Pokémon TCG: Sword and Shield—Brilliant Stars

The Pokemon Card Garage Episode 1: Excadrill (56/98)

deckmaster

Active Member
Hello Poké Friends!

Whenever the Pokémon Company prints a new set, there are always cards that will never have the chance of seeing the top-cut. They are either too weak, or just take too long to power-up, thus their dreams of ever being a contender in the metagame are shattered, and remain in most player's closets or binders just begging to be traded away. Heck, some cards are so terrible—that they cannot even be traded!

But I am here to help put and end to that—I am here to make those useless cards playable!

The purpose of my series, The Pokémon Card Garage, is to examine past and present Pokémon cards that cannot contend in our current metagame, and give the card a complete overhaul. Tuning up these specific cards with my adjustments will help improve the chosen card and give us, the Pokémon TCG community, a much more diverse selection of good Pokémon cards to choose from when building new deck ideas. Furthermore, I truly hope my series is read by someone from the Pokémon Company as I sincerely want a card game format with lots of competitive deck choices to make, and where every card can hold its own and have the potential to win a ranked tournament.

A bit about myself: My name is Frankie Durso, I reside in New York City, and I have been playing the Pokémon TCG ever since the Base set. I love the Pokémon TCG and I will continue to play this game unless it becomes an unbalanced card game. I have made loads of friends from playing this game, and would love to make more new friends. As far as I am concerned, Pokémon TCG is the best TCG currently on the market.

My tournament credentials:

  • 7 time City Champion
  • 4 time State Champion
  • 3 time Regional Champion
  • 3 time Gym Challenge Champion
  • 5 time Battle Road Champion
  • 11 time New York City Pokémon league Champion
  • placed 4th at the 2005 National Championships
  • participated in worlds for 2004, 2005, and 2006
  • earned over $7,000 in scholarships
  • earned over $3,000 in booster boxes and portable gaming consoles from winning Pokémon TCG tournaments.


So without further ado, Episode 1!

Episode 1: Excadrill (Emerging Powers, 56/98)​

[gal=52293]Excadrill[/gal]​
When you first take a look at the newly released Excadrill from Emerging Powers, the first thing that your eyes look at is this beasts whopping (3) Energy attack cost for Drill Run. Sure, Excadrill has an awesome effect of discarding your opponent’s Energy without flipping a coin, and combined with Crushing Hammer will have your opponents losing valuable Energy cards every turn, but for (3) energy and only (110) HP, let’s be honest with ourselves: by the time you are done powering-up Excadrill, your big bad stage-1 is probably ready to see that discard pile in the sky (or the lower left corner of your play-mat). Sadly, this Excadriill won’t be winning any tournaments soon—and most players will look for others cards to play with.

So let’s fix this guy up: let’s make Excadrill a contender in our format!

First things first, I am going to start with Excadrill’s second attack, Drill Run. In order to make Excadrill a playable card—and a fair one—I am going to reduce his Energy requirements to only (2) Fighting Energy. Now, Drill Run will only do (50) damage but Drill Run will still have the great effect of discarding an Energy card. To further enhance Drill Run, the player can play Energy manipulation cards, such as, Crushing Hammer and Lost Remover. Excadrill’s low damage output using Drill Run makes him balanced by not being able to “one-shot” most Pokémon on his own, but instead, Excadrill is centered on fast disruption as his defining characteristic. Excadriill, like many stage-one Pokémon, will make use of winning the opening game coin toss and hitting aggressively, but his effect of discarding Energy cards for only (2) Fighting Energy still puts the game in reach by slowing down your opponent; granted you lose the opening game coin flip and your coin flips are in your favor with Crushing Hammer. By making these changes, Excadrill has been drastically improved: from a slow, bulky Pokémon, to a fast, strong Stage-one Pokémon who now is centered on a deck concept of discarding Energy.

Next, Excadrill’s Metal Claw attack will be fine tuned. Metal Claw was added for when our stage-one mole had a (3) Energy cost for Drill Run. The purpose of this was to be able to do some damage while you power Excadrill up for Drill Run. The most important aspect of Excadrill is his second attack. Nonetheless, and for the purpose of being a much more useful card, I am going to leave the Energy cost for Metal Claw untouched. However, I am going to increase the damage output to (40). That way if the Excadrill player loses the opening game coin flip, his or her active Drillbur has hopes of evolving into a damaged Excadrill on turn two of his or her turn. This allows the player to still do some damage and weaken their opponent’s active Pokémon and slowing the pace of the game. More importantly, the (1) Energy cost for Metal Claw and (40) damaging blow offers the user the potential to dish out damage while not paying the additional Energy cost for Drill Run. As a result, Excadrill now has similar qualities to Donphan Prime such as being an Energy efficient, fast hitting monster—and look how popular that idea is in our current format.

It was challenging enough to decided on giving Excadrill’s Metal Claw attack either a (40) or (50) damage output because Excadriill paired with Donphan Prime would have much less of a disadvantage as opposed to other decks when the game starts—both Pokemon hit for good damage very quickly, and Excadrill can now manipulate Energy rather swiftly.

