Pokémon TCG: Sword and Shield—Brilliant Stars

Lost Kitty (Responds to Mewgar)

MrScaryMuffin

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LOST KITTY (Responds to Mewgar)


By: Murray Chu
Division: Masters (Vancouver, BC)
Format: HGSS-on
Date: June 17, 2011

Rather, it's not Mew that is lost, but your opponent's Pokemon! Lost Zoned, that is.

When Lost World first came out this year, LostGar was a deck that received a fair amount of attention. Arguably, this attention was undeserved. Although Lost World decks had done well in Japan up to that point, the international format, with the entire SP engine still in place, did not afford a medium-paced Stage 2 deck a chance to truly shine.

With the upcoming rotation, Lost World decks may finally get that chance. The HGSS-on card pool is relatively small, with few opportunities to set up quickly and even fewer to disrupt. With that in mind, I put together a fast and disruptive variant of Mewgar that has done fairly well against most HGSS-on meta-decks during league testing. This is a deck that I have built over a month or so of testing. It is the fastest and most consistent build that I've seen so far and has enjoyed a solid 70-30 win rate against the majority of meta-decks.

Lost Kitty (Mewgar)
Pokemon: (20)
4 Mew Prime TR
3 Gengar Prime TR
4 Mime Jr. CL
2 Slowking HS/CL
2 Slowpoke UD
2 Mr. Mime HS/CL
1 Ditto TR
2 Cleffa HS/CL

T/S/S: (31)
3 Pokemon Collector
3 Dual Ball
3 Switch
4 Twins
1 Good Rod
2 Judge
3 Cheerleader's Cheer
3 Lost World
3 Pokemon Communication
4 Professor Juniper
2 Seeker

Energy: (9)
5 Psychic
4 Rainbow


Card Explanation

Mew: Ideally, you'll want to start off with a Mew or a free retreater that will allow you to push Mew up to See Off on the first turn. Your prime target is your Gengar Prime, of course, so that you can use its Hurl into Darkness attack on subsequent turns and continually toss your opponent's pokemon into the Lost Zone over the next six turns and win. There should almost always be a benched Mew with 2-3 energies on it so that you can take advantage of your opponent's bad hand and hurl multiple pokemon in a single turn.


Gengar: Unlike the previous format, where most choice attackers hit around 80-100, the HGSS-on format sees 130-150 being the magic number that most decks aim to dish out in a single attack. As such, I did not find it viable to run a full Gengar line and opted to just keep the stage 2 card for my Mew to See Off. Unfortunately, as I will not be drawing into prizes with this deck and will be aiming to access this card on my first turn, I am forced to run three copies of Gengar in order to all but eliminate the chance of them all being prized.


Mime Jr.: This deck forces your opponent into a race between their prizes and their Lost Zone. Since you can only Lost Zone pokemon with an attack, this means that you cannot claim victory until the turn after you Lost Zone six pokemon. In essence, you will automatically be two turns behind in the race, especially if you do not go first. In order to win, you must do either one of two things:
a) Prevent your opponent from taking a prize for two turns while you continually Lost Zone their pokemon, or
b) Hurl multiple pokemon in a single turn

Mime Jr. enables you to do both. For method a, you will be able to Lost Zone the top card from your opponent's deck while using Mime Jr.'s Sweet Sleeping Face poke-body to prevent return KOs. In the meantime, you can also buy time to set up a Mew on your bench while your opponent continues to draw cards. Mime Jr. also has the added benefit of removing problem cards from your opponent's deck and, if they are running lots of Junipers, will help you to deck them out faster, giving them another headache to deal with.


Slowking: Slowking's Second Sight Poke-Power is what you need to make Mime Jr.'s Sleepy Lost attack super-effective and will allow you to disrupt your opponent's set up by making their top decked card an utterly useless one. With Second Sight, you can see if you can Sleepy Lost a pokemon. If you do, your opponent will draw the next card, which means you will see at least two new cards next turn. If they do a search and shuffle, you will be able to see three new cards instead.


Slowpoke: Really only in the deck for Slowking. Starting with Slowpoke would be considered a terrible start if you don't have a Switch handy, but in the worst case scenario, you can still throw a Rambunctious Party and get partially set up.


Mr. Mime: This should be of no surprise. Mr. Mime's Trick Reveal power is needed to plan out your turn. Not only will you see whether you should be attacking with Mew or Mime Jr. this turn, but you will also know what cards will be useless for your opponent when you use Slowking's Second Sight. You should be using it at the start of every turn unless you did it last turn and nothing has really changed.


