Owyn Kamerman – OCIC Top 4 tournament report

Hey all, my name is Owyn Kamerman and if you are reading this you might know I recently finished 3rd at the Oceania international championships with Mew/Aerodactyl. I had a request to write about the deck, and as I had time to spare on the airplane home, I thought I might as well. A short introduction to me: I’m 19 years old and I’ve been playing the game for 12 years now, all the way since juniors. I have qualified for worlds every year since 2011, and just never stopped playing. Achievements includes winning the London Open, multiple regional and special top cut finishes, and finally an international top 4! Bear with me, as it’s my first time writing something like this, any feedback is appreciated!

This is my list

Pokémon – 14 Trainers – 42 Energy – 4
4 Mew V 3 Judge 4 Power Tablet 4 Double Turbo
3 Mew VMax 2 Boss’s Orders 4 Battle VIP Pass
4 Genesect V 1 Roxanne 4 Quick Ball
1 Oricorio 1 Cyllene 4 Cram-o-matic
1 Aerodactyl V 4 Ultra Ball
1 Aerodactyl VStar 2 Lost City 2 Rotom Phone
2 Path to the Peak 2 Lost Vacuum
2 Escape Rope
1 Switch
1 Pal Pad
1 Forest Seal Stone
1 Choice Belt
1 Big Parasol

Why mew?

On my 40 hour trip to Melbourne there was plenty of time to think, test and deep dive Pokemon. At first Goodra was by far my number 1 pick for the event. A friend of mine told me that it had a favored Lugia matchup; despite my many doubts, he had beat plenty of Lugia decks at Liverpool, and he sold me on Goodra. That quickly turned around however after some testing, as it turned out that the Lugia wasn’t so good at all, especially with the Skyla/Irida option to find a Lost Vacuum on command. However, Goodra did make me realize what kind of deck I wanted for the event: simply one that has a favorable Lugia match up.

One requirement isn’t so much you’d think, but with the sheer power and tech-able nature of Lugia this was a steep requirement. Thus, Magnus Pedersen and I started testing known counters such as Palkia, Control, and Regis. Even after tech’ing those decks out completely for the Lugia matchup, it never felt favorable enough; or a strategy could be derailed by a simple tech, like bird keeper or Thumping Snore Snorlax. One tech we didn’t think they people would bring however, was Cancelling Cologne. I started to test, of course, Arceus Aerodactyl! After testing that and again optimizing the list to beat Lugia, we felt it was too slow and clunky. It’s nice if you go first and hit the turn two Ancient Star, but Lugia absolutely destroys you when you are forced to play second. At that point you are taking a 50/50 to Lugia, so you’d rather just play Lugia yourself.

After some ranting about the format from both of us, we started thinking what is there even left? Then Mew came up, and we realized we’d been completely ignoring the second most played deck in the format. I’m not entirely sure why it is, but we felt like Mew had been dismissed by everyone for some time now. Maybe Lugia is so dominant that the second deck isn’t worth talking about, or perhaps Mew has been such a mainstay for so long that people just stopped actively thinking about it. There was a great article we found by Grant Hays on his top 8 run at Orlando with Mew called a “Mew Moment”. I read the article before OCIC and I would 100% recommend reading that as well. Now, while we hadn’t settled on Mew, with there being no other option other than Lugia, the precious Thursday hours before the tourney were spent on creating the perfect list for it.

The list and card choices

It was first important to analyze the slight differences in Mew DTE variants that have popped up. We saw Leon Kesselring take down Liverpool with a cross switcher, Collapsed Stadium + Echoing Horn combo list, we have also seen advanced technology Mew by Xander Pero playing Manaphy, Aerodactyl and other unexpected techs, as well as a bit more straightforward list from Grant Hays as previously mentioned, which played Aerodactyl and Rotom Phones for consistency. Lastly, Cyllene Pal Pad was a combo Magnus played himself to Liverpool, but in a Cross Switcher list. Now that we knew all options, it was time to see what the base list would be.

This base list consists of 50 core cards, and leaves us with 10 slots to play with. However, I would say two of these slots must always be taken up by some kind of switching card, depending on the variant it could be Cross Switcher, Switch Cart, Rope or Switch.

