Pokémon TCG: Sword and Shield—Brilliant Stars

Ban Mewtwo EX?

Status
Not open for further replies.
So, last format (pre BW), we had Basic decks (SP), Stage 1s (Gyarados), and Stage 2s (Gengar) all being top tier viable decks.

I guess if I look back at that time there shouldn't be any complaints then?

All the people around were cheering when the rotation of this format came around, and I was sad. I still am and think this was one of the greatest formats ever.
 
I really liked the DP-on and the MD-AR formats.

But the BW rules with the old cards? They had to do something about that. It would have been a disaster at Nats and Worlds.
 
I think people don't understand what broken really is. There is a difference between broken, and insanely good.

Mewtwo Ex is BROKEN. Why is this the case? A broken card gets splashed into every deck, and if you don't have it, you lose. There are rare cases where a card is broken, but isn't bannable. Holon Transceiver was one card that comes to mind.

You have an issue when you have people going out of their way to put it in their deck. There is a reason why they rotated early last year. There is a reason WoTC banned Sneasel and Slowking (yes, I know the translation was wrong). When a card becomes too powerful, you have an issue.

Rayquaza Ex isn't broken. You can't play a card that has a RL attack in a deck that isn't going to use that energy. It's not going into every deck, where Mewtwo is. With the exception of Durant, I'm not sure if one deck that won a States didn't contain Mewtwo, that's an issue.

Drew

I'm not viewing it as a broken card honestly. It obvious is capable of dealing 60 damage on your first turn, but this obviously requires energy acceleration. Which results in Mewtwo being set up for a potential OHKO during your next turn by another Mewtwo.

Secondly, in addition to this scenario you have to realize that you're taking away the energy acceleration from the rest of your deck and that you're also giving up a quick two prizes if it's taken down quickly.

Thirdly, we have Pluspower in the same format as Junk Arm's overplayed potential. During the temporary Mewtwo era, we have Junk Arm, Catcher, Pluspower, etc. These are just a few more notable things that make Mewtwo NOT a broken card but instead a card that can easily backfire on the player if using it incorrectly.

Lastly, in cases of no energy acceleration... Mewtwo goes down fairly easy. It's not likely to get taken down in one hit. Isn't this what defines the new era of "EX"?

Putting it simply, I view Mewtwo at this moment in time as a card that's bringing more strategy to the current metagame.

Mewtwo isn't as needed as you may think. Using a Mewtwo to counter a Mewtwo is indeed one of the best ways to beat it, but it is by no means the only way, which is what everyone else seems to think. It's just a normal EX with 170 HP, it may be good and techable, but it is in no way mandatory to use.

The problem with Mewtwo isn't the card, but the attitude people have towards it and the current state of the game. Mewtwo is good, and I do recommend playing it, as it helps in early and late game, but it isn't as broken as most people make it out to be. It isn't the second coming of GG.
Couldn't agree more.
I have less of an issue with DCE and Catcher. I don't think that Mewtwo Ex should be banned. I think that the weakness to itself prevents this from happening. I think that Gardevoir/Gallade was by far more broken then Mewtwo Ex is, and they stayed legal. It's very good, and broken, but not bannable broken. I think there is a difference and I know it sounded like I wanted it banned, but to be honest, I think that Mewtwo isn't in that area yet, as the card has only been out for a couple months, and I'm sure there are counters that can be used, and that will be released in the future. They have done it better in the past. Lets give it a few sets.

Drew

One more additional thing, how I used the Mewtwo response above as "temporary." I'd like to note that most Dark type Pokemon resist Mewtwo's Psychic type as it is. It's far from being a broken card and I've explained reasons above as to why it's not broken now nor why it'll be broken later.
 
After seeing Mewtwo in almost each deck my sollution was simple.
I play less and put my money into something else.
And I am not the only one. More people are showing up less.
Paying 5 Euro to see the same decks over and over again? No thank you.

DCE on basics, Catcher /Junk Arm and now Mewtwo took all the fun out of the game for me.
 
I agree that the current Pokemon TCG metagame has gotten VERY stagnant, the likes of which I haven't seen since the Chaos Era of Yu-Gi-Oh! with Chaos Emperor Dragon and Yata-Garasu but not nearly as broken If broken at all. Then again Magic not too long ago got out of it's own stagnation problems in Standard with Jace, the Mind Sculptor being the high dollar Mythic that reminds me of Mewtwo EX for some odd reason. I don't play Standard in Magic but I've read alot of comments on Salvation to keep up with what was going on at the time.

