Pokémon TCG: Sword and Shield—Brilliant Stars

Donking, and why it is suddenly a big concern for the community

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Alright, im gonna break that one down.

I personally am not trying to get any flaming, since I like donk decks.
- Yeah, you are gonna get that by just saying that.

I like them since they can actually make all of your opponents have to think about how to counter them, and they have to make the player who plays them have to get a good list to do well with them.
- No, you cannot counter donk decks since its all based on luck of the draw therefore it won't work. I can run 4 Spiritomb, 4 Call Energy and 4 Gastly and still get donked.

I ran Shuppet for half of last season for a reason. I got one heck of a skeleton to use for most decks. But, it can also be countered. Currently, many trainer locks are being played where my meta is, and I am fine with it. People who choose to run donk decks have to deal with that, and a lot of times have to go for some secret techs.
- You mean like Cyclone Energy to push Tomb away so the lock T1 is broken? Such a secret.

Plus, the idea of Pokemon being compared to chess is a little odd, but can be done. I don't like it because you can't start with your boards set up in a particular way every game. There is both luck and strategy involved even before the game starts. You have to build a deck that would be how you like to play (obvious). The luck is to have a good draw, and more strategy comes in when you have to make it consistent. The other decks that are not lock may have it slightly harder against donk, but they can still win if built right. If you get it right. Take Steelix for example. It is not a lock deck, and it's pretty hard to kill. There are ways to get around it, but there are also ways back. So, right now I am looking at most of the game happening actually even before it starts.
- Yes, but the comparison here doesn't really work. If I know you play Steelix, I'll start to think how to play around the big lug, knowing its really hard to KO. However, if I know you run a donk deck, all I can do is pray I get 5 basics in my T1 or I'll lose.

You have to get an awesome deck, and play it very well.
- Which can be netdecked, and one does not need skill to pilot a proper Uxie deck. Coming up with a donk deck is one thing and IS very hard. Netdecking one and running it is as easy as beating a LV1 Pichu with a LV100 Rhyperior.

I know many of us have seen this before, but how some masters build some junior's decks. Well, this is fine, but the Junior is only learning how to play the deck, and when they try to counter a completely different meta, they ending up losing miserably (unless if they happen to just be a good player on their own). This is why I like donk decks. Many people thought that Shuppet lost to Machamp last season. Wrong. Many people thought that spritomb is an auto win against Shuppet. Wrong. Many people thought that getting more basics could avoid the early loss. Wrong. Many people thought that donk decks are easy to build. Wrong. Most people have awful lists (not trying to brag here, I just think I have a lot of experience with donk decks, and I have played nothing but them this season, too), and they think that they have the best list ever. You also have to know how to play donk decks, and they are not just the kinds of things where you lay trainers down in a random way thinking, "Oh, I am just gonna get everything I need anyway." You have to have a certain order to play the draw cards, or even secret techs. A lot of people think that donk decks take no skill and anybody can play them. This, I disagree with. Almost everyone thinks that they are a joke. Whenever anybody looks at almost any list that I build now, people go, "WHAT!? This isn't how you build this deck at all!" I play them a few times with my freaky little deck (like a Gyarados with no Sableyes)and win very quickly.
- All fine and dandy, but if random Scotty McNewbieNoob from Newtown can come to a tournament with a netdecked Machamp list and hold Machop, Rare Candy, Machamp and Fighting Energy in his hand and thus ruin an experienced player's day, then your entire argument is suddenly shot to bits and pieces.

As long as the pokemon has a low energy cost with at least decent damage, you can donk with it. Donk decks are like any other deck, and have to be played right. The only donks that have nothing to do with how consistent your deck is are the only things that don't need to be played right.
- Donks don't need you to play them right. Donks need their opponents to not have the luck of getting enough pokemon.

Those are the things where you just can't do anything, and will take the loss/win. It is part of the game. The game is just like "normal," except either you had a bad start, they had a good one, or maybe even both. Donk decks just focus on a way to do that every game. You want to win before they can get their big, hard to kill stuff comes out.
- No, Donk decks want to win BEFORE THEIR OPPONENT CAN DRAW A CARD TO BEGIN WITH. That is why there is hate on donks. Beating an opponent by denying their setup is a completely different ballgame.