Ditto: As a one-off card in this deck, Ditto is not super important, but it does aid the Lost Zone strategy tremendously and adds to the disruption that you will have going on with Slowking, Mime Jr. and Judge. An added benefit is that Ditto will pretty much force your opponent to focus on evolving their bench, which will make your Seekers more potent.


Cleffa: Cleffas are in the deck for two big reasons. The first reason is the typical "it's a hand refresher and attack blocker" that is seen in other decks. However, the main reason why Cleffa is in my deck, and probably one that you wouldn't expect, is that it is a free retreater. With 2 Cleffas joining the ranks with 4 Mews and 4 Mime Jrs., I will have a whopping ten free retreaters in my deck! What I found previously was that starting off with a Mr. Mime, Slowpoke, or Ditto active absolutely killed my momentum and was not something that I could easily afford. The fact that Cleffa can refresh my hand after a Judge is a bonus, but the main reason I run it is for consistent starts. Honestly, I would much rather have something else in here if I thought I could afford it.


Pokemon Collector and Dual Ball: Your standard fare here. Since most of my pokemon are basics, starting off with either of these in my hand is great. I opted for a 3-3 split as both are good in almost any situation. I haven't found the need or desire to add more yet.


Switch: I use the HS ones because the art is much cooler. That is all.

...
...

Oh yea, switch is needed to move a bad starter pokemon and to also rotate a Mime Jr. that doesn't wake up returning back to you. You can Twins for them in a bind and then Good Rod it back to the top of your deck for the next turn.


Twins: Almost all Lost World decks should be running four Twins as they will almost never have the lead in prizes. Twins will get you one card you need, along with another Twins for the next turn. Usually I use Twins to grab energies, Mew or Mime Jr., or switch. If I'm in a position to plan far ahead, I might go for a Seeker or Juniper, along with a Lost World with my final Twins.


Good Rod: With no other recovery options and no real rush to regain trainers, I opted to run a Good Rod in my deck for emergencies. Also, I have two reverse foil Good Rods in my binder and only a couple of Junk Arms that I'm running in my other test decks :lol: So far, it has done well to grab what I need when I needed it, so I'll be keeping it until I start needing better options.


Judge: Judge is my big time disruption card. Combined with Slowking's ability to deny useful cards to your opponent, you can control the entire game right from T2. Judge has the additional bonus of refreshing your opponent's hand so that you can see if there are fresh pokemon for you to hurl.


Cheerleader's Cheer: Cleffa is often not the best option for getting more cards into your hand since you want to Lost Zone as often as possible. Cheerleader's Cheer is actually a great card for this deck, as you will draw a healthy three cards into your hand and will force your opponent to add more cards into their hand, potentially giving your Mew more hurl bait. Use Slowking's Second Sight first and you can put your opponent between a rock and a hard place: If they draw, you can attach a second energy to your Mew and hurl two pokemon this turn. If they don't draw, you can retreat for Mime Jr. and Sleepy Lost it instead. Either way, you get to draw three cards!


Lost World: Your win condition. Just like Gengar Prime, three is needed in this deck to greatly reduce the chance that all of them will be prized. Normally you will need to Twins for this, but in an emergency, you can Second Sight yourself for it and, if it's not there, refresh your hand with Juniper and Cleffa's Eeeeek.


Pokemon Communication: A staple in most other decks, I run it here mostly for the Slowking. Three copies is a good number, as you will want your Slowking up by T2 in order to get the most out of the disruptive Second Sight.


Professor Juniper: I am constantly playing out my whole hand, especially after I Judge. Junipers are by and far the best way to refresh your hand in this deck. Once you have most of your tech basics down, the consistency cards are fairly useless anyways. Just be sure to play Lost World first if it's in your hand!


Seeker: I only run two in my deck because I plan on using Mime. Jr and Twins for the most part. The only time I would be using Seeker is when I want to hurl multiple pokemon in a single turn. This scenario shouldn't come up too often in a single game, which is why I do not bother with a high number of this card.


Energies: Eight is about the minimum number of energies that you need for a Lost World deck (numbers from testing the regular Lostgar in a MD-on format). I run nine for consistency. Four of them are Rainbows just for cheap thrills, as you are able to copy the attack of any pokemon in the Lost Zone (not just your own). If I can't possibly Lost Zone a pokemon on a turn, I can buy time by inflicting a disruptive status ailment, such as sleep or paralysis, on my opponent. I would typically need a rainbow or two to do this. The self-inflicted damage is really nothing, as you should expect to lose your Mew after a hurl anyways.



