The Cat’s Mew – Marthe’s Worlds Deck

The last deck we will show you was the deck that Gym Leader Marthe put together for the Last Chance Qualifier (LCQ) at the World Championships.  We had hoped to get these articles up for you guys sooner, but the back to school days have been very busy for us.  Anywho, since the release of Next Destinies, every competitive player has had to adjust their decks to deal with one thing…. Mewtwo EX.  To compete throughout the State Championships, Spring Regional and Battle Roads and the National Championships, you either built a deck around Mewtwo or built one to counter it.  Mewtwo and “Pokemon Catcher” have caused the most abrupt changing of the format that we have seen since we started playing the Pokemon Trading Card game.  In most games, once a player plays down their Mewtwo, an exchange takes place back and forth between opposing Mewtwo.  Many have dubbed these exchanges “Mewtwo Wars”.  While testing out several ideas after Nationals we came around do a different idea.  Instead of “beating around the bush” about what stage of the game to start the “War”, we made a deck designed to instigate the Mewtwo war.  Thus, Marthe’s “Cat’s Mew” deck.  Take a look.

Here’s the list.

Cat’s Mew:

  • 3 – Mew Prime
  • 4 – Mewtwo EX
  • 2 – Crobat Prime
  • 4 – Dual Ball
  • 2 – Energy Retrieval
  • 2 – Enhanced Hammer
  • 3 – Exp Share
  • 3 – Junk Arm
  • 2 – N
  • 3 – Pokemon Catcher
  • 2 – Professor Juniper
  • 4 – Professor Oak’s New Theory
  • 4 – Random Receiver
  • 2 – Revive
  • 2 – Ruins of Alph
  • 3 – Super Scoop Up
  • 1 – Switch
  • 10 – Psychic Energy
  • 4 – Double Colorless Energy

Ideally, you start with Mew and “See Off” Crobat into the “Lost Zone”.  Mew could then, at any point, be an option to “Severe Poison” a big retreater, like Terrakion, or snipe small HP Pokemon off the bench.  The inclusion of this set of techs came in very handy in testing and, as we often like to do, presented a problem that opponents were not accustomed to seeing, putting pressure on them to think outside of the meta-game.  Outside of that, the deck is very straight forward….. keep a constant stream of Mewtwo coming at your opponent and see if they can keep up.  A couple of nice additions were the “Ruins of Alph” stadium, used to eliminate Darkrai EX‘s resistance to Psychic types and EXP Share, which helped keep energy on the field so you could stay on the offensive.  To further frustrate Darkrai players (and others that hit for that 90-110 damage range), she included “Super Scoop Up”.  Hitting this at key times could remove all damage from Mewtwo and save her from costly 2-prize KO’s.  The deck tested well against Darkrai decks (“even” to a slight advantage) and better against CMT.  It was in for an up-hill battle against Zek/Mewtwo/Eels because of its ability to recover quickly.  In that match-up, she would go straight for Mewtwo and DCE and try to take out the Eels early.

We believed that this deck had a good chance to succeed in the best 2 of 3 format of the LCQ.  That was until Marthe was paired in the opening round against the ever-popular copycat deck, “Hammer Time”.  This match-up in the old format with “Junk Arm” would completely depend on how many “hammers” her opponent flipped “heads” on.  The luck of the roll was definitely with her opponent, as over two straight games, he hit “heads” after “heads”, played the Junk Arms and repeated.  He kept her energy off the field in both games.  She was able to counter and extend the games to an extent by hitting several of her “Super Scoop Up” flips, preserving her Mewtwo army, but the energy denial was too much.  We never got to see what the deck could do thanks to a bad opening round match-up against the only deck that could really shut down her strategy (hitting “hammers” coupled with “Lost Remover” pretty much shuts down any deck, unfortunately).  We finally shove Durant decks aside only to have them replaced with the equally annoying “Hammer Time”.

We had fun building the deck and unfortunately will never know what, if anything, she might have achieved with it.  Could this deck have won Worlds……. probably not.  We we hoping that Marthe could pilot it a little deeper into the tournament, though.  As we’ve said before, we’d rather come close and lose with our own ideas as opposed to succeeding with someone else’s.  That closes our review of our Worlds decks.  The Gym had enjoyed sharing these articles with you so that you could have a look in on how we prepared for the year’s biggest event.  The question we ask ourselves is how do we rate our efforts.  If it is based purely on winning the World Championships, then we obviously did not succeed.  We recognize that no matter how much you prepare and test, there is no way to account for the luck involved in Pokemon.  Luck was not with us at the times that it was crucially needed.  As we concluded in earlier articles, a change or addition of a single card may have made a “World” of difference as well.  It was an exciting few months for the Gym Leaders and we had an amazing time both preparing for and competing at the World Championships.  By that measure, I’d say we did purty darn good!  Hope you enjoyed the read.  See you at the Gym!





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