And some donk decks focus on both that and also killing their hard to kill pokemon. They are just like any other deck, and do not deserve to be treated with any less respect. If you really hate donk decks so much, just play a few counters. You play counters that can be used against other decks, so just make that connection and be ok with it.
- You propose to run counters. Well I have to draw them within my opening hand to have them work! And oh, I'd like some consistency vs the rest of the format thanks.

Discussing and raging in a forum will not make a difference, it will only make you mad at just another type of deck. They are beatable just like any other deck. They need to be treated just like any other deck. They ARE just any other deck.
- Nope, they're not. Any other deck at least affords some form of a game. Donk decks do not.

This is just like chatting on a forum about how I hate something that I keep losing to, like SP (I don't normally lose to SP, just a random deck off of the top of my head). Sure, a lot of people think this is a "legit" deck, but every deck is "legit." If you would not like to believe this because you would like to continue being angry for no point, that's fine with me. I am just trying to say that donk decks in fact are just like any other deck. They just focus on something that most people do not like facing. My apologies if this post was a little hard to read, jumping from subject to subject. I just had so much to get out.
- I don't like SP much, but I don't hate on it. Why? Because when playing vs SP, I dont get the feeling my opponent is playing a game of solitaire while I'm doing nothing at all. When I'm playing vs. Uxie...I do get that feeling.

Perhaps what you do not realize is that there is no fun involved in going "Draw...attack for 10, pass, good game cuz you donk my 3 pokes". Also, DOnk decks are solitary plays, NOT match plays.

Admittedly you put a lot of thought in your post...but see it from the point of view from the guy who starts the game with a total of 280 HP on the field and STILL GETS DONKED TURN 1



Hmm... I obviously understood the first part, so I feel that you didn't need to point it out, but no matter. Also, a LOT of donk decks are NOT solitary plays with the right list... You have to think between each move. I don't think that you understood the point of not playing random things down. You actually have to THINK. Plus, I didn't run cyclone energy :). Nobody I know runs these particular techs (not going to mention them ^.^). Sure, the techs aren't usually secret, sometimes are, but are not usually in the deck itself. They are kind of taken from other ones. And, actually, have a lot of your main deck actually work against counters! I didn't just mean add a few counters... Let almost your whole deck be one big counter. Sure, it sounds ridiculous, but not all counters are JUST counters. They work otherwise, too. So, I am sorry, but you did not understand the post. I do thank you for trying though, since it was a little odd from your standpoint.

Thanks,
Monkey.
 
I missed 13 pages of this. Did anyone get around to discussing that a deck focusing on donking is different than just the average turn 1 win?
 
Solitaire does not mean that you do not think, it means your opponent doesn't get the chance to. As a matter of fact, to do well in solitaire you have to think and play according to what you see in front of you. Which is all fun and nice for the person playing, but not for the person forced to watch themselves lose and be able to do nothing about it.
 
I missed 13 pages of this. Did anyone get around to discussing that a deck focusing on donking is different than just the average turn 1 win?

No. But we did discuss how omg totally unfair they are and should be banned forever. :thumb:
 
I'm really torn on this issue. Like most players, I really dislike being donked because I feel cheated out of a decent and "fair" game. It sucks a lot of the fun out of the match if you wait 20 minutes for pairings and just get clobbered in under 10. That is the key issue here - donking takes the fun out of what is meant to be a game. I believe the spirit of the game rules state this - "when the game is no longer fun, players find other things to do."

This isn't just a few kids whining about losing; it is a topic being addressed by a large chunk of the Pokemon community. While donking is a legitimate way to win the game, and there are plenty of ways to lose in under 10 minutes (terrible draw, no energy, not enough basics, no evos, etc etc), it is leaning towards unhealthy. Yes, donks have always been in the card game and are healthy in moderation - but it is becoming rather excessive. I have great hopes for the future format, and believe the "slower" Black and White cards along with key donkers getting rotated will bring balance to the game.
 