Strategy
An average game should look like this:
Set up: Start with a free retreater active. First priority goes to Cleffa, as you can afford to let it be donked, then Mew Prime, which has more HP, and then finally Mime Jr. In the off-chance that you don't have a free retreater, put up a single retreat pokemon and, in the worst case, put up the Slowpoke. Of course, bench as many pokemon as you can to prevent a first turn donk loss. Do bench Slowpoke and save one pokemon in hand if you have Pokemon Communication.
Turn 1: Priority goes to searching out a Mew Prime if you don't have one and attaching an energy to it. Put Mew active and See Off Gengar Prime.
Turn 2: Priority now goes to evolving Slowpoke to Slowking. Use Second Sight on your opponent's deck. If there is a pokemon there, retreat Mew for Mime Jr. and Sleepy Lost the pokemon card to the Lost Zone. Don't forget to attach another energy to Mew if you have it!
Turn 3 and onwards: Set up Ditto and Mr. Mime if you haven't already. Always make sure that there is a free retreater on the bench and, ideally a Mew with 2-3 energies on it. Trick Reveal at the start of your turn. If you can use Mew to hurl more than one pokemon to the Lost Zone (either with Seeker or convincing them to draw a pokemon card with Cheerleader's Cheer or just a nice hand) then do so. Otherwise, you can start disruption with Judge and Second Sight to deny them the cards they need and Sleepy Lost pokemon with Mime Jr., who will hopefully stay asleep.

If your pokemon gets KO'd, hopefully you'll be able to start a Twins chain to set up a Mew with multiple energies while stalling with Mime Jr. If a Mime Jr. doesn't wake up coming back to your turn, you can always use Twins to search for a Switch and then retreat back if you need to Sleepy Lost once more. Rinse and repeat for the whole game or until there are six pokemon in your opponent's Lost Zone, at which point you can Twins, Second Sight, Cheerleader's Cheer, Juniper, etc. for the Lost World stadium and win.


Other Possible Cards:

Spiritomb (TR): This is a typical card in most Lost World decks as it forces your opponent to shuffle their hand and draw six cards. The more cards the better the chance they will have pokemon for you to hurl. However, seeing how I aim to let Mime Jr. do most of the dirty work and I want to disrupt my opponent's hand with Judge and Slowking, Spiritomb is really unreliable as a partner for my heavily invested 2-3 energy Mew. In a Lost World deck that runs a full line for Gengar, it would definitely be a great tech, but not here.


Jirachi (UL): Jirachi offers the ability to recover energies from the discard which you can Seeker into your hand or use Shaymin UL's Celebration Wind to move them to your Mew for a multi-hurl on T2. Additionally, Time Hollow can return your opponent's evolution cards to their hand, allowing you to hurl them next turn if they can't obtain another rare candy.


Hypno (HS): Played against this tech in a mirror match the other day and thought that it could have some stall potential. However, adding another non-free retreater to your deck may not be in your best interest.


Match Ups
Overall, this deck is very fast and very consistent which, in a best of three tournament such as Worlds, is a great advantage. More often than not, you will have everything set up by your second turn while your opponent is attempting to get set up. The disruption options in the deck will hopefully delay your opponent from KOing your pokemon until you have a 1-2 card lead, putting you firmly on pace to win the match. A big problem card for Mewgar is Pokemon Circulator:

This card is more reliable than Reversal in my mind and, combined with Junk Arm or Good Rod, will ruin your strategy to stall with babies. I fully expect most decks to run 2-2 split between Reversal and Circulator for a consistent way to bypass babies at Worlds (especially Magnezone and maybe even Donchamp, as they can convincingly KO anything that is brought forward). However, in my testing these past few month, I haven't seen players at my league use it much yet and my match up analysis is based on these testings.


vs. Magneboar (Emboar/Magnezone/RDL): This match up is 70-30 in favour of Mewgar. With two stage 2 lines to set up, you'll have plenty of opportunities to disrupt and lost zone key pokemon, such as the headlining Magnezone, Emboar, and Rayquaza & Deoxys LEGEND parts. With Ditto limiting their bench space and their babies never being KO'd, you will most likely block one of the three headliners from ever coming down. Preventing the Magnezone from setting up is top priority, as you'll be aiming to lock down their top deck. After this is RDL, and I'll explain why below.


