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Pojo's Pokémon Card of the Day


Top 10 Fates Collide

#4 - Mew

- Fates Collide

Date Reviewed:
May 17, 2016

Ratings & Reviews Summary

Standard: 4.23
Expanded: 4.0
Limited: 3.17

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


...you're probably looking at this and thinking to yourself one of two things: "Why is this little guy all the way up so high on this list?" or "Yep, saw that one coming." 

The long and short of it is pretty simple when you get right down to it, and by the end of this, we'll all be groaning for why Mew's at #4 on our list. He's nothing special at first - 50 HP on a Basic non-EX is pretty low though, making his Psychic Weakness not even matter that much at all. Meanwhile he's got free Retreat - always a plus - but there's also the matter of his Ability and attack.  

The attack won't be much of anything - Encounter just adds a Pokemon from your deck to your hand. It's a nice thought to be sure, but with no damage output, Mew can't be expected to do more than tutor a Pokemon and then get sent to the discard pile, giving the opponent a free Prize. It's not worth it at all to use - but his Ability is what has brought him to the list today. 

His Ability is Memories of Dawn, which lets him enact his might as the ancestor of all Pokemon and recall any attack out there...so long as it's on your Bench and from one of your Basic Pokemon. That seems like a major restriction, but considering Mew-EX (DEX) could do the same thing with his Versatile attack, it would be pretty ridiculous to expect him to do so much. But then what can one do? Including the restrictions of what Pokemon it can come from, you still need the Energy to make the attack work. 

This might throw some people off at first. Unless Mew's charging up over a couple of turns, chances are the most Energy he'll get is 1 specific Energy or 1 DCE. Seismitoad-EX's Quaking Punch and Mewtwo-EX's X-Ball/Lugia-EX's Aero Ball come to mind, but they don't seem like decks that need Mew. What deck runs Basic Pokemon with a cheap up to 2 Colorless Energy attack that can do massive damage? 

The answer...is Night March. 

Mew is #4 on our list because of Night March. 


Standard: 4/5 (under normal circumstances, I'd be giving this card a 2/5, cause if it weren't for the very existence of Night March, this card wouldn't be that great at all) 

Expanded: 4/5 (as it is, it's another Pokemon to throw into the deck as an alt attacker to benefit from those 4 copies of Joltik you run) 

Limited: 2/5 (but put it in a vacuum outside of Night March, and this card can only do so much) 

Arora Notealus: I don't like that Mew ended up on our list like this. There's no question that it's a good card, kinda like its predecessor before it, but that saw play in a great variety of decks before it was eventually retired. I'd rather see what players can do other than copy the dominant strategy of the format, and once we get to that point, we'll see where Mew goes from there. After all, he does still combo well with Dimension Valley... 

Next Time: A hulking beast is only as strong as his strongest attack...


Just missing our top three is… oh, before that I should mention that I did indeed write a review yesterday, I just was incredibly late.  Now both mine and the grovyle kid’s CotDs should have joined aroramage’s.  Yes, I also made the grovyle kid late as well.  Even if you read aroramage’s review, we didn’t all agree on the card so why not see the differing analysis?  I also touch upon why it is important that last weekend was the first for the Spring 2016 regionals. 

Back on track, our fourth place finisher for our XY: Fates Collide Top 10 is Mew (XY: Fates Collide 29/124).  It is a Psychic Type, which means hitting a large chunk of the Fighting and Psychic Types for double damage via Weakness, but also having to deal with Resistance on nearly all Darkness and Metal Types.  I am unaware of any expressly anti-Psychic Type cards; instead countering them usually involves exploiting whatever Weakness that card has or taking advantage of their often lower HP scores (we’ll discuss what applies to Mew in a bit).  As will become clear as we look at the rest of the card, being a Psychic Type may have been the only option for a Mew but it serves it well.  Relevant, explicitly Psychic Type support that will aid it are Dimension Valley and Wobbuffet (XY: Phantom Forces 36/119; Generations RC11/RC32); the former for lower attack costs by [C] and the latter just because its “Bide Barricade” Ability doesn’t affect other Psychic Types as well as some added synergy since they are both Psychic Types.  Speaking of added synergy, the Psychic Type has some pretty strong examples like the classic Mewtwo-EX (BW: Next Destinies 54/99, 98/99; BW: Black Star Promos BW45; BW: Legendary Treasures 54/113) which can work in just about any deck, but can do a bit more when on Type. 