I agree with Monkey in a few ways.
- Donk decks do take skill.
- The quality of the list and the quality of donk player isn't always the same. Even bad Donk list can still work majority of the time, where as a optimal Donk list will work 90%+. Thus folks who have worked hard on the donk decks don't like being called "scrubs".
-I loved trying to build FAST and CONSISTENT decks. I have always loved chasing the dream on that.

But

- Lack of the "interactive" Game and a consitently bad player experience is the reason that Uxie donk is bad for the game. I think Seeker and Junk Arm additions, for me, made the deck cross the line. There is now "consistently" bad player experience because of multi-pokemon donks.
- Traditional games, even if there are bad match ups, at least the games are interactive. Playing a water deck that is all electric weak, and having to play an opponent that is playing all electric might be a tragic and ultimately an un winnable match up, but at least folks get to PLAY.


ANALOGY, Why isn't Unlimited Played more?
- My inspriration for creating Uxie Donk over 2 years ago was Ness(Jason K). He demostrated his "Crazy" unlimited zapdos after a fall battle road in 2008. The deck was a "deck yourself" carpet bomb the board by replaying Zapdos-MD about 20 times. First trainer turn win and the unlimited trainer set that allowed that. Uxie donk was initially just a simple question of could you deck yourself first trainer turn or not in current modified or not. (It was very hard to do btw in the fall of 2008). Now with the Crobats and Seekers, it has become broken.
- Unlimited format is ultimately broke down to a ascension to Muk (no powers or bodies) versus Non-Muk broken deck combos like that zapdos deck.
- Do we want modified to suffer the same fate as unlimited, where good players don't bother anymore because the deck choices to win with are strickly limited. The games themselves aren't fun, because the deck's are broken?
 
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- Do we want modified to suffer the same fate as unlimited, where good players don't bother anymore because the deck choices to win with are strictly limited. The games themselves aren't fun, because the deck's are broken?

Gardy/Gallade format anyone?
 
Slow, did you mean Zapdos MD, by chance? I'm not finding a Zapdos in LA.

Anyways, I can't speak from tournament experience in Pokémon, perhaps, but I can say that even in Yu-Gi-Oh!, where you do have best-of-3 matches, losing before you get to take a turn is a horrible experience. It takes a lot of system mastery to build a deck that can consistently FTK, but while I can respect that, I also can't help but feel some resentment that I was never given an opportunity to play. And because of that feeling amongst players, Konami uses the Forbidden/Limited List to destroy FTK decks that arise.

But Pokémon doesn't ban single cards, at least not since Sneasel and Slowking from the Neo days, and that was under WotC. Furthermore, I think that any of the key components of Uxie Donk would cause an uproar if they were to be banned. Ban Uxie? Almost no player wants that. Ban Seeker? That just came out, and Uxie can still reliably KO 2-3 Pokémon anyway. Ban Crobat G? That one damage counter allows a lot of decks to get that critical KO with a 60 x2 attack. So where does that leave us?

Also, I don't really think that TCPi has the authority to change how Uxie is to be played, making killing the deck through ruling change impossible.

Really, the options are endure it until Uxie LA is rotated, or stop playing until then, I'm afraid. Unless TPCi decides that the deck merits a single card ban.
 
Not really a ban; an errata. Make it so that Set Up can only be used once per turn, like Telepass.

Now, if a card should be banned, IMO, it should be Cyrus, but that's a completely different topic...
 
Gardy/Gallade format anyone?

I dunno is this fits the "broken" example you're trying to illustrate seeing as i've heard from a fair number of users that Empoleon was a pretty strong counter to GG but it always lost in tourney matches due to the timeout rule, so they increase rounds by 10 minutes. Turbo donk, or any deck really, is only as good as the rules allow them to be.

I've never been "turbo" donked, but to decrease myself from being a victim this, I have chosen to only play either Spiritomb based decks or very very high hp basics decks like Steelix for the rest of the season, lol :thumb:


One question, can a turbo Uxie deck have an unplayable hand? Or how about bad hands that result in the player notbeing able to go through all his deck T1?