vs. Reshiboar (Emboar/Reshiram/RDL): This match up is 50-50. The big difference between this and the Magneboar match up is that there is only one stage 2 line for your opponent to focus on, which means it can be up as soon as T2 or T3. A Ninetales draw engine would also be harder to prevent than a Magnezone draw engine. However, your biggest concern would be the fast set up of Rayquaza & Deoxys LEGEND. Smart players will recognize Mewgar and Junk Arm their Reshirams to the discard for Pokemon Communication in order to get RDL out. RDL will win the prize race with just three KOs and Mewgar just can't outspeed Reshiboar once it has been set up. However, if Mewgar manages to Lost Zone RDL in a way that prevents it from being set up, then it should be able to stall for the win.


vs. Donchamp (Donphan Prime/Machamp Prime):: This match up is 70-30 in favour of Donchamp. The main reason for this is because of Machoke TR, which can ignore Mime Jr.'s Sweet Sleeping Face Poke-body and deals 30 damage, enough for the OHKO. The solution for the Mewgar player here is to actually use Donphan Prime's Earthquake with a rainbow energy to hit back for weakness to KO the Machoke and then deny energies with Second Sight to the Donchamp player for the rest of the game for a difficult shot at winning.


vs. Zekrom: This match is 70-30 in favour of Mewgar. Needing 2-3 support basics in order to set up Zekrom will fill up the Zekrom player's bench, making Ditto TR's poke body even more effective against the Zekrom player. Zekrom, as we all should know by now, has the potential to donk on the first turn. However, in my own testing, a very consistent build with no anti-Donphan techs will still only donk about 30% of the time. Energy is typically the main problem with setting up Zekrom and your Slowking's Second Sight will only make that problem worse. Added techs will only lower that consistency and will add for more Lost Zone fodder unless that tech is Yanmega Prime, which I'll talk about below.


vs. Stage 1 decks (Cincinno, Zoroark, Yanmega, Donphan Prime, etc.): From testing, I'll say 60-40 in favour of Stage 1 decks. The main reason for this is Yanmega Prime. Most Stage 1 decks aim to take a couple of prizes before their opponent is set up, so they can't afford to be stalled by babies, which is why most stage 1 deck would have 2-2 Yanmega Prime to snipe around babies while they attach energies to their main/back-up attacker. Obviously, this is a problem for Mewgar, especially since the 40 HP Ditto TR is also within range of a OHKO from Yanmega Prime. However, in cases where Yanmega Prime is absent or Lost Zoned, Mewgar should have a fine time Lost Zoning pokemon with Seeker pick ups or Sleepy Lost


vs. Water decks (Blastoise, Floatzel, Feraligatr, Wailord, Samurott, Kingdra etc.): Again, from spot testing, I'll say 60-40 in favour of Mewgar. Most water decks will have at least two stage 2 lines, which is ample fuel for Lost Zoning. The two problem pokemon are Blastoise UL and Kingdra Prime, which can both snipe around your stalling Mime Jr. However, since the speed of most water decks are not that great, a single multi-hurl turn will usually seal the deal and win the game.


Mirror match: Obviously 50-50 here. In a straight up Mewgar mirror, you'll actually want to avoid going first and let your opponent See Off first so that you can use the attacks right away. Against a LostGar deck, you will need to aim to disrupt your opponent or else face Catastrophic results.


Dark Toolbox (Tyranitar Prime, Absol Prime, Mandibuzz, etc.): 80-20 in favour of the dark player. Luckily you won't see too many dark pokemon players in the meta-game due to the expected popularity of Donchamp. However, facing an Absol start with a Mandibuzz on the bench spells disaster in the truest sense as it pretty much guarantees that the dark player will be able to get a KO every turn and win the race.


vs. Crobat Prime: Another less likely to appear card, but Severe Poison works around Sweet Sleeping Face and Skill Dive will straight up KO babies on your bench, making this another 80-20 match up in favour of the opposition.


Conclusion
Well, that's all I have for you folks. If you want my thoughts on other match-ups, I'll be happy to test it out on Redshark. If you have questions or comments about the deck, feel free to post below and I'll be watching this thread like a hawk :)
If you live in the Greater Vancouver region, drop by Connection Games during the pokemon league and try out a game against this deck! I've also got a couple of "secret" rogue decks that I'm working on that I'll be happy to pit against your best builds. Cheers!
 
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This is a very well writen article on a possibly quicker and more consistent Lost World deck! To the front page!
Posted with Mobile style...
 
Uhh...there's no way Zekrom is in your favor.

