yoyofsho16
New Member
In this little review, I'd like to break down a card that close to no one has EVER thought of.
This card is Mew Ex, from Holon Phantoms.
Let's break this down:
Mew ex 90 HP sychic:
Basic Pokémon
Ex rule: When Pokemon ex is knocked out, your opponent takes 2 prize cards.
powr: Psychic Vision
Once during your turn (before your attack), if Mew ex is on your Bench, you may look at your opponent's hand.
:colorless:colorless Super Psy Bolt 30
sychic::colorless:colorless Devo Crush 50
You may discard 2 Energy attached to Mew ex. If you do, you may remove the highest Stage Evolution card from the Defending Pokémon and shuffle that card into your opponent's deck.
Weakness: sychic: Resistance: NA Retreat Cost: :colorless
I recently traded for two of this card, as I thought it was very good.
First you have the powr:. This is far more amazing than it sounds. The ability to look at your opponent's hand is far more powerful than most other things you can do. When you look at your opponent's hand, you can make a lot of decisions from that. Let's say you have Mew benched, and a Team Galactic's Wager in your hand. Nobody likes the feeling when, playing with a friend, you play Team Galactic's Wager and they say, "Sweet! My hand was horrid!" We all dread that mistake when we go to actual tournaments, and it is devastating to do so. I personally am running two in my deck for this purpose. While improbable, having 2 Mew ex lets you look at their hand, Wager, and then see what they got from the deal.
We'll move past Super Psy Bolt, as it is a very generic attack.
However, Devo Crush is an amazing attack. Sure, many would think, "But you have to charge it, which can only be done if you bench it and your opponent knows about it!" All in all, that really isn't so bad. By charging it on your bench for all to see, this enables something I call the "Prevention Theory." This is the mind frame that if you have something on your bench or out, then your opponent thinks, "I can't put THAT out, because he can destroy it with that! (i.e. benching duskull or dusknoir to keep your opponent from putting 4 down)" That being said, your opponent won't rare candy into their strong Stage 2 Pkemon because they know you are 2 turns from charging Mew and getting rid of it.
THE MOST IMPORTANT PART OF THE ATTACK: when attacking an evolved level x, it takes away the level x AND the stage below! This is a seriously underrated strategy! If they used rare candy to evolve that Pokemon, they are even more jammed! 1, Devolving from stage 2 to 1 and doing 50 damage could most likely KO the card. Also, they will have a mighty tough time jumping from Basic to Stage 2 without that rare candy they wasted!
The 2 energy discard is a little iffy, but well worth it. You could flip it out, attack, and then Teleport or retreat back, as it still has that one energy left.
All in all, this card is amazing, and I really hope it gets a decent amount of play at Nationals.
Haha, leave your arguments below.
This card is Mew Ex, from Holon Phantoms.
Let's break this down:
Mew ex 90 HP sychic:
Basic Pokémon
Ex rule: When Pokemon ex is knocked out, your opponent takes 2 prize cards.
powr: Psychic Vision
Once during your turn (before your attack), if Mew ex is on your Bench, you may look at your opponent's hand.
:colorless:colorless Super Psy Bolt 30
sychic::colorless:colorless Devo Crush 50
You may discard 2 Energy attached to Mew ex. If you do, you may remove the highest Stage Evolution card from the Defending Pokémon and shuffle that card into your opponent's deck.
Weakness: sychic: Resistance: NA Retreat Cost: :colorless
I recently traded for two of this card, as I thought it was very good.
First you have the powr:. This is far more amazing than it sounds. The ability to look at your opponent's hand is far more powerful than most other things you can do. When you look at your opponent's hand, you can make a lot of decisions from that. Let's say you have Mew benched, and a Team Galactic's Wager in your hand. Nobody likes the feeling when, playing with a friend, you play Team Galactic's Wager and they say, "Sweet! My hand was horrid!" We all dread that mistake when we go to actual tournaments, and it is devastating to do so. I personally am running two in my deck for this purpose. While improbable, having 2 Mew ex lets you look at their hand, Wager, and then see what they got from the deal.
We'll move past Super Psy Bolt, as it is a very generic attack.
However, Devo Crush is an amazing attack. Sure, many would think, "But you have to charge it, which can only be done if you bench it and your opponent knows about it!" All in all, that really isn't so bad. By charging it on your bench for all to see, this enables something I call the "Prevention Theory." This is the mind frame that if you have something on your bench or out, then your opponent thinks, "I can't put THAT out, because he can destroy it with that! (i.e. benching duskull or dusknoir to keep your opponent from putting 4 down)" That being said, your opponent won't rare candy into their strong Stage 2 Pkemon because they know you are 2 turns from charging Mew and getting rid of it.
THE MOST IMPORTANT PART OF THE ATTACK: when attacking an evolved level x, it takes away the level x AND the stage below! This is a seriously underrated strategy! If they used rare candy to evolve that Pokemon, they are even more jammed! 1, Devolving from stage 2 to 1 and doing 50 damage could most likely KO the card. Also, they will have a mighty tough time jumping from Basic to Stage 2 without that rare candy they wasted!
The 2 energy discard is a little iffy, but well worth it. You could flip it out, attack, and then Teleport or retreat back, as it still has that one energy left.
All in all, this card is amazing, and I really hope it gets a decent amount of play at Nationals.
Haha, leave your arguments below.
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