Hello readers of Schemanske’s Corner! I’m happy to write an article here as a guest detailing the thought process behind my Mew VMAX list at San Diego Regionals. Hopefully, this article gives you enough of a baseline to try it out for yourself, perhaps at the upcoming Liverpool Regionals or other tournaments! I like to break decks, and I’d be bothered if the deck wasn’t able to pick up a good finish before the release of Crown Zenith.
In this article, I’ll talk through my thought process on breaking the deck, which is a tried-and-true thought process I’ve employed for each deck innovation I’ve had. Some recent examples are my Dialga VSTAR lists from Baltimore and NAIC 2022, ADP/Rosa from Daytona 2019, and Naganadel-GX Checkmate from the D.C. Open 2019. (Arc/Intel with Bibarel, from Salt Lake City 2021–2022, is arguably not a big deal.) Then, I’ll move on to the list, give a brief recap of my San Diego matchups, then go over matchup strategy.
Unlocking a Deck’s Potential
There are two schools of thought: come up with a deck from scratch, or perfectly perturb an existing deck to fulfill a specific purpose. Sander’s Mewtwo V-UNION is the former; an incredibly novel idea never seen before. I can’t say I’m creative enough to do that, besides maybe Naganadel-GX checkmate. However, what I’ve found myself to be incredibly good at is the latter: taking an existing deck and pushing it to its furthest limits.
Step one in this process is to question the traditional norms of the list and identify the deck’s win conditions in each matchup.
If we return to the pre-Lost Origin Mew lists, the meta revolved around Palkia, Arceus, and Mew. Radiant Charizard/Inteleon and Regigigas were solid choices as well but were not incredibly popular. Even moving into Lost Origin, DTE Mew remained well positioned even after Drapion V’s introduction because Psychic Leap and Marnie was an effective strategy. If we look at Mew lists, we can see that they were well-tailored to this meta! Cross Switcher let you win games on turn two often by Knocking out the only Basic Pokemon V. Cross Switcher also combined well with Marnie, which Mew used to attack the Lost Box engine. The addition of Path to the Peak was useful against Drapion V, but also served to elicit the Roxanne plus Path to the Peak win conditions that decks usually employed against Mew!
Now, moving onto the current meta. DTE Mew lists struggled against Lugia because they can use Yveltal or a fully empowered Lugia to Knockout Mew VMAX. Even if you started the game with a three Prize card lead, you could lose in two attacks that could not be stopped by Roxanne. Lists adapted to include heavy counts of Path to the Peak and Lost Vacuum, effectively employing a Zoroark-GX/Garbodor-esque strategy. Marnie was also replaced by Judge to play around Oranguru. Essentially, Mew lists were fully invested in bricking Lugia, with maybe a Big Parasol that only made it harder to Knock Out the active Lugia VSTAR. However, lists had to remove Rotom Phone and cards that serviced other matchups, namely Regigigas and Lost Box, to include these cards. With only a dicey plan against the BDIF, and questionable matchups elsewhere now that Mirage Gate Lost Box lists were popular, Mew was in its worst position as of late.
My solution to this was to add Aerodactyl VSTAR to win almost every game going first against Lugia. In games where you had a strong start, you could guarantee a win by the second turn, regardless of the opponent’s draws. It is objectively optimal to cut the 3rd Lost Vacuum and 3rd Path to the Peak for the 1-1 Aerodactyl VSTAR line. The other major shift is the removal of Cross Switcher, which is irrelevant to the Aerodactyl VSTAR strategy employed against most Pokemon V decks. Though useful against Lost Box when paired with Judge, there are direct techs that make a greater impact. Arguably, Rotom Phone to find Judge and Boss’s Orders on the exact turns is just as important. From there, the 2nd Path to the Peak was dropped for Hisuian Heavy Ball, which served as consistency and improved odds of the turn two Aerodactyl VSTAR. The 2nd Choice Belt and Echoing Horn were cut for obvious reasons, and the final Choice Belt was eventually removed on Friday for Manaphy, which had been in and out of the list.
Manaphy’s purpose is to block Raikou and Kyogre against Lost Box, which it does exceptionally well. Without Manaphy, the Rayquaza and Kyogre matchups would be much worse. I had been looking for other ways to improve the matchup without including another non-Fusion Strike Pokemon, but it is absolutely necessary, even with the other techs in place. Ultimately, I decided to keep Manaphy because I expected specific top players to play Kyogre; I was correct. Even though it only won me one game, Manaphy was worth the slot.
