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					Pojo's Pokémon Card of the Day 
					
					
                        
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							Mew Prime     
							 Triumphant 
							
							Date Reviewed: 
							July 28, 2011 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Modified: 3.50  
							Limited: 3.00 
							
							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 
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                            Combos With: 
							
                            
							
                            
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          Baby Mario 
			2010 UK 
			National 
			Seniors 
			Champion | 
              
						 
						
						Mew Prime 
						(Triumphant) 
						
						 
						 
						
						
						The thing I’ve always liked about Mew cards is that they 
						are usually on-theme. Mew is (apparently) the Pokémon 
						that contains the DNA of all other Pokémon species,
						In the video games this means 
						that it can learn (more or less) every attack in the 
						game. In the TCG it means that Mew often has some method 
						of copying the attacks of other Pokémon (see Mew
						δ, Mew*
						δ, Mew SW, Mew 
						ex . . . so many Mews). 
						
						 
						 
						
						
						Mew Prime carries on this tradition, courtesy of its See 
						Off attack, which puts a Pokémon from your deck into the 
						Lost Zone for a single Psychic Energy, and its Lost Link
						PokeBody, which allows it to 
						copy the attacks of any Pokémon in the Lost Zone (as 
						long as it meets the Energy cost). 
						
						 
						 
						
						
						Mew’s great strength is its ability to abuse Rainbow 
						Energy and copy any single Energy attack in the game. 
						Obviously, it works well with 
						Gengar Prime/Lost World, letting you Hurl Pokémon 
						into the Lost Zone without having to set up a Stage 2, 
						but it can also be the basis of a more ‘toolbox’ 
						approach to deckbuilding. 
						Include Crobat Prime, and 
						you can use the quadruple Poison attack without needing 
						the Stage 2; put a copy of Muk 
						UD in your deck and you have access to the highly 
						disruptive Sludge Drag without the effort of getting out 
						a Stage 1 with a horrible Retreat cost; want to hit hard 
						without having to go to all the trouble of evolving 
						Pokémon? Then why not See Off a copy of
						Jumpluff and turn your Mew 
						into a Basic Pokémon that hits for 
						up to 120 damage for a single Energy. 
						
						 
						 
						
						
						Of course, with only 60 HP, Mew is incredibly easy to 
						OHKO, but this is balanced by the fact that it is very 
						easy to swarm and recover (with Revive). Because you 
						don’t need to run any full evolution lines, a Mew deck 
						generally has plenty of space for consistency cards and 
						stuff like Vileplume UD 
						which makes life tough for your opponent by locking 
						Trainers. 
						
						 
						 
						
						
						Mew is amazingly versatile and pretty fast in the 
						context of the present format. The low HP makes it a 
						somewhat risky play, and getting into a Prize exchange 
						with an opponent is not the best strategy (this is where
						Vileplume lock can be 
						helpful). The recent North American Nationals have shown 
						that both the MewGar and Mew 
						Toolbox approaches can be viable right now and, if more 
						cards with copyable (is that 
						a word?) attacks get released, then Mew is only going to 
						become more useful in time. 
						
						 
						 
						
						
						Rating 
						
						 
						 
						
						
						Modified: 3.5 (the ultimate toolbox card) 
						
						 
						 
						
						
						Combos with . . .  
						
						 
						 
						
						
						Muk 
						UD, Gengar Prime,
						Jumpluff HGSS, Rainbow 
						Energy 
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              | 
          Virusyosh | 
              
						 Hello Pojo readers! Today we're continuing our 
						reviews of various Primes that saw some success at Nats. 
						Today's Card of the Day is Mew Prime, from Triumphant.
						 
						Mew is a Basic Psychic Pokemon. Psychic Pokemon 
						aren't all of that common in our current metagame, with 
						Reuniclus seeing play as a tech, and various other 
						things seeing a scattered amount of play, such as Gengar 
						Prime. Mew Prime, however, with its sheer versatility, 
						can be used as a pretty nice combo piece in a number of 
						decks. 60 HP is pretty low for a non-evolving Basic, 
						meaning that Mew won't be able to stand up to many hits 
						at all, even weaker ones. However, since Mew seems most 
						of its play in decks with a more controlling build. 
						Psychic Weakness isn't too bad right now, as Gengar 
						isn't common anymore, there aren't many notable Psychic 
						attackers, and the mirror match will rarely be that 
						offensive in nature. No Resistance is unfortunate but 
						unexpected, and a free Retreat Cost is amazing.  
						Mew has a Poke-BODY and a single attack. The 
						Poke-BODY, Lost Link, allows Mew to use all attacks of 
						Pokemon in the Lost Zone, but you still need the Energy 
						in order to use the attack. The implications of this are 
						twofold. First, Mew can be whatever you want it to be as 
						long as you can put some Pokemon into the Lost Zone. 
						Second, since you are still required to have the proper 
						Energy requirements in order to use the attacks, it will 
						generally work better if you remove your own Pokemon to 
						the Lost Zone to set up such a combo. Absol Prime can 
						work well in order to do this, as well as other combo 
						enablers like Mime Jr. and Gengar Prime.  
						In addition to working well with Gengar, Absol, and 
						Mime Jr., Mew can also help itself out as well. See Off, 
						Mew's only attack, costs a single Psychic Energy and 
						allows you to search your deck for a Pokemon and put it 
						into the Lost Zone, shuffling your deck afterward. This 
						adds to Mew's combo potential, allowing it to more 
						efficiently do what you need it to do.  
						Modified: 3.5/5 Mew is a hard card to rate, simply 
						because it can be whatever you want it to be. Since it 
						has the capability of using any attack of a Pokemon in 
						the Lost Zone, Mew has virtually limitless potential, 
						and is just begging to be broken as an impressive combo 
						piece. However, not all is great for Mew. 60 HP really 
						lets it down, and most attackers in the Modified 
						metagame will easily OHKO Mew, as well many support 
						Pokemon. Thus, if you need Mew to do something in your 
						deck, it would best be done with some amount of 
						protection, recursion, or in the early game, because 
						chances are it won't last that long.  
						Limited: 3/5 Mew is a bit harder to use in Triumphant 
						Limited, simply because it's more difficult to use Mew 
						in a combo. See Off can work well to remove a powerful 
						or important Pokemon into the Lost Zone as somewhat of a 
						search tool in Limited, but once again, look out for 
						Mew's unfortunately low HP, which can ultimately be its 
						downfall. 
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              | 
          Mad Mattezhion | 
              