The hit points (HP) of Excadrill should not exceed (120) because Drill Run has been enhanced for our format, so Excadrill’s maximum HP will be (120). I believe by giving Excadrill (120) HP puts him in reasonable range for being knocked out, and still not much of a burden to most opponents struggling to maintain Energy cards on their Pokémon. Nevertheless, (10) more HP gives Excadrill more of a chance with a possible Defender against many of the heavy hitting Pokémon in our current format ( Example: Magnezone Prime, Reshiram, etc). Again, the whole idea is to pair Excadrill with Trainers/Items to make him a bit better.

Excadrill’s retreat cost, weakness and resistance will remain the same. I could not find any issues with this. On the other hand, if I were to lower Excadrill’s retreat cost to just (1), then I would have kept his HP at (110) making him a possible hit-and-run Pokémon and being very prize efficient avoiding knock out in that sense. Also, keeping the weakness to Water types makes the deck incredibly weak to all Water decks. Since I believe Excadrill would ideally be paired with Donphan Prime as a fast Stage-one deck with an option of manipulation, the shared weakness to Water types can give an incentive to players to create Water based decks granted this style of Excadriill and Donphan became very popular.

From a sluggish, unwieldy Pokémon with a (3) Energy attack cost to a now fast and furious Stage one Pokémon, I made Excadrill into a competitor in our format. Excadrill’s (2) Energy attack cost for Drill Run makes him quicker to attack, offering players a speedy choice for Energy exploitation with a good damaged output, and an increase in damage output using Metal Claw gives the player more options to deal damage early in the game. Furthermore, a (10) HP boost gives Excadrill some hope against popular attackers like Magnezone Prime, Reshiram, etc, and the decision to not change Excadrill’s retreat cost, weakness and resistance still makes Excadriill a balanced card. If these changes were applied to our good friend Excadrill, surely he would see some more play in the 2011-2012 Pokémon tournament season.

Thank you for reading and stay tuned for more episodes of The Pokemon Card Garage!

--Frankie Durso--

Special Thanks to:
MyPokemonCard.com​
PokePop
DarkStar20
Baby mario
Jjkkl
 
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A very interesting article subject, and one I hope will invoke the winds of change here in Pokemon TCG! Welcome to the Front Page!!

-DST
 
Those fixes creates one single overpowered card. 1 for 40, no drawbacks is simply terrible for the game. If you're going to fix up a card, you have to balance it out a little bit. It can't be an autoplay, but it also can't be an auto-binder. Because of this, I'm going to fix your fix a little bit...

First off, that first attack is either undercosted or overpowered, especially when paired with such a powerful second attack. I'm going with overpowered, b/c I like the one colorless energy requirement. So let's drop it back down to 30.

The second attack is absolutely terribly costed, both before and after the "fix". 60 for 2 with a positive effect on a stage 1? Nope, not gonna happen. But the 80 for 3 colored is also very underwhelming. How about a happy medium? [FCC] for 70 with the same effect. It takes advantage of Double Colorless still being around, becomes at least moderately splashable, retains the great effect, and still has decent damage output.

The HP was probably fine before. 110 is still difficult to deal with. Especially from a Stage 1 non-Prime, that should be fine. 110 is just out of the range of a lot of different attacks without PlusPower help.

So, the card would turn into something like this...

Excadrill
Stage 1
110 HP
[C] Metal Claw 30
[FCC] Drill Run 70 Discard an Energy Card attached to the Defending Pokemon
W: Wx2
R: L-20
R: [CC]

It's a simple but powerful card that can disrupt and damage quickly and can be placed in to many different decks. It's not overpowered like Donphan, but it can still go out and win games on its own or in a swarm.
 
Those fixes creates one single overpowered card. 1 for 40, no drawbacks is simply terrible for the game. If you're going to fix up a card, you have to balance it out a little bit. It can't be an autoplay, but it also can't be an auto-binder. Because of this, I'm going to fix your fix a little bit...

First off, that first attack is either undercosted or overpowered, especially when paired with such a powerful second attack. I'm going with overpowered, b/c I like the one colorless energy requirement. So let's drop it back down to 30.

The second attack is absolutely terribly costed, both before and after the "fix". 60 for 2 with a positive effect on a stage 1? Nope, not gonna happen. But the 80 for 3 colored is also very underwhelming. How about a happy medium? [FCC] for 70 with the same effect. It takes advantage of Double Colorless still being around, becomes at least moderately splashable, retains the great effect, and still has decent damage output.

The HP was probably fine before. 110 is still difficult to deal with. Especially from a Stage 1 non-Prime, that should be fine. 110 is just out of the range of a lot of different attacks without PlusPower help.

So, the card would turn into something like this...

Excadrill
Stage 1
110 HP
[C] Metal Claw 30
[FCC] Drill Run 70 Discard an Energy Card attached to the Defending Pokemon
W: Wx2
R: L-20
R: [CC]

It's a simple but powerful card that can disrupt and damage quickly and can be placed in to many different decks. It's not overpowered like Donphan, but it can still go out and win games on its own or in a swarm.