Perhaps the greatest addition I haven’t talked about yet is Big Charm. That card works wonders against every deck in format. Mew VMAX cannot be one-shot by Lugia VSTAR or Regigigas, and Mew V also survives a hit from Snorlax without a Choice Belt. Without Big Charm, it would be nearly impossible to win against Lugia VSTAR if they put two Archeops into play, and the Regigigas matchup would be much worse.
As you can see, the list includes the changes I outlined above. If I had to put it into words, I built a Mew deck with a heavily favored Lugia matchup and even or favorable Regigigas and Lost Box matchups. Against Arceus/Duraludon, Palkia, or other random things, I had Aerodactyl VSTAR to force a long game that I could win using Mew trickery. The list I constructed did exactly what I wanted it to do, just barely, in each matchup. Every card in the list has a thorough explanation for its inclusion, and each omission has an equally thorough explanation as well. This is a Mew list that squeezes water from stone.
The only change I would make moving forward is to cut Hisuian Heavy Ball for Choice Belt. Though Hisuian Heavy Ball helped me out consistently—especially when I prized double Genesect V—its main goal of retrieving Aerodactyl V was too tough to accomplish. Realistically, if Aerodactyl V was prized, I would need to play Cram-o-Matic for the Hisuian Heavy Ball, which required an already strong start in Battle VIP Pass or multiple Quick Ball to pull off. Though my logic for omitting Choice Belt was sound, it would have helped reach Knock Out numbers against Lugia VSTAR in long games without Aerodactyl VSTAR, enough to the point where they were winnable. The only other card I would consider including is a 2nd copy of Path to the Peak, which also improves the Lugia matchup when they fully set up. Often, I found myself using Cyllene to recycle Path to the Peak so that I could use it with Roxanne. That would also increase the odds of drawing it naturally on turn one going second.
San Diego Matchups
R1: Kyogre W
R2: Lugia WW
R3: Regigigas LL
R4: Lugia WW
R5: Kyurem WLW
R6: Lugia WLW
R7: Lugia WLT
R8: Lugia LWT
R9: Palkia LL
The wins went according to plan. I wouldn’t have won round one without Manaphy. Against Lugia, I was able to set up Aerodactyl VSTAR going first all but one time in rounds two through six and was able to win going second because of a Judge plus Path to the Peak brick or a long game where I was able to eliminate the Yveltal threat and then outlast Lugia’s aggression. I beat Kyurem using Aerodactyl VSTAR and Boss’s Orders for free hits on high Retreat Cost Pokemon. In round seven, I won a quick game one, then lost a long game two that I could have scooped earlier. I had a very conceivable path to the victory, but ultimately fell short because I didn’t have Path to the Peak for the final Roxanne. There wasn’t enough time to finish game three, though I did set up the Aerodactyl VSTAR. You all saw what happened in round eight; after rough luck on Prizes, missing the turn two Knock Out, and the double Cyllene tails, I couldn’t close it out and a small misplay at the end cost me. Because of the pace of the game, I had no intentions of scooping game one. However, I should have done that in round seven and gone for the win going first in game three with plenty of time on the clock. Unfortunately, I was in a great position to win game three of round eight, but I do not regret playing out that first game to completion.
The losses went how you might expect them to go, too. In round 3, I was up against my friend Isaiah Bradner, who had tested extensively against my list with two Lost City and Big Charm. I had an early lead in both games, and because of some discarded Ordinary Rod, I was only a single Knock Out away on the right Regi to win the game both times. However, in both games I was hit with a timely Path to the Peak that I was unable to draw out of for an extraordinarily large number of turns. I didn’t replace Path to the Peak for the rest of the game as I bled Prizes over 5+ turns, even though I was taking Prizes against the wrong Regis on some turns. His 3rd Serena put in work, since retreating or Psychic Leap into a Genesect V usually buys a turn but did not in either game.
The final loss to Palkia was due to slow starts and an inability to Lost City the Drapion V on turn three each game. In game one, I only started with a Mew V and a Genesect V, took a small Knock Out on turn two, then was Knocked Out by Drapion V. I chose to save Forest Seal Stone for the following turn instead of grabbing Lost City, not knowing about Thorton or Ordinary Rod, which I was promptly defeated by. However, even if I had grabbed Lost City there, I was in no position to win. In game two, I had another slow start with only three Pokemon, Knocked Out a Palkia V on turn two, then was Knocked Out by Drapion V. My plan here was to use Aerodactyl VSTAR to strand the Drapion V active because he was already down four Energy, but I whiffed the Aerodactyl VSTAR and didn’t even pick up the Knockout with Mew VMAX. I promptly lost on the following turn to Serena.
