effort. Lower average HP scores and damage outputs elevate most Basic Pokémon in general in this format, and while you’ll have to give your opponent the same edge, knowing what is coming first (by seeing your opponent’s hand) can still be a huge advantage.


2/16/10: Mr. Mime(Call of Legends)
Today, we review Mime Jr.'s evolution, even though Mime Jr. can't evolve into Mr. Mime...whatever, let's review this card.
Mr. Mime's Power lets both players look at each other's hands, like it says in the card text. This ability has received a fair amount of hype in conjunction with both the already existing Vilegar archetype and the heavily hyped Lostgar archetype. Granted that Gengar Prime already looks at your opponent's hand when using Hurl Into Darkness, it may be good information to know before you end your turn and waste an attack.
Of course, the card has a downside written into the text; you reveal your hand as well. It might not be as valuable information to your opponent as it is to you, but is not wasting an attack worth the drawback?
I'm sure some people will run it, and may even do well with it. I just question whether or not it was the right play.
Modified: 2.75/5
Limited: 2.5/5
Combos With: Gengar SF

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