Really, you could just make a pure 2-2 Mewtwo/Lv.X deck and have it work.
Turn 1: Play Mewtwo, Play {P} Energy
Turn 2: Play Celio, Bebe, Premier Ball, and anything else that may be able to find the Lv.X, and then attach another {P} Energy to do 100 (remember this is TURN 2).
Turn 3: If it survived your opponent's last turn, you could use Mewtwo's recovering move, or use Energy Absorbtion if it can survive yet again, and then do 100 next turn.
Combine this with 4 Pluspower, Strength Charms, and any other hoopla you can think of and we've got our next T2 deck.
I mean, a super-hitting Mewtwo Lv.X is fine, I guess, but it still is a simple 'let's make a card that does EVEN MORE DAMAGE THAN WE THINK IT SHOULD!!!!' I like to create my own cards, and I have some ideas for interesting Powers, Bodies, and attacks if they want them (realistic, I know). Somebody in the Pokemon Card Laboratory needs to shake it up a little.
Turn 1: Play Mewtwo, Play {P} Energy
Turn 2: Play Celio, Bebe, Premier Ball, and anything else that may be able to find the Lv.X, and then attach another {P} Energy to do 100 (remember this is TURN 2).
Turn 3: If it survived your opponent's last turn, you could use Mewtwo's recovering move, or use Energy Absorbtion if it can survive yet again, and then do 100 next turn.
Combine this with 4 Pluspower, Strength Charms, and any other hoopla you can think of and we've got our next T2 deck.
I mean, a super-hitting Mewtwo Lv.X is fine, I guess, but it still is a simple 'let's make a card that does EVEN MORE DAMAGE THAN WE THINK IT SHOULD!!!!' I like to create my own cards, and I have some ideas for interesting Powers, Bodies, and attacks if they want them (realistic, I know). Somebody in the Pokemon Card Laboratory needs to shake it up a little.
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