I’m frustrated with the few mistakes I made along the way that cost me wins. In round three, I could have made a different decision to grab Forest Seal Stone with Cram-o-Matic preemptively game one, but there was no escape from Path to the Peak in game two. The other mistakes I made were not scooping game two of round seven, and an incorrect sequencing on the final turns of game one of round eight when I was digging for my own Path to the Peak. At the very least, I could have been 6-1 moving into round eight, altering my tournament and at least making day two if I chose to ID in round nine after a round eight loss.
Matchups
Lugia
Going first, your main strategy is to go for Aerodactyl VSTAR. In most games, you’ll want to put Fusion Strike Pokemon into play first, then go for Aerodactyl V as your fifth or sixth Pokemon. If you have DTE in hand, though, you can get Aerodactyl V if you have the set up for the following turn, or to thin the attachment from hand. Your opponent’s best play is to Boss’s Orders a Genesect V, so a switch card or additional Energy is a good card to have. Your ideal board state is Aerodactyl V, Oricorio, two Mew V, and two Genesect V. If possible, you should avoid putting the third Genesect V into play, but if you need it to guarantee the Aerodactyl VSTAR, you can replace Oricorio. You can also put three Mew V into play, then Psychic Leap one away, so that you can eventually make use of the Glistening Droplets strategy outlined below.
If you set up the Aerodactyl VSTAR, your win condition is to target wherever the opponent puts Energy. This is usually done by softening up a Lugia VSTAR on the Bench with Glistening Droplets and being wary of Radiant Charizard when the time comes. Remember that you are in no rush to Knock Out their Active Pokemon—only target their threats. Realistically, your biggest concern should be decking out, which you can most amply prevent by being cautious with your switching cards, Energy, Cyllene, and Pal Pad. You can discard some to set up, but don’t throw them away carelessly.
In games where you don’t set up Aerodactyl VSTAR, you’re playing for Knock Outs on Archeops with a Big Charm’d Mew VMAX so that it isn’t Knocked Out by Lugia VSTAR. Your ideal board state is three Mew V, two Genesect V, and Oricorio. You should be able to win games where the opponent only sets up one Archeops, and ideally you sacrifice Oricorio or Manaphy so that they only take one Prize on their first turn. Then, replace it with Genesect V. A possible strategy is to Psychic Leap the Yveltal after your Mew VMAX takes a hit, dealing with the threat and nullifying the opponent’s last turn. Eventually, you’re going to hit them with Roxanne plus Path to the Peak, hoping to pivot between Mew VMAX to Knock Out their initial Lugia VSTAR. I find it better to save the single Path to the Peak for this time, rather than putting it down on turn two, hoping for a brick. With two copies, you could put Path to the Peak down both times.
The strategy going second is the same as going first, but you’re behind a turn. You still want to target down Archeops unless the Yveltal is ready to attack. You once again want to sacrifice Oricorio initially to stop the 2-2-2 Prize path. Because you’re behind, I try to put Path to the Peak into play after Judge, but it depends on if I must use Forest Seal Stone for it. That will vary from game to game. Remember that running them out of Energy is a viable plan. The quickest way to lose is to let them take three Prize cards one after the other. Psychic Leap, Roxanne, and Path to the Peak let you drag out the game longer.
Regigigas
Your strategy here is to Lost City Regigigas. Your ideal board state is three Mew V, two Genesect V, and Oricorio. Banishing another Regi is useful but considering that the Regigigas will Knock Out the Mew, you need to take care of that threat when it comes. Big Charm is extremely pivotal as it allows your Mew VMAX to survive an attack from Regigigas. Then, you can use Psychic Leap to Knock Out any Regi except Regigigas with three Power Tablet. Forest Seal Stone is a great card to fish out early to prevent a brick under Path to the Peak. You can wall with Genesect V for a turn because it cannot be Knocked Out by anything except a Regidrago with a Choice Belt, except when you have Oricorio in play. Sometimes, you’ll need to retreat into Genesect V and hope for no Serena. A Knock Out on an irrelevant Regi that leaves your Mew VMAX open is worse than passing the turn in some cases.
