Hello everyone and welcome to the first episode of the Canarti-Show!
[french pun, super funny] Today, I’d like to talk about the Mewtwo & Mew GX deck, also known as Mewthree, Mewbox, or Perfection. Why this deck? Three reasons. First: this is the deck that won the World Championships last month. The list you see on screen was used by World Champion, Henry Brand from Australia. Second: It’s a very interesting deck to play, because of all the options you have, both in deckbuilding and in gameplay. As a first video on the new Standard format, it seemed fitting to show a deck that showcases all the possibilies of this format. My third reason is the most selfish: I was myself a part of Henry Brand’s playtest group for the World Championships. So this deck is kind of my baby! That said, this was definitely a team effort, and there were three other players who put in work (more work than me, to be honest!): Henry Brand himself, João Pedro Medeiros Zambrano from Brazil, and Bert Wolters from the Netherlands. The Mewtwo & Mew GX deck is based the eponymous attacker. Its Perfection ability lets it copy attacks from any GX Pokémon, on the bench or in the discard. So we’re going to try to discard as many GX Pokémon as possible (not necessarily Basic ones) to use their attacks. This is called a Toolbox deck: You have many different tools available and you use the most appropriate one for each situation. Before I cover all of these tools, we need to talk about the best card in the format and that’s Welder. You can use it to attach two more Energy per turn, while drawing cards. It’s both the best draw supporter, and the best Energy accelerator. Three of four top tier decks play it currently, they all play four copies of it, it’s just a superstar card. That’s why the goal is to play Welder as much as possible (every turn if possible) in order to have a bunch of Energy in play, so we can use any attack. In order to do that, the deck plays three Dedenne GX, four Acro Bikes, and four Pokégear. Their point is to draw as many cards as possible so you can find Welder in your deck. We also include three Giant Hearth, to search for Fire Energy that we’re gonna attach with Welder. That said, we don’t play only Fire energy. There are also three Psychic Energy and a Viridian Forest. This lets us use a wider variety of attacks, speaking of which, let’s talk about all the GX Pokémon in the deck and explain their use. There are three main attackers in the deck: Solgaleo GX, Naganadel GX and Magcargo GX. They’re Evolution Pokémon but, again, we’re not gonna play them, we’re gonna discard them and copy their attacks with Mewtwo & Mew GX. Solgaleo GX hits for 120 damage for two Energy, and attaches two Energy from the discard to a Benched Pokémon. Since we often discard Energy in this deck, with other attacks or Dedenne’s ability, it’s a very convenient attack and its damage is enough to KO smaller Pokémon such as Jirachi and Volcanion. Naganadel GX can snipe for 170 damage (that is, hitting anything, including a Benched Pokémon.) It’s one of the main reasons why this deck includes Psychic Energy. If you’re just starting out, hitting the Bench may not seem like such a big deal but it’s actually really important. For example, 170 damage are enough to KO a Benched Dedenne GX. You can also finish off, say, a damaged GX Pokémon that retreated to the Bench. It’s just a very versatile attack. Finally, Magcargo GX is the brute force attacker. Its Lava Flow damage is unbounded, you just need to have enough Energy attached. For example, if you have 5 energy attached and discard them all, you hit for 300 damage which is a KO on any Tag Team Pokémon. Sometimes you don’t need that much, though, you can deal 200 damage for three Energy which is already pretty strong, especially since you can attach three Energy on turn 1. (Do you see why Welder is so strong yet?) Among other usable attackers, we can talk about Latios GX. Tag Purge deals 120 damage and grants you immunity to damage from Tag Teams which is particularly useful in the mirror match, against Pikachu & Zekrom GX, or against Reshiram & Charizard GX. Yeah… there are a lot of Tag Teams in the meta, Tag Teams are stronger than ever right now. You can learn more in my Standard format guide! (link in the description of the video) Clear Vision GX is also worth it in some matchups. Then we have Reshiram & Charizard GX, because we play Fire Energy and it has three solid attacks. It’s just a pretty good card to have. Double Blaze GX, especially, is a nuclear button if you have six Fire Energy. You hit the button and the other Pokémon explodes. The other reason to play this specific card is, you can play it on your Bench and attack with it directly. You don’t have to copy its attacks with Mewtwo & Mew. That’s useful because Reshiram & Charizard isn’t weak to either Power Plant or Fairy Charm Psychic (or Fairy Charm Ability), which can be troublesome for Mewtwo & Mew GX. In a different style, there