Mew is a Basic Pokémon as it always has been; this means it can be your opening Pokémon, it can be put into play without any other effects, no waiting to Evolve, and some effects even work a bit better for Basics than other Stages (like Super Scoop Up).  There are some anti-Basic effects out there, but there is also Basic Stage support; in the end it all is very much in favor of the Basic Stage.  Mew only has 50 HP; this is tiny and means it is almost as fragile as it can be; for actual Pokémon (not some Item cards which could fake being Pokémon) the lowest printed HP score is 30, only 20 points less.  In the Active slot 50 is an almost guaranteed OHKO, only better than 30 or 40 in a select instances, but on the Bench it matters a bit more; bonus Bench damage tends to be more like 10, 20, or 30 damage so Mew is outside of incidental bonus OHKO range of things like the “Hammerhead” attack on Landorus-EX or a single use of the “Surprise Bite” Ability found on Crobat (XY: Phantom Forces 33/119).  Psychic Weakness is typical for TCG Psychic Types based on the video game Psychic Type, even though there Psychic resists Psychic.  What it means for Mew is that it is extra fragile against its fellows and as this Type is actually more about sneaky tricks than raw damage (with notable exceptions) instead of being pointless overkill, the Weakness can really matter.  Lack of Resistance is typical and even if Mew had it, it probably wouldn’t do it much good thanks to its low HP.  What will do Mew a lot of good is a perfect free Retreat Cost; most decks are running something to fake having a free Retreat Cost, but this lets you save your Float Stone or Mystery Energy for something else. 

Mew has one attack and one Ability and if you’ve looked at the card, it is the Ability that we really care about… so I’m going to cover the attack first to get it out of the way.  If you have to use the attack printed on Mew, “Encounter” actually isn’t bad.  It costs [C] and allows you to search your deck for a Pokémon to then add to your hand.  It isn’t great as your opponent can hit you with a hand disrupting effect like N or do something (like take a KO) that makes whatever you got no longer relevant to the field, but Dimension Valley can allow Mew to use this attack for free and if you’re in a pinch, this can grab a Jirachi-EX or Shaymin-EX (XY: Roaring Skies 77/108, 106/108) to try and restart your deck.  It can be any kind of Pokémon as well.  Now, what about that Ability?  “Memories of Dawn” allows Mew to use the attacks of any of your Basic Pokémon in play, though you still have to meet the Energy costs for those attacks.  This can all get far more complicated than it seems, based upon what all Memories of Dawn is interacting with (both attached to Mew and in play). 

  • Memories of Dawn cannot copy attacks from anything but Basic Pokémon, but if the attack Memories of Dawn is copying can itself access attacks from something other than your in play, Basic Pokémon, that is okay.  Example: Sudowoodo is a Basic Pokémon with the attack “Watch and Learn” which can copy any attack the opponent’s Pokémon used the turn before.  Memories of Dawn can copy Watch and Learn because Sudowoodo is a Basic, and Watch and Learn can copy whatever your opponent just used to attack, even if it is no longer in play!
  • The above only works with attacks that copy attacks; if one of your Basic Pokémon in play can use the attack of something else because of an Ability, attached Pokémon Tool, etc. then Memories of Dawn cannot copy that attack.  Example: Memories of Dawn cannot copy attacks that Mew-EX has access to because of its “Versatile” Ability, nor Memories of Dawn copy the attack “All Cells Burn” because even if Power Memory is attached to Zygarde-EX, the attack itself is from the Pokémon Tool.
  • Memories of Dawn cannot copy attacks off of Basic Pokémon that are in the discard pile, under their Evolved forms, etc.  Example: …any Basic under an Evolution of any kind is off limits.
  • “This Pokémon” will refer to Mew now instead of what was being copied. Example: Durant (XY: BREAKpoint 9/122) has an attack called “Scrape Down” that discards four cards from the top of your opponent’s deck, but only if “this Pokémon” has at least one damage counter on itself.  If Mew copies that attack through Memories of Dawn, then Mew has to have a damage counter on itself in order to discard four cards.
  • Effects or conditions that reference a specific Pokémon name will still refer to that Pokémon.  Unless you are using older cards, this should not be confusing.  Example: Durant (BW: Noble Victories 83/101) has an attack called “Devour” that discards the top card of the opponent’s deck for each Durant you have in play.  If Mew uses Memories of Dawn to copy and use Devour, it will still count the number of Durant you have in play.
  • If an attack being copied has a mandatory cost, Mew must pay as much as Mew is able, but the attack will still be copied.  Example: Using actual cards, this requires a complicated combo.  So as a generic example know that if an attack tells you to discard more Energy cards (either overall or of a specific Type) than you have attached to Mew, you just discard as many as you are able.
  • Remember that phrases like “...or this attack does nothing.” mean that if you cannot meet that condition, while you still perform the attack, it will do nothing!  Example: Lugia-EX (BW: Plasma Storm 108/135, 134/135; BW: Black Star Promos BW83; BW: Legendary Treasures 102/113) has the attack “Plasma Gale” which states that if you can’t discard a Plasma Energy from “this Pokémon” the attack does nothing.  That still goes for Mew if it is copying Plasma Gale via Memories of Dawn.
  • If there is an optional cost for an alternative or improved effect, you must still meet that cost to access that effect.  Example: Landorus-EX has the attack “Land’s Judgment” that does 80 damage but states you may discard all [F] Energy attached to it so that the attack does an additional 70 damage.  If Mew were able to copy this attack without any [F] Energy attached (I don’t know if that is possible) then Mew could only choose to do the base 80 damage.  As long as Mew has at least a single [F] Energy attached, then Mew may choose to discard all of them and do 150 (70+80) damage with Land’s Judgment.