Manaphy has niche value in blocking the sniping Regieleki, but you shouldn’t aim to use it until late in the game, if at all. You don’t want to stifle your draw engine, and Oricorio does a good enough job of stopping chip damage from Teraspark. Another thing to remember is that you need to keep some amount of constant pressure, or else you allow the opponent to load up attackers over multiple turns or with Scoop Up Net.
Besides Regigigas, you should aim to Lost Zone Regidrago or Registeel, in that order. Regidrago is a prime target because you attack their engine, whereas Registeel is strong because it does the most damage to Mew VMAX. In any case, you want to avoid removing the Regieleki because all lists play three copies total. Three Regigigas is annoying. You should go for Regigigas in game one, forcing the opponent to show you all three. If they do play three, then going for a different Regi first, alongside a Judge, is a good play as well.
Kyogre Lost Box
Your ideal initial board state is three Genesect V, three Mew V. You want to take Knock Outs on Comfey or other attackers such that you deny Prize cards for as long as possible. This is achieved with Switch Cart and Big Charm, which meddle with the math for Knock Outs on Mew V or Genesect V, depending on what the opponent targets. You’ll either wall with a Mew V with a Big Charm or Mew VMAX after Psychic Leap, to play around Dragonite V/Drapion V. Drapion V for three Prize cards is annoying, but with the shift towards Dragonite V, Mew VMAX is a better wall because it can’t be Knocked Out by anything. Mew V with a Big Charm is a sufficient wall against Snorlax when paired with Judge in most cases, as it prevents the opponent from taking a Knock Out without Choice Belt.
Your win condition is to Lost Zone the relevant attackers in the opponent’s deck. These are Drapion V/Dragonite V, Sableye, and Snorlax (sometimes). It’s also great to Lost Zone the Radiant Greninja ASAP, both to shut off their engine and a strong attacker. You want to hold onto Manaphy until the end of the game when Kyogre is near. You should also replace the Lost City, so that once it is Knocked Out by Sableye or Cramorant, you can recycle it with Cyllene and put it into play again!
As is common sense against Lost Box, you should use Judge and Boss’s Orders on the correct turns. If the opponent has a big hand, you should almost always use Judge. If their hand isn’t massive, you can target a high-value target on their Bench like Radiant Greninja or Sableye. However, you should be wary of the threat against your Mew VMAX. Denying Prize cards while taking one is more powerful than removing a high-value target in most cases. An example of this would be using Psychic Leap with two Power Tablet against Cramorant, promoting another Mew VMAX, to block the Dragonite V Knock Out.
Radiant Charizard Lost Box
Lost Box lists that play Radiant Charizard are a similar matchup to above, as their main win condition is to take Prizes on Genesect V or with Snorlax. Your ideal board state is once again three Mew V and three Genesect V. Mew V with a Big Charm is the best wall after Psychic Leap, though you can also use Big Charm and Swich Cart on Genesect V to heal it out of range of two Sableye attacks. Your number one priority is to attack their engine and deny Prize cards, as usual, playing Judge on almost every turn. Lost Zone the Radiant Charizard when you get the chance.
Rayquaza Lost Box
Perhaps the hardest matchup out of the Lost Box bunch, Rayquaza can easily Knock Out your active Mew VMAX while also playing enough cards to Knock Out Genesect V to close out the game. Your ideal initial board state is three Mew V, two Genesect V, and Manaphy. Two Mew V, three Genesect V, and Manaphy is also fine. If you don’t have Manaphy, you should do three Mew V, three Genesect V. The purpose of Manaphy is to block the early Raikou. The opponent can use it effectively without Raihan, whereas Rayquaza needs four or five Energy to Knock Out Mew VMAX. Your opponent’s most likely path to victory would be to Raikou a Genesect V, finish it with Sableye, Knock Out a Mew VMAX with Rayquaza, then finish the game with Sableye or Cramorant on another Genesect V. Manaphy forces them to play this strategy out of order, despite giving up a Prize card, which is worth it because you can Psychic Leap loop their Comfey or Cramorant in the meanwhile.
Judge is your best friend because a single Raihan could spell a Knock Out on your active Mew VMAX. You want to time your Big Charm well. Try to make use of Big Charm multiple times by Psychic Leaping it back into the deck or with a timely Cyllene. Boss’s Orders on Radiant Greninja is a solid play, but I’ve found that it’s usually too slow because the opponent keeps their hand. It is smart to save Path to the Peak for the end of the game so that you can pair it with Roxanne to shut off Radiant Greninja or a potential Lumineon V.
