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LuxChomp: No Mewtwo Counter

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deckmaster

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Hello Folks,

I present to you a standard LuxChomp list. I am tempted to play LuxChomp for Nationals. I am aware that if I do encounter, Mewtwo LV.X, that I don't stand a chance of winning that game; however, I strongly believe that not every deck that I encounter at Nationals will play Mewtwo LV.X and that the majority of players won't be playing that card. There will be some who will play Mewtwo LV.X-- but it's a risk I am willing to take.

1 Unown G
1 Bronzong G
3-1 Garchomp
1 Lucario G
1 Azelf
1 Ambipom G
2- Uxie
2-Crobat G
1- Toxicroak (promo)
3-1 Luxray

4-Cyrus
4- Poketurn
3-Power Spray
4 -Energy Gain
2- SP Radar
4- Roseanne's Research
2-Judge
1- Aron's Collection
1- Night Maintenance
1- Premier Ball
1- Luxury Ball
1- Pokemon Communication
2-Bebe's Search

4- Double Colorless Energy
2- Psychic Energy
3- Call ENERGY
3-Lighting Energy

Strategy:
From what you can see the deck plays cards to counter other SP decks. It has several manipulation cards and is an overall fast deck.

As I mentioned before: I am aware of the risk of not playing a Mewtwo counter. I will make another thread with possible counter "techs", but for now I want to focus on a straight forward list.

Thank you for your time and support! Please have a pleasant day.

Sincerely,
Deckmaster
 
If you've put in an Azelf, then you should bring either Garchomp C or Luxray GL to 2-2. Also I would drop 1 Energy Gain in favor of either another Power Spray or an SP Radar. Lastly, I would drop the 2 Judge for a 1-1 Uxie Lv. X.
 
Firstly, not running a Mewtwo counter is a terrible idea, imo. No, not everyone at Nationals will be running it, but if you run into one who does, you lose a game legitimately, and you get donked, that's 3 losses, knocking you out of top cut. One of those losses could've been prevented by playing a few cards that make complete sense.

With that being said, here's my critique on the list...

- Garchomp should be 2-2 to maximize the usage of Healing Breath. You could also take out a Crobat, although I kind of like having two. Consistent draw is needed here, either in the form of Uxie Lv. X or a 1-1 Claydol line. I prefer the latter but it's mostly a matter of preference. I also don't see why Toxicroak G promo is omitted.

- 4 Energy Gain is suboptimal imo. Judge is an amazing card, but I don't think 2 are necessary at all. There's no reason to run 1 Communication, either. Swap that for either an Expert Belt or a Warp Point.

- Swap a Psychic for a Call and you're in the clear here.

Good luck, and if you plan on winning, please consider running a Mewtwo counter.
 
What I never understand is that playing without a Mewtwo Counter is a risk yet running one isn't. You're sacrificing consistency or other techs which will improve other matchups and in tight games those 2 spaces will make a huge difference. You also have 3 other outs to Mewtwo Lv Xwhich don't require actually KO'ing it to win.

I would add a 4th Call to your list, as well as a 4th Spray which is really underated. Uxie Lv X is also important, and a second premier ball would be nice.
 
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If you know that mewtwo destroys you, not playing a counter is a HORRIBLE IDEA.
I suggest a 2-1 or 3-2 bannete PL line if you actually plan to WIN nats.
 
I'd make the Garchomp line a 2-2, and while a 3-1 Luxray line works, I would also be in favor of making the Luxray line a 2-2 as well. You also need Uxie Lv. X for extra drawpower and consistency, and it also makes a good Machamp counter.
 
Actually, not running a Mewtwo counter is not as suicidal as everyone might think. 1) Mewtwo itself has to be in play for one turn before it can be leveled up. Garchomp can easily take it out before the X even hits the field. 2) Consistency is hurt when numerous techs are added. If he can concentrate on speed and disruption, then MewtwoX should not even get out. 3) If his deck already is struggling with speed, then definitely, run the counter. But remember that the goal of LuxChomp is to snipe and to bring up bench sitters for cheap KOs. It really is his choice whether or not to run a Mewtwo counter.

All the same, here are some good Mewtwo counters for LuxChomp:

Mismagius SF
Banette PT

:)
 
How about those unlikely, but still possible Mewtwo starts? All it would take is either a Premier Ball or an Azelf drop to get that ball rolling.
 
Its possible to out play a mewtwo. Its harder and does force you to focus exclusively on the mewtwo as soon as its out.
 
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