is Espeon & Deoxys GX which is played for its Cross Divide GX attack, especially its bonus effect. For six Energy in play, and, again, that can mean the second turn of the game because of Welder, you can spread twenty damage counters on the opponent’s board, as you wish, on the bench, whatever. Decks that rely on small, evolving Pokémon, such as Malamar, just can’t handle that amount of pressure. If you can KO every Inkay in play before they can evolve, you simply win the game, full stop. Finally, we play a copy of Cobalion GX for its Iron Rule GX attack, which can tempo for a turn by preventing the opponent from attacking. It’s very useful when you’re in a bad spot, to give you time to come back in the game. In the mirror match, you can also use it to prevent the opponent from using Tag Purge and therefore to make it weak for one turn so you can KO it. Finally, there are two support Pokémon to mention. The first one is Jirachi GX to remove Mewtwo & Mew’s Psychic weakness. The other one is Marshadow whose Ability removes a Stadium in play. I mentioned that Power Plant was a real issue since it prevents Mewthree from attacking, and keeping a Marshadow on your Bench is security against that. As for Trainers, here are those I haven’t mentioned yet. Four Cherish Ball, three Mysterious Treasure and one Electromagnetic Radar to search for Pokémon. Every Pokémon in the deck can be searched out with at least one of these Items. We also play two Switch cards to retreat if you happen to have a bad starting Pokémon, and also to remove Paralysis, especially from Raichu & Alolan Raichu GX. One Fire Crystal to get back Energy especially in the late game; Four Custom Catcher because it’s one of the best cards in the game. Gust effects, aka bringing an opponent’s Pokémon to the Active spot, are simply irreplacable. Finally, we play two Bill’s Analysis in order to have more Supporters to play. That said, the goal is still to play Welder every turn. We only play Bill’s Analysis when we can’t play Welder, and often it’s to search for Welder or Giant Hearth for the next turn. Sometimes, it also let you get Switch or Custom Catcher if you need it immediately. Can this deck be improved? Sure! Just because a deck won Worlds doesn’t mean it’s set in stone. A player must always adapt to changes in the metagame or in the format. For example, with Hidden Fates’ release, comes a new Charizard-GX which is a must have in this deck. It can hit for 300 damage for only four Energy, without discarding them, which is incredible to KO any Tag Team Pokémon. You can also play Wobbuffet as protection against Victini Prism Star, mainly; Turtonator, which is a non-GX attacker, and so on. As a general rule, Mewthree is a very versatile deck, because any GX Pokémon, including Evolutions, can be played in the deck. It’s possible to play the deck with other Energy types, or maybe with Rainbow Energy, there are simply a lot of possibilites. To show you the deck in action, let me commentate a match. Context: this is round 3 of day 2 of Worlds 2019. On the left is Henry Brand, playing Mewthree. On the right is Charlie Lockyer from the US, playing Pikachu & Zekrom GX, one of the format’s most popular decks. Both players are 2-0 and are looking for a third win. The official stream shows the cards each player has in their Prizes. Nothing especially bad on Charlie’s side: all his Prizes are cards he plays multiples of. Same thing for Henry: he did Prize his only Espeon & Deoxys GX, but that card doesn’t matter in this matchup. Both players can therefore play their decks to their full potential. Henry plays first. His goal, once again, is to play Welder as much as possible. He has Fire Energy in hand but not Welder itself. So he plays two Acro Bikes, in order to look for the missing Supporter. On the second Acro Bike, he finds a Pokégear, which he plays, but that Pokégear fails. So he simply attaches a Psychic Energy from Mewtwo, keeping Fire Energy in case he topdecks Welder, and passes his turn. Since he didn’t even have a Dedenne to draw a new hand, he’s in a pretty bad spot. Charlie started the game with Jirachi, his ideal starter since it can draw Trainer cards with its Stellar Wish ability. Charlie’s goal is to use Pikachu & Zekrom’s Full Blitz as soon as possible. Unfortunately, he doesn’t find anything good on his first Stellar Wish. He simply plays another Jirachi and uses Switch to bring it Active, then plays Judge. Charlie plays four Judge in his deck, which was unusual but has become more popular recently. The idea is to disrupt his opponent’s hand regularly, even on turn one, which can especially hurt Welder-reliant decks. Charlie himself won’t be as bothered by the lower hand size, first of all because he has Jirachi to draw cards, and also because he requires less cards to accomplish his own game plan. That said, in this exact situation, Charlie isn’t very happy playing Judge because Henry seemed to have a dead hand and he might