Core 50 cards

Pokémon – 12 Trainers – 34 Energy – 4
4 Mew V 2 Judge 4 Power Tablet 4 Double Turbo
3 Mew VMax 2 Boss’s Orders 4 Battle VIP Pass
4 Genesect V 1 Roxanne 4 Quick Ball
1 Oricorio 4 Cram-o-matic
4 Ultra Ball
2 Lost City 2 Lost Vacuum
2 Path to the Peak 1 Escape Rope
1 Forest Seal Stone
1 Choice Belt

What was done with the extra slots:

1-1 Aerodactyl

For us, 1-1 Aerodactyl was quickly essential. We wanted a good Lugia matchup, so why not play the card that instantly wins the matchup 50% of the time, assuming our read of no cologne was right. Although it provides some clunkiness, there were some more niche uses beside just Lugia as well, like in mirror, or turning of Drapion, which is what really sold me.

The switching cards: 1 Switch, 2 Escape Rope

Having set Aerodactyl in stone, there is simply no other option aside from playing these switching cards in my opinion. Cross switchers would take up two more spaces, as well we make the deck too clunky, which counteracts the fact that you want to get Aerodactyl out as consistently as possible. This is one thing we saw in the Mew deck, where you have these “packages” that if mixed would only weaken or boost each other’s strength, like playing Cross Switchers with Aerodactyl or playing Horn and Collapsed without Switchers. So, logically a 2 Rope 1 Switch split was necessary. Rope is too good, getting some cheeky 2 prizers and 1 Switch is just for the moment you hit heads on Cram or use Forest Seal Stone when you don’t want to switch the active. Switch Cart wasn’t a consideration as it can’t Switch Aerodactyl out.

3rd judge

Furthering our quest in getting the best possible Lugia matchup, we needed to patch up the deck when going second. This is where the 3rd judge comes in. It sold us by being both a consistency card and a disruption card. Sometimes you just need to hit the Judge turn 1 vs Lugia and by playing three you most likely will. It is also essential versus lost box. Another consideration in a similar vein was a 3rd path, but it is not a consistency card and we did not want to be stuck with multiple Path in hand, which made us move away from it.

2 Rotom Phone

I loved this card so much throughout the tourney. It is a skillful card, where you have to consider before which Fusion Strike system to play it (which could be a whole article or coaching session on its own). Aside from that, it’s simply needed to hit your combos consistently. Mew can be quite the combo heavy deck, and just relying on your Cram-o-matics to get there is having too much faith in lady luck. As our goal is to either consistently get Path Judge or Aerodactyl depending on the flip, consistency cards were the final ‘Lugia tech’. Lastly, Rotom Phone is strictly better over Trekking Shoes, as it digs further and doesn’t discard anything.

1 Cyllene

Sometimes Mew has to discard too much to get properly set up, and then you need to get that stuff back. That’s the simple reason. The complicated reason is we expected control to still show up, and being able to recover your Energy or switch card once or twice due to Pal Pad is enough to swing the matchup in your favor. Also a good card, again, for the combo nature of Mew. Need just 1 more power tablet? Cyllene has your back (most of the time).

1 Pal Pad

Not playing cross switchers makes the 2 Boss your only gust outs. That is quite often not enough and makes Pal Pad an instant inclusion when not playing Switchers. Pal Pad only gets stronger with inclusions of Roxanne and Cyllene, which are quite often pieces you want to recover as well. Lastly, it gives you room to discard those two supporters early game. Supporters can clog up your hand and this gives you space to discard them without immediately losing them. This card arguably can be in the base list, although I am not certain on it’s strength in the Switcher version.

0 echoing horn

Definitely a consideration, but playing just 2 Boss made it unlikely to quickly get a win this way. Horn requires Cross Switchers and potentially Collapsed to bring itself to its full potential.

0 Big Charm

Could potentially become an inclusion. With Regi making top 4 as well, it would be nice to be more prepared against it with a big charm, while it also has plenty of uses in other matchups like not getting KO’d by a Lugia with Powerfuls and Belt nor a Drapion if you have Oricorio down.

0 Manaphy

We did not feel like Kyogre was a big enough part of the meta to warrant playing Manaphy. The match up is slightly unfavorable, but that was alright with us.

0 Collapsed Stadium

Interesting card with a lot of potential uses, but all of which are niche. It clogs up the deck just by being another Stadium.

Matchups (in short)

The Thursday of the event we only tested the Lugia matchup. However we formulated a game plan against the rest of the field, and although I can’t speak on all matchups based on actual games, I can give you the gameplan.