						 Mew Prime (HS Triumphant) 
						  
						Greetings, Pojo viewers! Today we have one of the cutest 
						legendary Poke'mon ever made, the fat cat itself, Mew! 
						  
						Personally I've always preferred Mewtwo, maybe I just 
						like ugly Poke'mon better. Still, Mew usually has 
						something interesting happening, mostly because the 
						video game version can learn practically any move you 
						care to name. This particular Mew applies that skill by 
						being able to copy moves from Poke'mon trapped in the 
						Lost Zone, feeding on their misery to power itself up. 
						  
						First, the stats. Mew Prime is a Psychic type 
						non-evolving Basic with 60 HP, Psychic weakness, a 
						retreat cost of 0, a Poke-body and an attack. 
						  
						The main Problem with Mew is the HP, as Donphan Prime, 
						the Dragon Twins, Pachirisu CL, Kingdra Prime, Yanmega 
						Prime and Cinccino BW can all beat six shades of 
						daylight out of the poor puddytat with only a single 
						turn to power up (admittedly, Pachirisu will need a 
						Pluspower and the dragons may need some damage 
						counters). As such you can't risk attaching many energy 
						to Mew, which places a severe limit on Mew's other 
						abilities. The weakness isn't much of a problem now that 
						all of the old Psychic techs (the pixies, Unown Q and 
						Nidoqueen RR) have been rotated out with no Psychic 
						archetype to replace them. Free retreat is awesome so if 
						Mew becomes threatened then you can run away easily but 
						in the end, Mew is extremely fragile. 
						  
						The Poke-body is Lost Link, and the effect is to allow 
						Mew Prime to copy attacks from any Poke'mon in either 
						player's Lost Zone, provided that Mew has the necessary 
						energy attached to use said attack. This is a problem, 
						as you also have to pay other associated costs (such as 
						discarding energy) and you are limited to attacks that 
						costs 2 or less energy, due to the difficulty in keeping 
						Mew in play long enough to attach more. Obviously, 
						Rainbow Energy is your best friend as it allows you the 
						greatest variety of attacks but you have to be very 
						careful of lowering Mew's diminuitive HP any further 
						than absolutely necessary. 
						  
						The main problem with Lost Link, however, is getting 
						suitable Poke'mon into the Lost Zone in the first place. 
						Mime Jr TM can help with it's Sleepy Lost attack, while 
						Gengar Prime is a natural partner with its Hurl Into 
						Darkness adding considerable range to what Mew can 
						accomplish. However, these are effects on the opponent's 
						hand/deck so there is no guarantee that you will remove 
						a Poke'mon with an attack that Mew can abuse. As such, 
						Mew is sometimes seen as a single copy in a LostGar deck 
						  
						If you are willing to sacrifice a few Poke'mon from your 
						own deck (single copies of Evolution cards with 
						single-energy attacks work best) then you can use 
						Relicanth CL to draw cards while putting suitable 
						Poke'mon from your own hand into the Lost Zone (usually 
						hepled by Poke'mon Communication to make sure you 
						sacrifice exactly what you need). Absol Prime is an 
						alternative that allows an aggressive start provided you 
						can supply the energy and sacrificial Poke'mon. Finally, 
						Mew has its own attack, See Off, which allows you to 
						search your deck for a Poke'mon and put it into the Lost 
						Zone. 
						  
						This approach is typicallycalled Mewbox. Generally, this 
						includes a full set of Mew Prime and Relicanth CL with 
						selected evolutions minus the lower stages. This means 
						they can't be played in the regular way but the deck 
						space you save allows you to run a large variety of 
						cards that normally would never fit together so you will 
						have the element of suprise (who would expect to be hit 
						by spread, snipes and locks in the same deck?). Some 
						possibly useful sacrificial cards include Crobat Prime, 
						Zoroark BW, Liligant EP, Grumpig TM and Muk UD. 
						  
						In the final analysis, Mew Prime can be incredibly 
						versatile but it is also extremely fragile so unless you 
						can stop your opponents from dealing 60 or more damage a 
						turn or you will never be able to win the race for 
						Prizes, and anyone playing a Lost World stadium will 
						really crimp your style. Handle Mew with extreme care. 
						  
						Modified: 4 (there are a couple of archetypes that can 
						use Mew Prime effectively but the HP is a major concern 
						against the likes of Donphan, Zekrom and Yanmega Prime. 
						Also, the cards you are sacrificing to the Lost Zone 
						could prove a liability if your opponent happens to have 
						a Lost World stadium to claim the win after 6 Poke'mon 
						go in, severely limiting your choice of attacks) 
						  
						Limited: 2.5 (low HP and the inability to attack without 
						sacrificing a card from your already diminshed deck are 
						major downsides, but on the flip side you can search for 
						your best cards and copy there attacks to take an early 
						lead. Unless your opponent plays Twins, in which case 
						you are totally stuffed) 
						  
						Combos with: Gengar Prime, Crobat Prime, Liligant EP 
						  
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