Zekrom gets amazingly fast OHKO's, and runs max or heavy reversal counts to easily KO your Mew Primes and bypass Mimes too fast for you.
 
what zekrom do you play? the one with magnezone and electrode?

after 1 zekrom is set up they drab 3-4 prizes off that one
 
Yeah, the Zekrom matchup is as close to an autoloss as this deck can have, it sets up on turn one bolt strikes then kos everything wiht outrage. after that they just gather up all their basics and juniper/junk arm them away. the support basics arent much to work off of, 3 pachirisus at most, same for shaymins, in my zekrom a 2-2 yanmega snipes mime jr.s so that is like 14-16 pokemon (depends on other techs, rotom, tyrogue, bouffalant, etc...) with six of those on the field you are gonna have to be really lucky on the mime jr. top decks.

the energy count is low because because if you get set up with a slowking on the bench by turn two and your opponent is energy/search/evolution screwed that is pretty much the game. there is no need to attach more than 2-3 energy to one mew. also the other main attacker has an energy cost of nothing.

in the mirror it is just such a boring game, there is no real strategy to play against it, there is lots of improvising, what i like to do is set up Slowking and attach energy to it cause it can ohko everything in the deck except an opposing slowking.

cheerleaders cheer is a great idea, wish i had thought of it. but i think flower shop lady is better than good arm.
 
Sorry to be blunt here, but there is no way Zekrom is 70-30 in your favor.
Also, I think that 4 seekers is the way to go.
But, besides that, this is a pretty good article.
 
Zekrom is your autoloss. They likely won't even have enough pokemon in their deck to lost zone 6 once set up. There's no way around it. In my opinion. you need Gastly and rare candy in here. How else are you going to beat donphan and yanmega, etc. And why would you not play 4 Collector. Also Magneboar isn't 70-30. They may take 2 Stage 2's but they can set up T2-3. 50-50 or 60-40 maybe.
 
I have a couple of issues here, the first being that Cheerleader's Cheer isn't mandatory for your opponent. If you really want a draw 3 that's cool I guess, but I'd use Sage's in those spots to help speed and drop dead cards.

The second is the energy count. Nothing in the deck you ever want to attack with uses anything other than psychic energy. Additionally, nothing wants to take damage, especially with mew being frail as is. 9 isn't enough thought without immediate energy search available. I'd try to up your count to 10-12 to be honest.

The third is your pokemon lines. 3 Gengar prime is excessive, especially when by running slowking you make Rotom UD that much more viable for prize shenanigans. 4 Mime Jr. is downright uneeeded in my opinion and would be better spent in adding some additional pokemon recursion, like a revive. That way you aren't tied to the fourth mime JR and it can instead function as anything you might need.

Other than those gripes and what's been said about your matchups, good solid article for an underrated deck.
 
Whee! So much fun :) Please do read through the whole article before making such dogmatic comment as some of the points brought up has already been covered. Forgive me if I do sound snarky in my comments below, it's not my intention. However, I can be a bit blunt :p

And, ultimately, it's a he-said, she-said scenario until you actually proxy this deck and give it a twirl. Play 3-5 games with this against your best deck following the basic strategy outlined in the article and let me know your results and the MVPs of the game.

Uhh...there's no way Zekrom is in your favor.

Zekrom gets amazingly fast OHKO's, and runs max or heavy reversal counts to easily KO your Mew Primes and bypass Mimes too fast for you.

As noted in the article, even the most consistent build of Zekrom gets donks 30% of the time. If you're nailing donks on T1 every game, either you're very lucky or you've stumbled upon a god build. I've practiced this deck against my own consistent Zekrom build and other people's Zekrom builds, as well as any lists that I can find on pokegym, pokebeach, and sixprizes. 70-30 is what I came up with. Though Zekrom definitely outspeeds Mewgar, my Mewgar build is much more consistent.

Never underestimate the power of first turn Judge followed by energy denial. The only worry is Yanmega Prime.

what zekrom do you play? the one with magnezone and electrode?

after 1 zekrom is set up they drab 3-4 prizes off that one

I've tried a straight Zekrom (no anti-Donphan tech, 2-2 reversal/circulator, etc.), Zekrom with 2-2 Yanmega Prime, and Zekrom with 2-1-2 Samurott ability. Only Yanmega Prime gave me consistent trouble. I guess I should mention that most games shouldn't be longer than 10 turns. In all matches it becomes a 6-8 turn race to see if I can Lost Zone faster than they can take prizes. That is, I am *planning* for them to take a prize nearly every turn. If a Zekrom gets set up, it can take all six prizes as long as it can actually attack. But as I said in the article, all I need is to avoid 2 KOs and I'll win the race. Stalling with Mime Jr. or having my opponent flip tails on reversal twice is all I need.

You only run 9 energy?
That's a low amount seeing as you need an attachment first turn, and really, every turn.

