PhadedPhione
New Member
I have yet to lose a Mewtwo war with that combination under normal game rules (i.e. no Plume in play).
There are 3 major decks out right now that need Mewtwo counters.
1. Typhlosion
2. Eelektrik
3. Celebi
All 3 of those have energy acceleration, which makes the necessity of DCE much less (it not nonexistent to some extent). And all 3 of those have big non-Mewtwo attackers that either don't require lots of Energy or don't leave much Energy on the Attackers after Attacking.
Super Rod gets your Mewtwo back as long as you have either Collector or Communication in your hand. There are very few decks out there that don't run max or close to max of both of those cards.
As far as other decks, here's my thoughts...
1) Durant. Doesn't need a Mewtwo counter. Doesn't care about Mewtwo.
2) The Truth. Already plays 4 DCE. 1-2 spots for Mewtwo is generally enough.
3) Gardy/Goth. HAHAHAHAHAHAHAHAHAHAHA.
4) Terrakion. Has Energy manipulation. I'm not sure if a Mewtwo counter is necessary here, though.
Basically, think about your deck choices. Think about what you would need to do to deal with Mewtwo. Or if you even really care about Mewtwo at all.
You forgot about trick plays with Revive for your single Mewtwo EX. Like Super Rod + search, it's a really convenient way to punish an overextending opponent.
I'd tech Mewtwo EX into Terrakion simply because an opposing Mewtwo EX + Eviolite can mess up your game.
Durant players using Mewtwo EX are using it basically the same way, to punish an opponent for overextending.
Mewtwo EX is a very efficient card, and when paired with other strong cards, he tends to excel. Does this mean Mewtwo EX needs a ban? Probably not.