Arceus/Duraludon
Your main strategy is to use Aerodactyl VSTAR on turn two, alongside Judge, to hopefully brick them from the start. Per usual, the best board is three Mew V, two Genesect V, and Aerodactyl V. If that’s not possible, you can do three Mew V and three Genesect V. Remember that Aerodactyl VSTAR also shuts off Starbirth! Then, you’ll need to take care of the biggest threat, which is a Duraludon VMAX or Duraludon V. You can power through a Duraludon VMAX with Path to the Peak and Cyllene, but you’d prefer to take a hit preemptively before Aerodactyl VSTAR may be Knocked Out with Boss’s Orders. In some games, if the opponent really sets up, you can Boss’s Orders an empty Duraludon V or Duraludon VMAX and hope that the opponent cannot find Switch. This can give you an opportunity to get a free Psychic Leap or Techno Blast.
Going second, you want to promote Genesect V. It can take 180 from Trinity Nova; this damage will never matter throughout the rest of the game. Aerodactyl VSTAR is still a solid play going second, but you should be worried about a Boss’s Orders on it immediately. If that’s the case, your best bet will be to power through the Duraludon VMAX with a Judge if the opponent used Starbirth already. It’s worth it to put Aerodactyl V down to force an early Starbirth.
Mew
Surprisingly, I have played zero games of my Mew deck against another! Going first, you aim to use Ancient Star on turn two to lock up Genesect V for the rest of the game. Even if it takes a hit, it is likely to survive, and you can pivot into Mew VMAX and begin attacking the opponent, either on their Genesect V or active Mew VMAX. Until the opponent Knocks Out Aerodactyl VSTAR, you’ll be at a significant advantage. Lost City and Lost Vacuum are great cards to keep in hand because Path to the Peak would level the playing field. Besides this, you’ll do typical Mew mirror things like take Prizes in 2-2-2 fashion, or on their only Mew VMAX, whichever is better at the time. It may be worthwhile to hit the active Mew VMAX if they just used Techno Blast, because it would be hard to draw double Cross Switcher or Boss’s Orders plus Switch off Judge with no Fusion Strike System!
Going second, you want to bench Aerodactyl V to force a gust effect. If it is Knocked Out, great! You can put down Oricorio and try to win Mew mirror as usual. If Aerodactyl lives, then you can go for Judge plus Ancient Star and employ strategy number one.
I’m not certain whether three Mew V, two Genesect V or two Mew V, three Genesect V is better. The final spot would usually be Oricorio or Aerodactyl VSTAR. On one hand, having the option to Psychic Leap is nice, especially with Aerodactyl VSTAR in play. However, especially with Aerodactyl VSTAR in play, you will need to find Boss’s Orders or Mew VMAX plus DTE when desired. Moreover, Oricorio is only needed when the opponent has a plethora of Power Tablet, which they can use to Knock Out Mew VMAX in one hit. You have Big Charm, but they will certainly have two or three Lost Vacuum.
Palkia
With Drapion V, this matchup is exceptionally tough. I didn’t build my deck to beat it, and I’m not sure that I could one way or another. If you go for Aerodactyl VSTAR immediately, it will take a big hit from Palkia VSTAR, if not be Knocked Out, which gives away a free turn. If you wait until after Drapion V to use it, you run the risk of them already using Star Portal and making use of Drapion V, meaning that Ancient Star gets no value. If you go for the traditional Mew Strategy, you don’t have Echoing Horn or Choice Belt (without the change) so taking the final Knock Outs will be exceptionally difficult. Your Prize route would have to be Palkia V, into Drapion V, into Psychic Leap or attack with Roxanne, into hoping for a missed Boss’s Orders. And that only works when going first! An early Path to the Peak means that Drapion V is shut off, but they only need the single Stadium and a Quick Ball, which is exceptionally easy because of Irida. Then, you won’t have it for Roxanne.
I believe the best strategy going first is to go two Mew V, two Genesect V, an Aerodactyl V, and an open slot that could be filled by Mew V, Genesect V, or Oricorio (depending on your needs). Then, take a Knock Out on Palkia V. Respond to the Drapion V with Roxanne. Use Ancient Star if the Drapion V does not have Energy attached or the opponent hasn’t used Star Portal, because they cannot move Drapion V in a single turn. If they have used Star Portal and the Drapion V does have Energy on it, you should use Techno Blast and Lost City and go for the win without Aerodactyl VSTAR.