Pokemon Catcher/Junk Arm was what got some of my friends to quit the Pokemon TCG, and Mewtwo EX seems like it might be the breaking point for some of my playerbase that still play but I don't see it in my meta at all. Really I think the problem is the 1st Turn Rule changes and the Rare Candy nerf, I can see Catcher/Junk Arm causing problems but the hinderance on Stage 2's is what's hurting the game and TPCi thought Stage 2's were unbalanced when last format Machamp SF was used to keep SP's in check to save the game. I tried to get that point across with Otaku which was a failed effort indeed...
 
I agree that the current Pokemon TCG metagame has gotten VERY stagnant, the likes of which I haven't seen since the Chaos Era of Yu-Gi-Oh! with Chaos Emperor Dragon and Yata-Garasu but not nearly as broken If broken at all. Then again Magic not too long ago got out of it's own stagnation problems in Standard with Jace, the Mind Sculptor being the high dollar Mythic that reminds me of Mewtwo EX for some odd reason. I don't play Standard in Magic but I've read alot of comments on Salvation to keep up with what was going on at the time.

Mewtwo has been legal for play since February.

THAT'S LESS THAN TWO MONTHS!

Give it a bit of time before you pronounce the format 'stagnant' why don't you? Again, it looks like you are trying over-hard to find reasons to complain. It's generally agreed that the card will be much less dominant after DEX.

People have short memories it seems. The most successful decks at Cities were Chandelure (multiple Stage 2), Magnezone/Eelektrik (Stage 2 + Stage 1), and ZPST (Basics). Durant, Truth variants, C/K/E, Reshiphlosion, and 6C also did well (all 3 Stages represented there).

We have had ONE cycle of tournaments with Mewtwo defining the game, That's all.
 
I agree that the current Pokemon TCG metagame has gotten VERY stagnant... Mewtwo EX seems like it might be the breaking point for some of my playerbase that still play but I don't see it in my meta at all.

Well Darkrai EX is one of the most overused EX's from Dark Rush in Japan aside from Tornadus EX which is amazing as a wall against Fighting decks or Terrakion Swarm assaults. Those 2 are going to be the chase EX's for Dark Explorers, Raikou EX possibly being the 3rd EX Chase Rare.

Answering your own concerns with quotes from yourself. Saves everyone time.

By battle roads, the format will have completely changed. Zoroark is played a lot, Empoleon is competitive (much like a Durant today), and Zekeels gains a playable evolution (Eelektross!). Mewtwo EX's price has taken a plummet in Japan, and it's probably going to drop to around $30 by the time around nationals.
 
Answering your own concerns with quotes from yourself. Saves everyone time.

By battle roads, the format will have completely changed. Zoroark is played a lot, Empoleon is competitive (much like a Durant today), and Zekeels gains a playable evolution (Eelektross!). Mewtwo EX's price has taken a plummet in Japan, and it's probably going to drop to around $30 by the time around nationals.

Well you and baby mario have very good points about this and I agree however what about the threat of Kyurem/Celebi being a huge threat to ZekEels? I'll explain. Your goal is for Celebi to literally accelerate 1 energy onto Kyurem for Glaciate to bench spread damage on their Tynamo before they evolve them into Eelektrik's. Attach a :water: on T1 and T2, and accelerate 1 :grass: on one of those turns with Forest Breath and you've got Glaciate with Kyurem.

Exp. Share something on the bench, then when Kyurem gets KO'ed, get 1 :water: from Exp. Share, promote Celebi and accelerate with 1 :grass: using Forest Breath, then manually attach 1 :water: and you've got another Glaciate with Kyurem. Great idea however wouldn't that warrant ZekEel players into running Cobalion to get around Kyurem?

I think the counter would be too slow to get around the bench spread...

The decklist of Kyurem/Celebi would look something like this:

Pokemon (8)

4 Kyurem NV
4 Celebi Prime

Trainers/Supporters/Stadiums (?)

3-4 Energy Search
3-4 Skyarrow Bridge
3-4 Switch
3 Exp. Share

= T2 Glaciate for the lolz
 
Last edited:
The decklist of Kyurem/Celebi would look something like this:

Pokemon (8)

4 Kyurem NV
4 Celebi Prime

Trainers/Supporters/Stadiums (?)

3-4 Energy Search
3-4 Skyarrow Bridge
3-4 Switch
3 Exp. Share

= T2 Glaciate for the lolz

Kyurem is a pretty viable deck. There's a video of Chris Cobian playing it on the Top Cut website (great game too).

Celebi is somewhat awkward though: you need enough Grass to be able to draw into it for the T1 Forest Breath, and enough Water to use for Glaciate.

I think it's better without the Celebi and if I'm honest . . . I'd probably play Mewtwo in it myself.
 