Not really a ban; an errata. Make it so that Set Up can only be used once per turn, like Telepass.

Now, if a card should be banned, IMO, it should be Cyrus, but that's a completely different topic...


I can get behind an Uxie errata. And in regards to banning cards to make for a healtheir metagame, poketurn is way worse than Cyrus imo plus a ban on poketurn would offset some of the more common donking scenarios I've seen.
 
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And in regards to banning cards to make for a healtheir metagame, poketurn is way worse than Cyrus imo plus a ban on poketurn would offset some of the more common donking scenarios I've seen.

Run an SP deck without Cyrus, but with Turn.

Run an SP deck without Turn, but with Cyrus.

See which one performs worse.
 
Run an SP deck without Cyrus, but with Turn.

Run an SP deck without Turn, but with Cyrus.

See which one performs worse.

either way, I think it would level the playing field. I told Rob as soon as SP came out that if they don't have any of their 5 main "tools" it's an even match. The most useful in this order : 1: Cyrus 2: PokeTurn 3 Bronzong 4: Energy Gain 5: Power Spray. Don't really feel like going into detail at this moment but will if someone so desires it.
 
Run an SP deck without Cyrus, but with Turn.

Run an SP deck without Turn, but with Cyrus.

See which one performs worse.

I wasnt just talking about SP. Other decks benefit from being able to poke-turn Flash Bite and Bright Look multiple times, and we know how much donk decks love being able to manipulate damage counter on the field.
 
I wasnt just talking about SP. Other decks benefit from being able to poke-turn Flash Bite and Bright Look multiple times, and we know how much donk decks love being able to manipulate damage counter on the field.

But limiting Uxie prevents pure donk decks from happening. And being able to manipulate damage on the field isn't such a bad thing. Why has PlusPower almost always been a popular card? Why is Kingdra still borderline playable?

BTW, nerfing PlusPower the way B/W has done will also help in limiting pure donk decks.
 
But limiting Uxie prevents pure donk decks from happening. And being able to manipulate damage on the field isn't such a bad thing. Why has PlusPower almost always been a popular card? Why is Kingdra still borderline playable?

BTW, nerfing PlusPower the way B/W has done will also help in limiting pure donk decks.

that won't stop uxie from getting the T1 donk really. And it'll be even worse knowing that it can play trainers going first too.
 
that won't stop uxie from getting the T1 donk really. And it'll be even worse knowing that it can play trainers going first too.

Notice that I said limit, not stop. If you can survive the initial 3-4 Pokemon onslaught, you will win the game. The damage potential will be limited to 20 after the first turn, which makes the deck far more of a boom/bust deck than it currently is.
 
...One question, can a turbo Uxie deck have an unplayable hand? Or how about bad hands that result in the player not being able to go through all his deck T1?...
Of course.

If you are only dealt 1 Pokemon, and the remainder of the first 8 cards are any number of PlusPower, Junk Arm, Poke Turn, SSU, Seeker, then you are just a sitting duck, praying to draw a card that might ignite the turbo before you lose.
 
Solitaire does not mean that you do not think, it means your opponent doesn't get the chance to. As a matter of fact, to do well in solitaire you have to think and play according to what you see in front of you. Which is all fun and nice for the person playing, but not for the person forced to watch themselves lose and be able to do nothing about it.

Well, I am perfectly aware of this. I just meant that you would havebto think accordinglynto your opponent's actions. I found that donk decks are actually one of the hardest decks to play in the format. By the way, I DO know just because I said that it will make many people think that I am insane and they will probably disagree. I think that they are only so hard to play when you have more than just a random net deck, it is your personalized way of how to play. If you think that all it takes for a donk deck is just some not so interesting list, try one out without net decking. You'll probably like it a lot once you get a good list. :thumb:
Notice that I said limit, not stop. If you can survive the initial 3-4 Pokemon onslaught, you will win the game. The damage potential will be limited to 20 after the first turn, which makes the deck far more of a boom/bust deck than it currently is.