Memories of Dawn is an amazing and potent Ability, but before we explore how best to use it  let’s see what the other Mew are like, in case they compliment or compete with today’s.  There are two - BW: Black Star Promos BW98 and XY: Black Star Promos XY110 - and both are Basic, Psychic Type Pokémon with Psychic Weakness, no Resistance, and Retreat Cost [C].  BW: Black Star Promos BW98 is only legal for Expanded play and has 60 HP, the Ability “Psyscan”, and the attack “Psychic Exchange”.  Psyscan is a once-per-turn effect you can reuse if you have multiple copies of it in play, but it also only works while the Pokémon with it (in this case Mew) is Active.  Which is a bit of a shame because it has an effect that might have helped it see some competitive play if it worked from the Bench: Psycan forces the opponent to reveal his or her hand to you.  This isn’t a continuous thing, just a single good look.  The attack might have been good if the designers hadn’t made so many fast, powerful attacks that they had to revamp the first turn rules to take away first turn attacks: Psychic Exchange shuffles your hand into your deck then allows you to draw six cards.  So we have two effects that weren’t great, but could have been solid if circumstances were a bit different.  So we don’t have to worry about fighting this version for space, but neither does it compliment today’s either. 

XY: Black Star Promos XY110 has 70 HP; while still fragile it is incrementally better than 50 or 60.  This Mew has two attacks instead of an Ability and attack like the other two Mew.  For [C] it can use “Clairvoyance” to make your opponent reveal his or her hand (again, just looking at it once, not forcing the opponent to play with a revealed hand), while for [PCC] it can use “Psychic” to do 40 damage plus 10 more for each Energy attached to your opponent’s Active.  These are old, familiar attacks and not particularly good.  Obviously Clairvoyance is just Psyscan as an attack, and rarely will an effect be better as an attack than an Ability.  Psychic isn’t hopeless, just not enough to cut it in most situations as even something loaded with four Energy still only takes 80 damage, and a reliable 80 for three Energy (on your own Pokémon) would be mediocre; situational is clearly worse.  Unless your opponent is someone like me who would be distracted by it being a pretty Full Art, it isn’t going to help you enough to be worth running.  Again, skip it. 

While not a direct competitor because it has a different name, Mew-EX is quite relevant.  We’ve reviewed it twice before; a Psychic Type Basic Pokémon-EX with 120 HP, Psychic Weakness, no Resistance, Retreat Cost [C], the Ability “Versatile” and the attack “Replace”.  Replace rarely gets used as for [P] it just allows you to move around your Energy in play (can be handy in a pinch though); Versatile made this card because it allowed Mew-EX to use the attacks of anything else in play (your Pokémon or your opponent’s).  Mew (XY: Fates Collide 29/124) reverses the trend as instead of Mew-EX being a beefier version of Mew, Mew is a scaled down version of Mew-EX.  Then again even older iterations and variations of Mew have had this trick in the TCG.  This means we hit the ground running, knowing what to look for when using today’s Mew; in fact it may even replace Mew-EX in some Expanded decks.  Mew only can copy Basic Pokémon and those on your side of the field, so you won’t be able to toss it up front to “X-Ball” the original Mewtwo-EX or “Quaking Punch” an opponent’s Seismitoad-EX, unless you also have your own copies of those cards on your side of the field.  The decks where Mew-EX is, was, or (were it still Standard legal) would be copying attacks from your own Basic Pokémon?  If you don’t mind it being an all but guaranteed OHKO, now you can give up only one Prize instead of two while replicating it. 