Even Lostgar decks in the MD-on format ran 8-11 energies. Nine is fine. Don't forget that Mime Jr. + Slowking will do most of the dirty work and Mime Jr.'s attack is free. After Seeing Off, I may only use Mew two or three times during a match. Plus, I can always Twins for an energy and another Twins...kind of like a Cyrus' Conspiracy that way.

in the mirror it is just such a boring game, there is no real strategy to play against it, there is lots of improvising, what i like to do is set up Slowking and attach energy to it cause it can ohko everything in the deck except an opposing slowking.

cheerleaders cheer is a great idea, wish i had thought of it. but i think flower shop lady is better than good arm.

Depending on the situation in a mirror, I may go for the prize race instead of Lost Zone, but I usually find that my build is more consistent, allowing me to Lost Zone faster than my opponent. Slowking can be KO'd by a Mew with a rainbow copying a 40 damage attack.

I prefer Good Arm over Flower Shop Lady for two reasons: 1. it's a trainer (my usual supporter per turn will be Twins or Seeker) and 2. I can use it to chance for a trainer that I need for my next turn (usually a switch)

Sorry to be blunt here, but there is no way Zekrom is 70-30 in your favor.
Also, I think that 4 seekers is the way to go.

To be honest, I really want Zekrom to be super consistent every game and I am tweaking my own build every couple of days to try and achieve this. However, that isn't always the case and 70-30 is the result of my own testing. As for the Seekers, please re-read the card explanation of the seeker. I explain there that I only need two as I can search them out with Twins and will only need one turn where I hurl multiple pokemon.

Zekrom is your autoloss. They likely won't even have enough pokemon in their deck to lost zone 6 once set up. There's no way around it. In my opinion. you need Gastly and rare candy in here. How else are you going to beat donphan and yanmega, etc. And why would you not play 4 Collector. Also Magneboar isn't 70-30. They may take 2 Stage 2's but they can set up T2-3. 50-50 or 60-40 maybe.

Don't knock it til you've tried it :) Theorymon is great and all, but I think most other players will be teching against other meta decks. Zekrom with no anti-Donphan tech will have a minimum of 4 Zekrom, 4 babies (Cleffas and Tyrogue), 2 Pachis, and 2 Shaymins...a total of 12 pokemon. However, if they add in a 2-2 or 2-1-2 line to counter Donphan, then that's 16-17 pokemon for hurling, which is plenty.

As for Magneboar, sure it can set up on T2-3, but how often will this happen? And what if Ditto is on the bench and their babies will never get KO'd?

4 Collectors is excessive. I have a 3-3 split between collector and dual ball, that's enough for searching out basics.

I have a couple of issues here, the first being that Cheerleader's Cheer isn't mandatory for your opponent. If you really want a draw 3 that's cool I guess, but I'd use Sage's in those spots to help speed and drop dead cards.

The third is your pokemon lines. 3 Gengar prime is excessive, especially when by running slowking you make Rotom UD that much more viable for prize shenanigans. 4 Mime Jr. is downright uneeeded in my opinion and would be better spent in adding some additional pokemon recursion, like a revive. That way you aren't tied to the fourth mime JR and it can instead function as anything you might need.

Please read the card explanation of Cheerleader's Cheer. I can second sight to control their top deck. If they choose to draw the card, I can use Mew to hurl it. If they don't draw it, I can use Mime Jr. to Sleepy Lost it. Because Mime Jr. is so vital to my strategy, I run 4 copies of it. Additionally, having extra free-retreating basics makes my starts extra consistent like you wouldn't believe.

I'd rather run 3 Gengar Primes than 1 Rotom and 1 Lithograph. Not only is it fewer cards, but having 3 Gengar Primes means that I can see off one on my first turn without the need for prize shuffling.
 
^I'm not donking with Zekrom. I'm getting a T1 Zekrom.

If your Zekrom list isn't getting T1 reliably, then you have a bad Zekrom.

If they get up Yanmega Prime, then it's basically over for you as they can set up their hand size correctly while emptying their hand with Junk Arm.
 
I've tried a straight Zekrom (no anti-Donphan tech, 2-2 reversal/circulator, etc.), Zekrom with 2-2 Yanmega Prime, and Zekrom with 2-1-2 Samurott ability. Only Yanmega Prime gave me consistent trouble. I guess I should mention that most games shouldn't be longer than 10 turns. In all matches it becomes a 6-8 turn race to see if I can Lost Zone faster than they can take prizes. That is, I am *planning* for them to take a prize nearly every turn. If a Zekrom gets set up, it can take all six prizes as long as it can actually attack. But as I said in the article, all I need is to avoid 2 KOs and I'll win the race. Stalling with Mime Jr. or having my opponent flip tails on reversal twice is all I need.