Pokemon Catcher/Junk Arm was what got some of my friends to quit the Pokemon TCG, and Mewtwo EX seems like it might be the breaking point for some of my playerbase that still play but I don't see it in my meta at all. Really I think the problem is the 1st Turn Rule changes and the Rare Candy nerf, I can see Catcher/Junk Arm causing problems but the hinderance on Stage 2's is what's hurting the game and TPCi thought Stage 2's were unbalanced when last format Machamp SF was used to keep SP's in check to save the game. I tried to get that point across with Otaku which was a failed effort indeed...

Well, your friends really should have quit due to Pokemon Reversal/Junk Arm, since the protection this offered really was all about coin flips, about luck.

I agree the first turn rules are unsatisfactory... or alternatively, that the current card pool seems ill suited to such rules. Of course since I've long lobbied for Rare Candy to be allowed to rotate out of the format and to instead bring Pokemon Breeder back, I have no qualms with the Rare Candy errata. Even now, I am uncertain if Pokemon Breeder or the current Rare Candy makes much if any sense. How can that be? Aren't Stage 2 Pokemon are far too weak?

I reject this argument because it is only one interpretation of the data, and it conflicts with other data. It isn't Evolutions that are too weak, but overly effective Bench disruption and Energy acceleration... or alternatively the damage output-to-HP ratio of so many Pokemon.

I keep saying "alternatively", why is that? Pokemon is about balance, and as long as certain elements are balanced out, even if they seem obscenely powerful it still works. Pokemon Catcher is balanced when it lacks all the benefits of the current format. I don't believe any card lets you search it out save Twins, but of course a single copy can be re-used by Junk Arm quite handily, and Junk Arm is a potent card in its own right. The damage output of the most commonly played Pokemon is so high that with Type-Matching, nothing is safe, and without it, only the largest Evolutions and Pokemon EX are safe from a OHKO. The Energy acceleration of the format allows Pokemon to tap pretty much any attack, in the correct deck, in a single turn.

On the other hand, in a slower format where you're not seeing a Stage 2 until a player's third turn, inexpensive attacks struggle to OHKO the smallest Pokemon, and little if any Energy acceleration is available those first few turns, Pokemon Catcher becomes the strategic tool it was meant to be. It prevents someone from hiding a Pokemon the whole game on the Bench, but even when it is used will require skill (or at least a build up of resources that took a few turns) to OHKO whatever target was thrust forward.
 
Well its not right for the hole format be pretty much based around one card. I see one mewtwo ex knock out anothing mewtwo ex and then another mewtwo ex comes out and knocks out that one.

This card does need to be banned and so does the card junk arm because you can constatly be useing pokemon catcher.
 
Well its not right for the hole format be pretty much based around one card. I see one mewtwo ex knock out anothing mewtwo ex and then another mewtwo ex comes out and knocks out that one.

This card does need to be banned and so does the card junk arm because you can constatly be useing pokemon catcher.

It's not just about knocking out Mewtwo Exs with Mewtwo EXs. There is a lot of strategy involved. You need to know when to play them, what risks you take, making sure you have access to more if need be, paying attention to the number of prize cards or the number of benched Pokemon or the number of cards left in your opponent's hand...

Mewtwo wars aren't anything new. Just like Thunder Dome vs. Reshiphlosion pre-NDE. You knock out something with Reshiram, they knock out Reshiram with Zekrom, you knock out Zekrom with Reshiram... just substitute Reshiram and Zekrom for Mewtwo EX.
 
Well its not right for the hole format be pretty much based around one card.

Do you care to explain why it's "not right" for the format to centralize around Mewtwo EX? Why is this worse than a format that centralized around Zekrom and Reshiram (that was the format for fall regionals)? It certainly adds more skill to deckbuilding.
 
Last edited:
I'm not all too sure Mewtwo adds skill to deck building. It's just you knowing your opponent is running 2 or 3 Mewtwo so you have to run 2 or 3 Mewtwo. No real skill at all.
 
I'm not all too sure Mewtwo adds skill to deck building. It's just you knowing your opponent is running 2 or 3 Mewtwo so you have to run 2 or 3 Mewtwo. No real skill at all.

Refer to this post for a response:

It's not just about knocking out Mewtwo Exs with Mewtwo EXs. There is a lot of strategy involved. You need to know when to play them, what risks you take, making sure you have access to more if need be, paying attention to the number of prize cards or the number of benched Pokemon or the number of cards left in your opponent's hand...

Mewtwo wars aren't anything new. Just like Thunder Dome vs. Reshiphlosion pre-NDE. You knock out something with Reshiram, they knock out Reshiram with Zekrom, you knock out Zekrom with Reshiram... just substitute Reshiram and Zekrom for Mewtwo EX.
 
Status
Not open for further replies.
Back
Top