Night March may be the best example; fitting about everything I just stated.  Obviously Mew won’t increase Night March damage directly, but as with Mew-EX it allows you to stretch the effective amount of Night Marchers you have in play while also hitting for a single Energy if Mew copies Night March from Joltik (XY: Phantom Forces 26/119) - which normally costs [CC] - and reduces that cost by [C] thanks to Dimension Valley.  In Expanded I don’t think it will completely replace Mew-EX since part of the appeal of Mew-EX is being a fallback for when you have to copy an attack off of an Evolution or opposing Basic, plus thanks to Fighting Fury Belt Mew-EX can reach 160 HP.  While 160 is small for a Basic Pokémon-EX, compared to today’s Mew and the Night Marchers, it is massive.  Beyond Night March, Mew has potential as a Psychic splash in an otherwise non-Psychic deck.  Where it is more important to use Type specific support, like in many Fighting decks, this isn’t as appealing, and especially in Expanded you have other options (Mew-EX and even Mewtwo-EX in some cases) that will work as well or better.  Then we get to decks like those hypothetically featuring the Durant from earlier.  Durant (BW: Noble Victories 83/101) isn’t that much more durable than Mew, but if you can force your opponent to KO Mew instead of Durant, it will be much easier to keep four Durant in play.  Durant (XY: BREAKpoint 9/122) seems tailor made for Mew, as Dimension Valley drops Scrape Down to a single Energy cost while a Rainbow Energy simultaneously damages Mew while fueling the attack.  I don’t know if either can discard the opponent’s decks fast enough to be competitive, but they still demonstrate the principles. 

Unless a deck is really lacking for its Basics, Mew will provide a variable attacker.  If it has good enough attacks to copy, it becomes a variable glass cannon, going for a big hit even though it will be KO’d the next turn.  That free Retreat Cost is also useful; while Mew and Psychic support is different enough from Hawlucha (XY: Furious Fists 63/111) that the two cannot be used exactly the same, even in decks of their own Type.  Hawlucha has, however, helped remind many of us how important a natural pivot Pokémon (not relying on Abilities or Trainers for its free Retreat Cost) can be in a deck.  Even copying just a few solid Basic attacks to be the splashed in Psychic Type and pivot Pokémon should give Mew strong general usage, to go with the more deck specific ones, in Standard and Expanded play.  In Limited Format play, this does not change, though the exact emphasis does: no the free Retreat Cost is the main deal while copying attacks is the sometimes helpful secondary purpose.  Unless you fail to pull a Mew (likely) or pull something like Zygarde-EX and decide to run it solo (very unlikely), Mew belongs in your Limited deck. 


Standard: 4.25/5 

Expanded: 4/5 

Limited: 4.35/5 

Summary: Mew seems like it has great potential.  Its 50 HP may be more of a risk than its free Retreat Cost is a help, but thanks to Memories of Dawn Mew can be adequate in decks which are not built around it, and can strengthen or possible start some decks which are indeed build to optimize its usage.  In Expanded it is a bit less important; now you can choose between this Mew and Mew-EX for copying your own stuff, with the usual regular versus Pokémon-EX tradeoffs (which in this case also includes being able to copy a wider selection of attackers). 

As you can tell by my gushing I was very impressed by this card; so impressed that it was the number one pick on my own personal Top 10 for XY: Fates Collide.  There are cards which are just as good, if not better than it, but the catch is that they are Double Colorless Energy, N, Strong Energy, and Ultra Ball and as reprints they weren’t eligible for this list.  The overall group obviously thought differently than myself about Mew (but probably would agree with me about those four reprints), and so it only managed 28 voting points.  In the end I can understand Mew only taking fourth place; its most likely contribution is to strengthen something already reasonably strong. 


Mew is an interesting mix of traits. It has very low HP at 50, but since it's a basic it can boost it with Fighting Fury Belt. It has no retreat cost, something very rare on a non-EX basic, and a somewhat useful attack in Encounter, which searches your deck for a Pokémon and puts it into your hand. So why use it? Well, Mew's ability lets you use any attack of each of your Basic Pokémon in play. This can open up lots of crazy and fun combinations, the most obvious is using Mew to give the Night March deck more attacking options, but it could also find its way into other decks that would welcome a backup attacker. Additionally, it also hits for a psychic weakness, which can be helpful at times. Mew is a splashable, creative card that will definitely see play.
I had Mew as my as my third place pick.

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