draw a better one. After playing Judge, Charlie has in hand his key stadium Mt Thunder Prism Star, and an Electromagnetic Radar. He plays that Radar to search for Pikachu & Zekrom GX and Dedenne GX, plays the former and uses the latter to draw six new cards. Then, he uses the second Jirachi’s Ability. Despite all of that, he can’t find an Energy to attach this turn which is rough. Now, it’s unlikely he can use Full Blitz before turn 3, which could put him too far behind in the game. After Charlie’s Judge, Henry’s hand is much better. He plays another Mewtwo & Mew, and plays Viridian Forest, which has three effects. First, it removes Charlie’s precious Stadium before he can use it. It also lets Henry discard his Naganadel GX, which, as we’ve mentioned, is supposed to end up in the discard. Finally, he can get a Fire Energy, which he can attach with Welder, which lets him draw three extra cards. One of these extra cards is another Fire Energy which he attaches for the turn. Finally, this lets him use Latios GX’s Tag Purge, which gives him the KO on Jirachi and protects him from Tag Teams, such as Pikachu & Zekrom GX. If Henry played Wobbuffet, the game would basically be over now. Without the Energy acceleration from either Mt Thunder or Tapu Koko Prism Star, Charlie would need three turns to charge up his PikaRom. Even without Wobbuffet, Henry is still in a great spot. Even if Charlie manages to attack, he won’t deal any damage to Mewtwo & Mew GX. Thankfully for Charlie, he’s about to have the perfect turn 2. Pokémon Communication gets him Tapu Koko Prism Star. Volkner for an Energy and Custom Catcher. He discards a Lightning Energy with Viridian Forest, and another with an Electromagnetic Radar. He gets Zeraora and Dedenne with it and attaches two Energy to Pikachu & Zekrom thanks to Tapu Koko’s Ability combined with Energy Switch. He plays two Custom Catcher to bring up the other Mewtwo & Mew, in order to dodge Tag Purge’s effect. He draws a new hand thanks to Dedenne GX, attaches an Energy which he then moves to PikaRom and even replaces the Stadium. Finally, he uses Full Blitz for 150 damage. He also charges up his Zeraora GX this way. Since Zeraora isn’t a Tag Team, it isn’t affected by Tag Purge, so it will be the ideal attacker in that spot. Since he has an Energyless Mewtwo & Mew in the Active spot, Henry must find a way to retreat on this turn. He plays a Giant Hearth and attaches a Psychic Energy, but more importantly he just drew an Electromagnetic Radar. This lets him search for Dedenne GX to get a new hand, while discarding Magcargo GX. His new hand includes a Switch, which lets him retreat. First, though, he searches his deck for two Fire Energy thanks to his Stadium gets a Mewtwo & Mew thanks to Mysterious Treasure, and plays Welder to attach two Fire Energy to the new Mewthree. Now, he can play Switch and use his four Energy to copy Magcargo’s Lava Flow and discard these four Energy to deal 250 damage and take the KO. With only two Prizes left for Henry, Charlie can now hardly use Zeraora as an attacker, since he loses the game if Henry KO’s it. Instead, he’s going to use his one prize-attacker, Hoopa. He attaches an Energy and plays Judge and eventually retreats and deals 110 damage with Hoopa. Henry has a Switch in hand now so he can retreat this turn. He can win on this very turn if he can draw his last two Prizes, either with Naganadel’s Venom Shot to snipe a Dedenne, or with double Custom Catcher to bring up a two-Prize Pokémon. However, at this point, all three Psychic Energy are in the discard so, after grabbing Fire Energy thanks to Giant Hearth, Henry uses Welder on the Active Mewtwo & Mew. This lets him use Turbo Strike this turn, attaching Psychic Energy from the discard to the Benched Mewtwo & Mew, so we can win with Venom Shot on the next turn. However, Henry draws a second Custom Catcher off the Welder. He changes his plan: he brings up Zeraora Active and only needs one more Energy to win the game. He has Dedenne GX in hand. First, though, he Switches to Latios GX (no reason to waste a Switch!) and then uses Dedechange and immediately draws into Fire Energy. He can attach it to Mewtwo & Mew, and copy Magcargo’s Lava Flow once again for 200 damage, winning the game. Now, let’s move on to the second game. This time, Charlie has two Custom Catchers in his Prizes. As for Henry, he prized both his Magcargo and his Latios, the two Pokémon he attacked with in game 1. Therefore, the two players will have to adapt to these unfortunate circumstances. Charlie goes first. Once again, he starts with Jirachi, against Henry’s Mewtwo & Mew. This time, he can search for his most important Pokémon thanks to a turn 1 Electromagnetic Radar. He then plays Judge to lower Henry’s hand size to four, manually attaches an Energy and uses Dedenne to get a new hand, then Jirachi’s Ability. He finally passes his turn. If you look closely, you can see he has Stadium Nav in hand so, assuming he