Yes, I did like the idea of keeping Metal claw at (30) damage, and the HP at 110, so that is a good idea. However, two fighting for his second attack gives him an edge in this meta.


Let's keep the suggestions coming!
 
I agree with most of Bullados' sentiments, especially the HP, really 130 would be the only sumt hat really makes a difference. 110 still won't be OHKO'd by Zekrom and will be by Reshiram. Same number of discards for Magnezone. No real reason to change.

Metal Claw definately needs to stay Vanilla, it always has bene. The usual cost of metal claw is 1 energy 20 or 2 energy 30/40, so 1 energy 30 is surprisingly the higher end. 40's excessive, and its only metafunction is KOing a Bolt Strike damaged Zekrom, which if its going to be paird with Donphan Prime, it doesn't need anyway.

Drill Run should either be 2 energy 50 or the proposed DCE 70. I think DCE 70 makes sense for hittign Zone and Zekrom properly with his bigger attack.

That being said, your proposed cards is definately an improvement. But really, cards dont need to be strong, but strong in combination. If i could make a suggestion, it would be to do 2 cards at a time and improve them together, rather than trying to adjust 1 card for power creep. But i do like the idea of card tinkering. I do it myself a lot xD
 
Yes, I did like the idea of keeping Metal claw at (30) damage, and the HP at 110, so that is a good idea. However, two fighting for his second attack gives him an edge in this meta.

If it cost [FF], I'd reduce the damage output to 50. I feel that [FCC] is actually a fairer cost for the output and effect I proposed. It's splashable, works with DCE, and packs enough punch that the beefy Pokemon need to pay attention to him. Then again, I'm always a fan of splashable cards rather than heavily typed cards...
 
If it cost [FF], I'd reduce the damage output to 50. I feel that [FCC] is actually a fairer cost for the output and effect I proposed. It's splashable, works with DCE, and packs enough punch that the beefy Pokemon need to pay attention to him. Then again, I'm always a fan of splashable cards rather than heavily typed cards...

Wow, once again, that was another idea I had for this card--you are a mind reader.

I'm glad to see that this series is invoking a lot of thought from the community:smile:.

I think I'm going to use your suggestions.

---------- Post added 09/07/2011 at 02:12 PM ----------

I do agree that 2 Fighting Energy for (60) is a bit high, and puts lighting decks at a considerable disadvantage, so (50) damage it will do. I do not want to make Drill run cost Fighting and two Colorless Energy because I feel that too many cards are depended on Double Colorless Energy right now.
 
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So the point is to create theorymon that can/will never exist?

Not just that. Behind the theorymon and the created card is a lot of interesting and worthwhile discussion about card design and just what makes a card playable.
 
So the point is to create theorymon that can/will never exist?

The purpose of my series, The Pokémon Card Garage, is to examine past and present Pokémon cards that cannot contend in our current metagame, and give the card a complete overhaul. Tuning up these specific cards with my adjustments will help improve the chosen card and give us, the Pokémon TCG community, a much more diverse selection of good Pokémon cards to choose from when building new deck ideas. Furthermore, I truly hope my series is read by someone from the Pokémon Company as I sincerely want a card game format with lots of competitive deck choices to make, and where every card can hold its own and have the potential to win a ranked tournament.

I guess you didn't read that part.:nonono:
 
Interesting idea, and kinda cool thinking about the diverse possibilities, but thanks to reality setting in ..... completely futile. We get the cards we get "as-is" from TPCi and whether we like it or not, they get them from Japan. Until TPCi are allowed to create and print their own cards, we will always get what we get. Theorymon is one thing, daydreaming is another. I can't see much of a point in this, but whatever. Good luck to you anyway.
 
That's an odd bug... I tried to click on Front Page Content, but I seem to have ended up in the Create-A-Card forum instead.
 
(Looks at fake card pic) I seem to have missed the part where it now evolves from a cat...
 
(Looks at fake card pic) I seem to have missed the part where it now evolves from a cat...

Yup, MyPokemoncard.com does that for some odd reason. But where else can I make my own Pokemon card with my own picture? But anyway, you pretty much get the idea.
 
A fun ideal, but ultimately I think lowering its biggest attack kinda defeats the purpose of making him more usable; if now you can't even 2HKO threats, what's the point of running him? No one is going to waste 3 turns trying to kill a Defending while hoping minor Energy disruption will limit their ability to attack back, I mean think about it; 80 just on the reg card puts most things at 2HKO range, making that choice to attach an Energy already a bad one and better onto a Benched unless attaching a new one to the Defending can result in a KO. 50, even if it's cheaper, is still a 3HKO attack on most things and not that attractive...

Overall I like Bullados's ideal of FCC better, though I think a FF for 60 could work; 60 is a 2HKO threshold for most Stage 1s, and a Plus Power would bring it into 2HKO range for most Stage 2s as well.

As for Metal Claw, I would actually rework it a bit to increase attack on subsequent attacks, much like in the videogame, so for C you'd have the base 30, plus 10 or 20 more damage if used again during your next/subsequent turn, so you'd have something to spam while powering up Drill Run.
 
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