Depending on a mime jr stall to win a game is not a favorable matchup if you are going to test with mime jr you should have it wake up during your opponents turn (worst case scenario) and then roll to see if it wakes up when it comes back to you...
 
On the Mime thing...

say your opponent has Reversal in their hand. You Sleepy Lost. You only have a 25% chance of something not dying. They can Reversal something up, or you can wake up.

25% ain't good, man.
 
:/ My fully typed up article is now useless....

Nevertheless, I see a few problems with your build and your strategy (don't forget, we all play differently...)

First I will start off with your use of Rainbow Energy. The point of MewLock is to Hurl or Sleepy Lost one of their pokemon EVERY turn (minus T1 See Off.) Rainbow also brings you within Magneboar's 1 energy range. Oh, they only have to LZ one of their energies? Good for them.

Cheerleader's Cheer. "and will force your opponent to add more cards into their hand" Umm yeah... No. Force is a terrible word. MAXED out seeker is a ten-fold better option. When you use Seeker, you do actually FORCE them to have a Pokemon in their hand, CC does not.

3 Communication. 4 is what you want TBH. Slowking is ESSENTIAL in this deck to get out T2. Lock early or don't even bother.

Juniper. I see this card as completely useless in this deck. You either want to max out your judges so you increase your chances of Hurling a Pokemon and get the hand refresh, or you just want to add PONT for the refresh. You run NO form of recovery, so goodbye to that hand that you may need later on.

Cleffa and Ditto. Spiritomb deserves a spot over both cleffa and Ditto. Cleffa wastes your attack for turn and Ditto is just a waste of bench space.

No Gastly & Haunter. At least a 1-1 is essential. It leaves your options open for late game when they are easily getting KO's on you. Bring Gengy active and wall a little bit better.

Energy Count. I already discussed the use of rainbow energy, but even if you changed those out for psys, that still leaves you a few energy short for the entire game. It is SO essential to See Off T1.


I am not going to go over your matchups as I don't find this that I can properly go over them with the build that you have.

All of this has been said with PURELY CONSTRUCTIVE CRITICISM, so do not take anything personally.
 
^I'm not donking with Zekrom. I'm getting a T1 Zekrom.

If your Zekrom list isn't getting T1 reliably, then you have a bad Zekrom.

If they get up Yanmega Prime, then it's basically over for you as they can set up their hand size correctly while emptying their hand with Junk Arm.

Unfortunately I'm not getting T1 Zekrom everytime :( I can get T2 Zekrom nearly all the time but I only manage to get T1 Zekrom about 25-30% of the time, which in my books is not consistent enough. As for Yanmega, I totally agree, Yanmega Prime kills this deck through and through.

On the Mime thing...

say your opponent has Reversal in their hand. You Sleepy Lost. You only have a 25% chance of something not dying. They can Reversal something up, or you can wake up.

25% ain't good, man.

I'm not aiming to prevent every KO. I only need to prevent 2 KOs as long as I can Lost Zone one pokemon per turn or do a multi-hurl during one of my turns. On average, my games last about 10 turns. 25% of not getting KO = 2.5. This means that I'll get to prevent those 2 KOs. As long as I can get those Pokemon to the Lost Zone and get my Twins chain going, I'll be fine. It'll be close, but that's how this deck plays :)

First I will start off with your use of Rainbow Energy. The point of MewLock is to Hurl or Sleepy Lost one of their pokemon EVERY turn (minus T1 See Off.) Rainbow also brings you within Magneboar's 1 energy range. Oh, they only have to LZ one of their energies? Good for them.

Cheerleader's Cheer. "and will force your opponent to add more cards into their hand" Umm yeah... No. Force is a terrible word. MAXED out seeker is a ten-fold better option. When you use Seeker, you do actually FORCE them to have a Pokemon in their hand, CC does not.

3 Communication. 4 is what you want TBH. Slowking is ESSENTIAL in this deck to get out T2. Lock early or don't even bother.

Juniper. I see this card as completely useless in this deck. You either want to max out your judges so you increase your chances of Hurling a Pokemon and get the hand refresh, or you just want to add PONT for the refresh. You run NO form of recovery, so goodbye to that hand that you may need later on.

Cleffa and Ditto. Spiritomb deserves a spot over both cleffa and Ditto. Cleffa wastes your attack for turn and Ditto is just a waste of bench space.