hits one head, he’ll be able to use Full Blitz on turn 2. Luckily for Henry, he draws directly into a Welder and two Fire Energy, despite Charlie’s Judge. He also has a Psychic Energy to attach, and a Dedenne to refill his hand. Then, he plays Mysterious Treasure, discarding Solgaleo GX. He’s looking for Latios GX here so he can use Tag Purge, just like in game 1. However, recall that Latios is prized. Henry has to change plans. He gets a second Mewtwo & Mew instead, and uses Acro Bike, looking to discard Energy. He doesn’t find one, though. He can still get the KO with Solgaleo’s Turbo Strike, but can’t attach Energy to his Bench at the same time. Logically, Charlie sends up Pikachu & Zekrom and gets one heads on his Stadium Nav, getting Mt Thunder Prism Star. He attaches an Energy and plays Volkner, gets Electromagnetic Radar with it, and searches for Raichu & Alolan Raichu GX. Since Henry didn’t take Latios GX the last turn, Charlie probably assumes that Henry’s Latios Is prized. Therefore, he doesn’t need to prepare to use a non-Tag Team attacker. He can use Full Blitz right now for 150 damage, charging up Raichu & Alolan Raichu GX, since that’s generally the deck’s best attacker. Henry plays a Cherish Ball to get Naganadel GX. Once again, he was most likely looking for Magcargo GX in order to oneshot Pikachu & Zekrom, but Magcargo is also prized. Since Henry got Latios out of his prizes, he can bench it. Then he attaches a Fire Energy and uses a new Dedenne to refill his hand. His Active Mewthree is about to be KO’d so he’s looking for Welder to charge the next one up. He can only find Bill’s Analysis with Pokégear, though. He plays Bill’s Analysis and gets a Custom Catcher and another Pokégear. Finally, he decides to use Venom Shot to snipe a Dedenne. This is a very interesting choice. Sure, Henry takes two Prizes and only needs three to win now. However, he doesn’t affect the board. He didn’t damage any of his opponent’s attackers, and it’s not like he can get three Prizes on the next turn to win the game. So, why did Henry choose to do this? In my opinion, there are two reasons. First, his Active Mewthree can easily get KO’d next turn. Even if he uses Tag Purge here, Charlie could get a KO with Zeraora. Henry would then lose all of his Energy. Therefore, might as well discard them to deal more damage. The other reason is that, if he attacks PikaRom now, PikaRom will retreat next turn for Raichu & Alolan Raichu. Any damage dealt to it would then be basically useless, unless Henry can snipe the PikaRom later on. But then, might as well snipe the Dedenne now and guarantee the KO. Now, he only needs to hit twice whichever Tag Team Charlie decides to attack with. As we saw, Charlie plays Judge in order to disrupt Henry’s plan as best as he can. (For example, this removes Henry’s Pokégear he had in hand.) Then he uses Full Blitz to take the KO and attaches his last remaining Energy to the Active PikaRom. If Charlie draws his Custom Catcher in his Prizes now, he might move all of his Energy in play to PikaRom next turn, and use Tag Bolt GX to KO the two Dedenne GX at once, winning the game. Unfortunately, his two Custom Catchers are still hiding in his Prizes. Henry still needs to get more Energy on his field, though. He plays two Cherish Balls. He grabs Reshiram & Charizard GX with the first one (to be discarded) and Dedenne GX with the second one. He attaches a Psychic Energy from hand to Mewthree and plays a Giant Hearth. Then he discards his hand with his third and last Dedenne, but has to discard a Switch in the process. This might matter a lot now that Raichu & Alolan Raichu is on the board. Thankfully, Henry has Welder in his new hand, so he can activate his Stadium, grab two Fire Energy and attach them which lets him use Tag Purge. Charlie can’t win this turn, but he can paralyze Mewtwo & Mew with Tandem Shock. This would prevent Mewtwo & Mew from attacking, and Charlie can then KO it the next turn with Lightning Ride GX. I’m going to speed up that turn, but here’s the situation in the end: Charlie wins next turn if Henry can’t get out of paralysis. Henry is looking for his last Switch. At this point, he has played and discarded a lot of cards, so his deck is getting thin. He’s going to try to thin it even more. To do so, he uses Mysterious Treasure, then Giant Hearth, then Viridian Forest, each time removing one card from the deck. He then plays a Pokégear, which fails. Once there is nothing more to increase his odds, he plays Bill’s Analysis which he was keeping in hand. He finds Switch with it, so he only needs to retreat to Latios, retreat back to Mewthree, and use Venom Shot to finish off Pikachu & Zekrom on the Bench. He takes his last three Prizes and wins the second game! That’s it for today! Thanks for watching this video. I hope it was useful to you. If you have feedback or questions, don’t hesitate to contact me here or on Twitter. All useful links are in the description.Thanks!