Pokémon TCG: Sword and Shield—Brilliant Stars

next modified format: no special enegies?

Status
Not open for further replies.
On the contrary, I feel there will be more decks like Magmortar, that abuse Pokemon like Typhlosion/Togekiss/etc after DRE/Scramble/Boost get rotated out. It will make it hard for stage 1 speed decks to keep up mid-late game too.
 
I guess a lot of people forgot what the best deck was last time we had a format with barely any special energy. Prime didn't
 
Wasn't that back in the day of Blaze and Gardy? Or was it the old G8r/Big Fire era?
 
I miss rainbow energy. Imagine rainbow w/ gyarados. Slide the lil karp to active, evo to gyarados and attach the rainbow. I energy for 40 (flail). Go ahead...hit me, I'll smack ya harder back!

Keith
 
I do wonder what Special Energy's there will be coming in return...they will make them right?

P.S.
That's just a reason I made a thread where you can create/think up Special Energy. Look in sig if you are intrested.
 
Make ER3 - a hybrid or ER and ER2. Flip for basic energy. Flip-less for ">1" special energy. That will counter the overuse of DRE. DRE's -10 side-effect does not really offset it's enormous ability.
 
Energy Removal 3.

I think even something like ER3 wouldn't stop people from abusing DRE and the like. I mean, how will a trainer stop someone from going "Rare candy my ralts into Gallade, attach DRE with one energy already on. Flip all my prizes. I don't care what you had active, it's GONE, and game over if that's your only pokemon, which it quite possibly is"?

We definately need energies with new and updated requirements. I think a DRE style energy, but only for LV.X pokemon (even basic LV.X pokemon) would be more then fair. LV.X pokemon themselves are difficult to play, giving them an extra benefit to be played is likely a good idea. Heck, most of the problem cards with Double Rainbow are because Rare Candy into a stage 2 + Special energy = Game over (remember Infernape DP last season?). Restricting such cards to LV.X pokemon prevents the whole "ZOMG, game over before I could play a card" threat.
And obviously giving every type their own way to accelerate energy or make up for less energy on the table with lower priced attacks would push dependency away from energy cards themselves and more to the pokemon (which does indeed seem to have been the trend for a while now).
 
I would not want another version of the DRE unless it has the same drawbacks as Nevermore's Currupted DRE. (See my Special Energy thread)

The current DRE is broken in way since it only decreases the Base Damage by a meager 10 and still provide everything.
That is just WAY to broken in my oppinion.

What I do would like to see are Multi/Rainbow Energy versions with different effects like this one:

Positive Devolution Energy
---------------------------
Positive Devolution Energy provides all energy but provides only 1 at a time.
When you attach Positive Devolution Energy to an Evolved Pokemon, you may put
the highest stage of Evolution of that Pokemon back into your hand.
 
Loosing cards that provide more than one energy at a time doesn't power down the game ... it just makes other stuff broken. Right now you have a space where decks can either use energy acceleration or they can use special enery. The only deck to really do both well is Magmortar, everyone else usually gets one or the other.

Once you take away the special energy then the decks with acceleration take off. Togekiss, Leafeon lv X, etc. all become SUPER good ... and the only way to fight them is to try to kill powers (& without Cess that leaves Glaceon and Gardevoir) or use low energy attacks like Beedril.
 
How about an extra big decrease in damage dealt by the pokemon that has the DRE-ish energy attached?

Double Rainbow Energy (My Version)
-------------------------------------
Double Rainbow Energy can be attached only to an Evolved and Active Pokémon (excluding Stage 2 Pokemon). While in play, Double Rainbow Energy provides every type of Energy but provides 2 Energy at a time. (Has no effect other than providing Energy.) Damage done to your opponent's Pokémon by the Pokémon Double Rainbow Energy is attached to is reduced by 20 (before applying Weakness and Resistance). And put 1 damage counter on the Pokemon that Double Rainbow is attached to between turns. When the Pokémon Double Rainbow Energy is attached to is no longer an Active Pokémon, discard Double Rainbow Energy.

Okay, it can let you attack quick but decreases damage and hurts your Pokemon.
(Go Gyarados)
 
How about an extra big decrease in damage dealt by the pokemon that has the DRE-ish energy attached?

Double Rainbow Energy (My Version)
-------------------------------------
Double Rainbow Energy can be attached only to an Evolved and Active Pokémon (excluding Stage 2 Pokemon). While in play, Double Rainbow Energy provides every type of Energy but provides 2 Energy at a time. (Has no effect other than providing Energy.) Damage done to your opponent's Pokémon by the Pokémon Double Rainbow Energy is attached to is reduced by 20 (before applying Weakness and Resistance). And put 1 damage counter on the Pokemon that Double Rainbow is attached to between turns. When the Pokémon Double Rainbow Energy is attached to is no longer an Active Pokémon, discard Double Rainbow Energy.

Okay, it can let you attack quick but decreases damage and hurts your Pokemon.
(Go Gyarados)

the drawback.... is too much :rolleyes:
 
How about this?

Double Rainbow Energy (My Version)
-------------------------------------
Double Rainbow Energy can be attached only to an Evolved and Active Pokémon (excluding Stage 2 Pokemon). While in play, Double Rainbow Energy provides every type of Energy but provides 2 Energy at a time. (Has no effect other than providing Energy.) Damage done to your opponent's Pokémon by the Pokémon Double Rainbow Energy is attached to is reduced by 10 (before applying Weakness and Resistance). And put 1 damage counter on the Pokemon that Double Rainbow is attached to between turns. When the Pokémon Double Rainbow Energy is attached to is no longer an Evolved Pokémon, discard Double Rainbow Energy.

It's the same as the current DRE but with 10 damage on the Pokemon that has DRE attached.
 
The math man in me says, "Let the drawback be 3/4 total damage". But, little kids probably wouldn't like that...
 
The math man in me says, "Let the drawback be 3/4 total damage". But, little kids probably wouldn't like that...

Why would little kids not like that? There is already alot of calculating done normaly in the game:
-applying Weakness
-Aplying Resistance
-Damage increase and decrease from Energy, Poke-Body's and Powers and other effects.
-30+? kinds of attacks.
-x40 kind of attacks.
I'm sure that little kids are able to figure out the final result of damage done by there Pokemon.
 
You can always make it more explicit or put something down like "That attack does 3/4 damage rounded up/down to the nearest 10."
 
Status
Not open for further replies.
Back
Top