I happened upon this idea when trying to build a HG-SS on LostGar; in the LostGar, like many others, I had Mew Prime to get a Turn 2 Hurl into Darkness while setting up a Gengar on the bench, and using Mime Jr. as an alternative starter, hopefully getting a Pokémon into the Lost Zone with Sleepy Lost.
I soon found that this deck was way too slow and I, more often than not, just used Mew Prime to do all the work, because Mew Prime could swarm and Gengar just wouldn’t stay alive long enough to put six of my opponents Pokémon into the Lost Zone.
So, I took out the full Gengar lines and tweaked the list a little in order to focus more on Mew. I found that I still had trouble with quickly getting things in the Lost Zone. This was because my opponent would either set up quickly and keep a small hand, or control his hand expertly so he wouldn’t have any Pokémon in there.
It was then that I concluded that the only way a Lost World deck could work is to add in even more disruption, so without further ado, the list.
| Pokemon – 18
4 Mew TM |
Trainers – 27
3 Pokémon Communication |
Energy – 9
9 Psychic |
Extra Spaces: 5
This is just a rough list, with lots of space for personalized teching.
The Cards
Mew Prime
Your main attacker, this frighteningly powerful and versatile kitty is used to put Gengar Prime into the Lost Zone with its attack “See Off,” for one Psychic Energy, it states, “Search your deck for 1 Pokémon and put it into the Lost Zone. Shuffle your deck afterwards.”
This attack, paired with its Poke-Body “Lost Link,” which allows Mew to use any attack of the Pokémon in the Lost Zone if it has the energy, is the heart and soul of this deck.
Its base stats are not too shabby either, the usual 60 HP for a basic, but free retreat cost is really good, especially in this deck where you need to be able to switch between Mew and Mime jr. depending on the number of Pokémon in your opponents hand and on top of their deck. No resistance is ok, and a X2 weakness to Psychic is better in a HG-SS on format than MD on.
Mime Jr.
A decent backup attacker in this deck, but excellent when used in combination with Slowking. His attack, for no energy, “Sleepy Lost,” says, “Put the top card of your opponent’s deck in the Lost Zone. Mime Jr. is now asleep.” He has a Poke-Body as well; it is called “Sweet Sleeping Face” and does not allow any damage to be done to Mimey while he is asleep.
His base stats are really terrible though, the 30 HP norm for HS on babies, no resistance, no weakness, and the only good thing, free retreat. But in my opinion, Sweet Sleeping Face covers these bad aspects, most of the time.
Slowpoke
Not really used for anything, except evolving into Slowking. Its attack “Rambunctious Party” (one colorless energy) can be useful in preventing a donk. It allows you to look at the top 5 cards of your deck and putting as many basic Pokémon you find there onto your bench.
Although not good, it is better than all the other Slowpoke in the format. Anyway, who doesn’t want to party with Slowpoke? (A rhetorical question, of course, everyone, deep down inside, knows they wants to party with Slowpoke)
Slowking
An attack not worth mentioning, average HP and somewhat annoying 2 retreat cost, but a Poke-Power that is extremely useful. Anyone who has had this card employed against them or used themselves knows how irritating it can be.
The power, “Second Sight” states that, once per turn, you may look at the top three cards of either player’s deck and put them back in any order. Wow, just wow. Use it every turn on your opponent. Or in certain circumstances, if you are lucky enough to set up both, you can help yourself get what you want, while disrupting your opponent.
A couple examples of its many uses is if you know your opponent does not have any Pokémon in their hand for Mew to put into the Lost Zone, rearrange your opponent’s top deck so a Pokémon is on the top for Jr. to put there.
Or if your opponent’s bench is full, put a basic on top so your opponent can’t play it down and Mew can put in the Lost Zone next turn. There are just so many possibilities for this card.
Spiritomb
Yet another card just used for its power. “Spooky Whirlpool” when you put Spiritomb onto your bench you opponent shuffles his hand into his deck and draws six cards, just more hand disruption, pure and simple.
Actually, it’s not that simple, this card can win or lose you the game, you might have a perfect lock, and they don’t have anything coming no Pokémon, nothing you can use against them. That is when I usually get impatient, and use it, losing me the game because my opponent gets search cards for what he needs.
The proper time to use it is early game for disruption, or when your opponent has somehow taken 3 or 4 prizes and you need to get only a few more Pokémon in the Lost Zone to win the game, use it and hope he gets something good for you.
Mr. Mime
This deck, much like Sablock, thrives on the philosophy that knowledge is power. Mr. Mime’s Poke-Power allows you, once per turn, to have your opponent reveal his hand, the only drawback is you have to do the same, giving your opponent some power.
This Mime is in the deck to make sure that there are Pokémon in your opponent’s hand for Mew to “Hurl into the Darkness.”
Gengar Prime
Once described by one of my friends as the Pokémon who pushes little kids down at the playground and steals their lunch money, Gengar definitely lives up to this description. Its first attack “Hurl into Darkness,” for one Psychic Energy, lets you put one Pokémon in your opponent’s hand into the Lost Zone for each Psychic Energy attached to Gengar, or in this deck Mew, because Gengar is going to be in the Lost Zone.