No Gastly & Haunter. At least a 1-1 is essential. It leaves your options open for late game when they are easily getting KO's on you. Bring Gengy active and wall a little bit better.

Energy Count. I already discussed the use of rainbow energy, but even if you changed those out for psys, that still leaves you a few energy short for the entire game. It is SO essential to See Off T1.

Rainbow: It's fine and it's fun :) the difference between LZ one energy vs. two isn't that big of a deal for Magnezone against this deck, not like they'll run out with the minimum 15 in a deck anyways. Not to mention the likelihood of Plus Powers

Cheerleaders vs. Seeker: Again, I don't plan to hurl too often with Mew. Cheerleader is there for draw power and it works pretty well with Slowking and Mime Jr. as well.

Communication: 4 could be better. Definitely something to try out if I had the space.

Juniper: PONT could be better. The count is fairly low for this card and I haven't had much issue with it so far. I'm an old school player and I'm pretty used to playing Professor Oaks from the base set, so I usually have a solid working with Junipers. It's a play style preference, I suppose.

Cleffa and Ditto vs. Spiritomb: I agree that Cleffa is a waste of an attack. However, it helps my first turn tremendously. having ten free retreaters in your deck is pretty fantastic and makes for an incredibly consistent start every time. As I said in the article, if I could, I definitely would trade out the Cleffas for something else, but I think that consistent starts is the most important thing here. As for Ditto, I find it does a good job of keeping Zekrom and Magneboar in check. Limiting a bench is quite powerful, especially when you're not KOing babies. Of course, it's not super vital to my deck, which is why I only run one copy of the card. Perhaps I could replace it with a pokecomm? Spiritomb is discussed in the article, please take a read. Again, I'm hoping to avoid using Mew for as long as possible and want to wall with Mime Jr. first. Spiritomb helps my opponent break out of the Judge and Slowking lock, which doesn't really favour me and in HGSS-on, players run less pokemon in their decks, which makes Spiritomb less effective than it was in MD-on.

Gengar line: A preference in this deck. I wanted to do a fast and consistent Mewgar with no Gengar line. Not sure what the point of 1-1 Haunter will be when I don't plan on taking prizes. If I want to build a Lost gar, I have a deck for that as well. Mewgar and Lostgar have slightly different modus operandi

Energy count: Agreed, it is super important to see off on the first turn. Nine energies is not as inconsistent as you may think... Additionally, I won't need all the energies throughout a game, as I'll be using Mime Jr. for the most part and using Twins to seek out the energies that I need.
 
Mewgar=nothing but FAIL dnt invest in this deck easiest way to get around a bby pokemon sleeping on your turn pokemon circulator and not to mention when pokemon catcher comes out from the new set now yu can pick the pokemon you want to knock out that deck is a complete fail
Posted with Mobile style...
 
everyone is soo negative! I think its pretty nice
its mainly basic so its easy to set up
seems pretty good to me, even if pkmn catcher comes out.
and i just got the joke :p
 
I have to say this list is worse than most of the Mewgar decks I've seen in the deck help threads. Some things to note are...

- 1 Gengar

Unless you're running 1-1 or 2-1 Gastly-Haunter lines, there is no need to run 3 in order to get a successful see off.

- 1 Mr Mime

Mr Mime is just a tech card, his power is useful but far from essential

- 1 Ditto

Worthless and highly vunerable card don't ever run it

- 2 Cleffa

Cleffa is intended for slow setup decks like Raindance and Ferdango due to its abilty to wall and refresh bad opening hands. Don't run Cleffa in decks that rely T1 setups.

- 1 Switch

The only reason to run switch is a one off tech to retreat slowpoke, I'd much rather run super scoop up.

- 1 Good rod

I find this trully baffling, it seems like you chucked it in here in order complete your 59 card list. I would much rather run junk arm or revive.

- 3 Cheerleader

No, just no

- 4 Juniper

Juniper is intended for heavy trainer and energy acceleration focus decks. Judge/Collector/Twins and Seeker are infinitley more important cards to run in a lost world deck.

- 3 Comm

Slowking is the only reason why you would ever use this. You can rely on Twins and Judge search for a Slowking.

- 1 Twins

There is no reason to max out this card 1-3 of this card is all you should ever need.

-4 Rainbow

Why? this is by far the most illogical card you've run
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I'm not going to tell you card for card what to replace, but at the minmum I would add

+ 2 Spiritomb
+ 1 Collector
+ 1 Dual Ball
+ 1 Judge
+ 2 Seeker
+ 6 Psychic

and would also consider junk arm, super scoop up and revive.
 
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