Lugia

When playing first, go Aerodactyl but do not immediately search it with your first Pokemon search, otherwise you will miss the turn 2 most likely. It is more important to have more Fusion Strike Pokemon in play first. After using Aerodactyl, keep Boss’ing whatever has Energy and damage or KO it. When second, always Path your opponent on your first turn. Judge isn’t always needed and requires a read of their hand. Sometimes a low amount of cards should be judged away while a big amount of cards can stay depending on what your opponent played last turn. Quick Ball/Ultra Ball being essential to show the strength of their hand. Then pressure them while they hopefully brick, and kill their lonely Lugia if you can. If they get out of it with 1 Archeops, you Boss KO that. With 2 Archeops you’ll have to hit a lot of power tablets to a Parasol’d Mew to come back. Make use of any potential awkward discards that your opponent had to lose.

Mirror

Early game Path can buy a turn, and the same is true with a late game Roxanne Path. This is why keeping Forest Seal Stone is essential. When going first, depending on your set up, going for Aerodactyl VStar isn’t a bad idea; I’ve done it going second as well but I wouldn’t recommend that. Save your Vacuums and Stadium outs, except if you can Vacuum their Seal Stone on a good turn where you Path judge or Roxanne. When going first you don’t need an Oricorio.

Lost Zone Box

Continuously judge path them, hope this slows them down enough, and then Roxanne Path them late game. Go after their semi charged up attackers occasionally with a Lost City. They most likely will get a Drapion off somewhere in the game either way. You just need to make sure other prizes aren’t being taken.

Ray Lost Zone Box

Same general Judge strategy as above, just with more Soss mixed in on their attackers. Don’t let them have even 1 Energy on a Rayquaza. Oricorio needs to be benched, even tho it seems like a free prize, it’s all about not getting oneshot. Oricorio makes it so they need 1 extra Energy, as well as spend resources on a Raikou or turbo to a Sableye to then KO the Oricorio.

Regis

This matchup only needs 3 attacks to close out the game. You Lost Zone either 2 Regice, Regirock or Registeel and kill the Regi with Energy, or you Lost Zone 3 Regigigas. Put down 3 Genesect 3 Mew for some Psychic Leap plays. Regi only needs two attacks to win the game, so really watch out and go as fast as possible yourself.

Arceus Duraludon

Judge path is very good on the first turn, and Cyllene Pal Pad allows you to not go Aerodactyl VStar. Max Miracle and occasionally Path’ing should be enough to get through 2 Duraludon, if they even get 2 online. Boss up anything that is not evolved and KO it if you can.

Control

If they play Lost Vacuum it’s a lot harder, but Parasol blocks Yveltals attack. It’s essential to get it ASAP if you can; don’t lose a lot of energies before that. Save your switching cards, and your Lost Cities. Power Tablet can be used to Psychic Leap away an energy on a good turn, or to Max Miracle un-Caped basics. Judge them when you can, especially after they use Gormandize in the early game. Cyllene is a very good fail-safe.

Finally, for those interested here are matches and results of the tourney:

Day 1:

WW Lost Box Zard

LWL Radiant Eternatus Dura/Flying Pika

WW Arceus Duraludon

WLW Mirror

WW Mirror

LWT Lost Box Seal Stone Zamazenta

LWW Lugia

WW Lugia

WW Lugia

Day 2:

WLW Lugia

WLT Lost Zone Sky Seal Stone

WLW Control (donk – donk – 1 full game)

LWW Lugia ID

Top 8: LWW Lugia

Top 4: LL Lost Zone Sky Seal Stone

Mew’s future prospects

We still have almost a full quarter of Crown Zenith, so what can we expect from Mew? I suspect that there will be a small uptick in play of Cologne right after OCIC. From the 0.07 on average it was at OCIC to perhaps 0.20. Now this could mean you shy away from the Aerodactyl variant, but I personally wouldn’t. Even with cologne, it’s still quite hard for them to hit, especially if you manage to judge the turn you Ancient Star. However, the main problem facing Mew is not cologne, but the influx of players suddenly playing Sky Seal Lost Zone Box after Azul’s win and Pedro’s top 8. The matchup is quite rough, especially if piloted well. I’ve already been racking my brain as to what the best counter-play or tech against it is, but I haven’t found an answer just yet. You could potentially go heavier on the Vacuums and Paths, so you keep Path in play all the while being able to do your own thing. Big charm might be good too, and makes your Regis matchup better as well. Now, what will I be doing? I genuinely don’t know yet. What I do know is that Mew is currently the backup pick for me, and can never be a horrible pick in any event.