The number for this one in the list is tricky, I prefer 2 just so I can have more tech space, but other people prefer 3 for its consistency.
Pokémon Communication
A staple, this card lets you exchange one of the Pokémon in your hand for one in your deck.
Revive
Puts one basic Pokémon from your discard pile onto your bench, no drawbacks other than it can be trainer locked. It lets you reuse Mew and Mime Jr.
Switch
Switch your active Pokémon with one of your benched, solves the retreat problem of Slowking/Mr. Mime/Spiritomb/anything you don’t feel like paying the retreat cost for. It also fixes over sleeping Mime Jr. Again could play more, but I like 2.
Seeker
Each player returns one of his/her benched Pokémon to his/her hand. This powers up “Hurl into Darkness,” also makes “Spooky Whirlpool” reusable.
Pokémon Collector
3 Basics for free, this is almost too good to be true especially in a deck where most of the Pokémon are basic.
Judge
Each player shuffles his/her hand into their deck and draws 4 cards. This card offers disruption for your opponent and hand refreshment for you.
Twins
2 free cards, but only if I’m behind on prizes, man, that’s a gyp I plan on taking all of my prizes as fast as I ca… oh, never mind.
Professor Juniper
Right now a very controversial card, some like Professor Oak’s New Theory over this, but my play testing results have shown that Juniper has been superior, for this deck.
Lost World
The only practical way of winning a game with this deck, get 6 Pokémon into your opponents Lost Zone and declare yourself the winner.
Psychic Energy
I don’t even know why these are in here!
Match-Ups
As my league is small, and can’t make to many Meta decks, I’ll just stick to what I know. All of the match-ups are HG on.
ReshiBoar / Reshiram with Typhlosion: favorable to slightly unfavorable
This match-up is all over the place, it really all depends on if they can set up Ninetales before you get the lock on them. But if you lock them you might have a chance.
This is my favorite match-up because of its unpredictability and it makes you really concentrate on the game at hand. For example, and my friend and I were playing a game, and I had teched in Muk UD, I Sludge dragged his Emboar 4 times and his energy acceleration was so good he was able to retreat it every turn. Here is a link to his list. Thanks for the great games pokemonfanatic.
Speed Zekrom: very unfavorable
Speed Zekrom can set up faster than you can, and the Pokémon count is unusually low. Your only hope is if they start really bad, and you get a turn 2 lock.
KingPhan: even to very favorable
They have a stage two and a stage one to set up, lots of things to put in the Lost Zone.
Steelix: favorable to laughably easily won
A stage one with lots of techs, and a 5 energy cost attack before it can OHKO a Mew.
DonChamp: very, very, very favorable
Another deck filled to the brim with Pokémon to hurl into the Lost Zone.
BlastGatr / anything with Feraligatr Prime: another easily won game
This deck takes loads of set up before it starts taking prizes. While Mew can be set up and start “Hurling into the Darkness” by turn two.
Extra Tech Options
Muk UD
“Sludge Drag,” Muk’s first attack, states that, for one Psychic Energy, you switch the defending Pokémon with one of your opponents benched Pokémon, the new defending Pokémon is now confused and poisoned. Put him in the Lost Zone with Mew and stall by dragging up a high retreat cost tech or an attacker with no energy.
It also helps somewhat in taking an emergency prize, with its second attack “Pester” for PCC a base of 50 damage + 30 if the defending is affected by a special condition. This helps in the Donchamp, BlastGatr, Steelix, KingPhan match-ups immensely.
Crobat Prime
For one Psychic Energy “Severe Poison,” poisons the defending Pokémon, but instead of 1 damage counter in between turns 4 are placed. It helps in the same match-ups as Muk, but can be advantageous in other circumstances as well. Like if your opponent has an active Donphan, no energy in hand, and you have the lock, you KO the Donphan and he is forced to play with a useless hand and field.
Rotom UD and Alph Lithograph 4
I know, I know, the reason for playing 2 or 3 Gengar is to prevent this from happening, but it has happened to me during multiple occasions, all of my Gengar Prime were prized, and this deck has no way of consistently taking prizes to get them back into the deck.
Unown CURE (TM #51)
Its Poke-Power, CURE, heals your active Pokémon of all status conditions when Unown is put onto the bench, this helps when Mime Jr. doesn’t wake up when he is supposed to. It is also reusable with Seeker.
Energy Retrieval
It puts 2 basic energy from your discard to your hand. This could offer some quick recovery; while situational it is still worth considering.
Flower Shop Lady
Another situational recovery card, but it could be good if you aren’t paying attention and accidentally use Juniper and discard Gengar or Slowking.
Conclusion
I think that this deck could do decently well in the slow format P!P has given us, because of its potential to be set up by turn two. Also, it is a really fun deck to play, creating many difficult situations for both you and your opponent. Anyway thanks for reading this gargantuan deck analysis, I hope you enjoyed it.

