Well, I read both of you're posts. Killing Uxie and Shuppet donks are definitely for sure NOT going to fix much. There are so many other donk decks that people would just switch to. Also, we don't need to even really discuss this part much, since we already know that they are re-wording plus powers in the later packs to they are discarded once you attack, and they do not even go back to your hand or deck from an attack. Even with this ruling, there will still be many donk decks. Plus, I was really bugged by how you said that donk decks are all early game. This is certainly not true. They can one-two shot anything in the format, with good lists they lock your opponent, and they can instantly have another pokemon to attack with. And just to have everyone think of it from a different perspective, look at donk decks like lock decks. They do not allow your opponent to set up, since they lose so quickly when played right. When they do make it through, you are generally hitting hard, and fast. They are kind of like an upgraded form of lock, except they lose to many other things that normal lock doesn't. I know a lot of people will disagree, but this just me trying to get everyone to get it. It's not an easy concept.
Below you will find my solution to offset donks.... as noted in other posts here about donks...

This idea would also allow more table time even if you took a T1 KO.

Currently the rule book states…..

Let’s take a look at the second bullet point. It is saying, if you cannot promote another pokemon from your bench into the active spot at the beginning of your turn, you lose the game. This is where I think we are being limited. Other games allow you to continue playing with no cards on the field and I believe it could also work here.

Here is the ruling change I would suggest to help the game.


Seems like a simple fix to increase playing time for all involved. This would allow new players to compete with experienced players without having a game decided by the opening coin flip. All the current rules would remain the same. No need to alter the current trainer rules, as now player one would get a chance to play the game. This is what we are looking for after all. This rule could apply throughout the entire game. Think of the options this would bring to building decks. What a fun time it would become.

So with a rule change, I have thought about how it would affect the game as a whole. There are certainly some questions that would arise with a change of that nature. I will list the ones I thought of and would be willing to talk through some I did not think about.

First, If I have no pokemon in play at the beginning of my turn and I play a Pokemon Collector. Does one of the pokemon go DIRECTLY into the active or on the bench then promoted?

Now I am not a part of the rules team, But, I think I could handle this one…. I would have to say benching your poke FIRST would be required in order to PROMOTE it active. This would allow coming into play powers to activate prior to having it become your active.

Lastly, If my opponent does not promote a pokemon and ends his turn, what happens??? YOU WIN!!!

Let’s face it, if player 2 takes a KO turn one, he/she is still facing a huge uphill battle. But at least it’s a battle!!! Table time increase the overall enjoyment of the game. It would also encourage people to practice, scout, and get creative with their deck choices. I want to make something very clear here…. I do not intend this to be a bashing session for players who run auto-pilot decks. There is no bashing anyone for wanting to win. It has been proven that these style of decks win tournament. Why not run them???

Jimmy

Oh, and another thing. This, as it may be "fixing" donk, it will be making the game last for so long that you would almost have too much time to get everything. It would also completely eliminate the idea of spread/snipe decks since they would just wait to put their pokemon down. And, have you seen the shows or games (I don't watch or really play, but just using them as an example)? When your last pokemon is knocked out, you lose. You don't have a full turn to get something out. You just lose right then and there. It would kill so many concepts in the game I doubt really anyone would play competitively anymore since you wouldn't be able to use so many strategies. This is creative, but it wouldn't work.

Thanks,
Monkey.
 
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Ban Uxie? Almost no player wants that. Ban Seeker? That just came out, and Uxie can still reliably KO 2-3 Pokémon anyway. Ban Crobat G? That one damage counter allows a lot of decks to get that critical KO with a 60 x2 attack. So where does that leave us?

Please what?!
Banning uxie would be the best decision ever, no player would like that, Id love if youd finally have to manage your resources again instead of just burning all your stuff and draw a new hand.
And banning crobat? Pokemon finally doing as much damage as they have printed on them? Would be sooo good :thumb:

It wont happen but I doubt a lot of players would be against it
 
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