Did you seriously just shoot down everyone's ideas and then say yours is better without stating what it is? :nonono:
Anyway :/ Mew is terrible. Against some decks, no amount of Mew-rushing will allow you to not get OHKO'ed pretty much every turn. So in order to keep up, you need to be OHKO'ing back every turn. And Mew can't do that against everything. In fact, he can only do it against basics, as Machamp is your only guaranteed KO. And God forbid, Dialga G lv.X hits the table.
Also, every time you decide you need a different attacker in the Lost Zone, you forfeit another turn (and another prize). And the same attacker isn't going to fit every job except in the case of Machamp versus SP.
Rather than playing Gyarados in Mew, just run Gyarados.
He swings for almost as much with a belt (110 vs Mew's 120), and he has 150 HP with a belt instead of Mew's 60.
Gyarados is also faster (since you don't have to waste a turn lost zoning something) and recovers almost as well.
So many decks can do 60 for 1 energy.
If you are seriously consider playing Mew, you need to achieve the following or your deck will not win a tournament:
1. You must consider each match-up separately. For each different match-up, you must have a game plan that allows you to take a prize every turn starting turn 2 (turn 3 against some slower decks, but really, what decks are this slow any more?).
---For match-ups you've identified that will have difficulty KO'ing Mew every turn (very few) you can let rule 1 slip a little.
2. You must have an unshakable Dialga G lv.X tech, because Dialga could potentially show up in a number of decks, not just DialgaChomp. If your deck folds to Dialga, you're running a pretty thin line and it will probably bite you, if not in Swiss, then in t4 or t2, and you will not win when it happens.
3. You must find some way to make yourself faster than your opponent. You already have the advantage that you are a basic and attack for 0-1 energy. But this will probably not be enough. Luckily your deck has tons of space. You should run some form of trainer based disruption. If you hit them hard with disruption at the right time, they might miss that 60 dmg hit they need to deliver every turn, handing you the win.
So, every word is wrong is a bit extreme. Near as I can tell most of them are perfectly good English words. Every PHRASE wrong, however, might be correct. Bold is my contributions.
However, I just kinda realized that Mew takes care of Gyrados's biggest weakness fairly well now: it can help against trainer lock by running more supporters and fewer trainers.
---------- Post added 11/08/2010 at 01:05 AM ----------
So 120 doesn't 1HKO all of these except Gyarados, which won't be run without Mew by anyone with a brain thanks to Trainer-lock? Did you just start playing or did you never play a Jumpluff deck? Mew might not be Tier 1, but it'd be foolish to ignore it.
---------- Post added 11/08/2010 at 01:07 AM ----------
And finally, not in response to anyone, this deck is really funny with a Pichu HS starter.
a belted gyarados can hit for 110 without getting 1hko.
plus it consistantly comes back to the hand since it has rescue energy, pokemon rescue, and junk arm.
why would you need mew? so you can hit for 120? that is completely unnecessary.
with crobats turns and belts. you can now hit 120.
not to mention the obvious abuse of ssu with junk arm so dmg gdos can just pop back up to your hand.
mew would need all the set up gyarados does plus one turn to lost zone gdos so that it can do 120 and get 1hkoed?
mew it self is a great deck, mew with gyarados sounds terrble.
not to mention that mew needs psyhic energy. that also will hurt the consistancy or potential of the deck as well.
off topic: darthtace- how is the sun tzu quote justify ur reason to play rogue? it just means know ur self and the enemy to win. playing rogue has nothing to do with knowing yorself and knowing your enemy. would you please explain since i am little confused
A deck in which the main attacker packs a whopping 60 HP won't last long, regardless of how much damage it can do.
I ran into some questions about this card the other day...
Does mew have to be active to use the attacks of the lost zoned pokes?
Does that count for your attack for the turn?
Might be stupid questions but because it's its poke body it just got us a little confused.
Jumpluff. 17 times.
Jumpluff has 90 HP. Big difference there.
Also a fighting resistance and stands up to machamp
That sounds hilarious. T2 250 would own were it not for Dialga.Mew/Rhyperior Lv X is quite playable, from what i've heard.