I’m not sure how you win going second when the opponent picks up a Knock Out with Palkia VSTAR. You need to respond to the Palkia VSTAR with Mew VMAX, walking into Drapion V. At this point you could use Aerodactyl VSTAR if that’s your only way to nullify the Drapion V. You may need to do Glistening Droplets shenanigans and go for the Energy on the opponent’s board to deny the last Prize card while making forward progress. In this case, your ideal board would be two Mew V, two Genesect V, Oricorio, and Aerodactyl VSTAR, meaning that you would have had three Mew V/VMAX, two Genesect V, and Aerodactyl V/VSTAR before the Drapion V attack.
Vikavolt
Finally, Vikavolt! Like Mew (and Palkia before the tournament) I have played zero games against Vikavolt. Choice Belt would be a good card here, as you can then Knock Out a Vikavolt V in one attack under Item lock, assuming you could put down Choice Belt before Paralyzing Bolt. They can counter with Lost Vacuum, but some chance is better than none. They may also go for Aerodactyl VSTAR, which would shut off your Genesect V entirely. Remember that you can use Forest Seal Stone even after the opponent’s Aerodactyl VSTAR. However, the Lost Vacuum can remove it, so don’t wait too long! Even after all this, the opponent likely plays Drapion V, which is another great thorn in your side.
From what I can theorize, your best bet is to take two Prize cards before giving up three. If the opponent doesn’t have any Pokemon V in play to Knock Out on turn two, your best bet may be to use Psychic Leap into another Mew V, forcing them to go in with Raikou V and accelerating the game. Once this happens, you could respond Knock Out with Mew VMAX and Judge plus Path to the Peak. If they get Drapion V, you respond with Roxanne Lost City and hope to dodge the gust effect.
If the opponent has a Pokemon V in play, you should target it on turn two. Then, in response to the Drapion V, you can respond with Lost City plus Roxanne, then do Psychic Leap trickery or win outright on another Pokemon V. However, this whole ordeal is shut off by Aerodactyl VSTAR, so Knocking Out Aerodactyl V on turn two is your number one priority. You should do this alongside Path to the Peak so that you turn off Ditto V, if played, and decrease the odds of the Drapion V return Knock Out. Therefore, when going first, your best board is three Mew V and three Genesect V.
Going second, you should expect the Aerodactyl VSTAR on turn two. If you’re lucky, you will have three modifiers in hand to pick up the Knock Out immediately. However, if this isn’t possible, you could go for Psychic Leap for 80 or Techno Blast for 220. After Psychic Leap for 80, you can Knock Out Aerodactyl VSTAR with Techno Blast for 190; after Techno Blast for 220, you can Knock Out Aerodactyl VSTAR with Glistening Droplets. After this turn, I’d be worried about Drapion V, so perhaps it’s equally as important to save a modifier for this Drapion V, or Rotom Phone one to the top of the deck to play around Marnie. Therefore, your best bet to counter the immediate Aerodactyl VSTAR is three Mew V, two Genesect V, and Oricorio.
A timely Vikavolt V with Cross Switchers could throw a hiccup in these above plans by buying the opponent time or picking up a free two Prize cards. I can’t give advice here other than that you should hope to have a DTE in hand!
Conclusion
Thanks for reading my Mew/Aerodactyl bible to completion! Though the list seems a bit off the wall, I assure you that it is more consistent than current DTE Mew lists because of Rotom Phone. It also boasts better matchups across the board when employing the tech cards correctly. I’m certain that if I had played perfectly, or was a bit luckier, I had a very real shot of winning the tournament. I hope that someone can carry the torch and take down Liverpool with the deck!
If you want somewhere to reach me personally, Twitter is the best bet. I’ll do my best to get back to people with questions on my pinned post, but also feel free to shoot me a DM. On my Twitter profile, I’ve got links to my Metafy page where I would happily coach through the deck! Once again, thanks for reading, and thanks to Alex for letting me post my thoughts here.
Xander
Editor’s note: If you enjoyed this article, I write very similar articles weekly behind the paywall!
This is awesome Alex! I love the feature. Xander’s deck’s are awesome. I hit him when I played arc mally at NAIC into his dialga. I was able to take it but I remember loving the birdkeeper package he had in there and this one is just as, or more, creative!🙌🏼