Pokémon TCG: Sword and Shield—Brilliant Stars

Are donks good for the game?

How is Machamp NOT a donk deck? Take Out is the biggest Donk attack ever.

Trust me, its not the biggest donk ever. It is a little bit of a donk deck, but it take FAR more skill to make a Machamp deck actually work than something as stupid as Skittles/other flippy luckysack deck. Machamp is fairly easy to play aorund tbh.
 
I HATE DONKS

Not just the T1 T2 stuff like flip cards.

Donks cost me two CCs Champion wins. Here is why?

At Oswego, Round 5 I had to face BigChuck01. I win the coin flip, so he gets to Rare Candy Kingdra, GG. I had everything in my hand to set-up, Roseanne's, Rare Candy, Bebe's, Dusk Ball to help speed the processes. We then played an actual game I beat him handly. He ended up winning the CC, because in Top 4 where some players who aren't up to Chuck or me. I even more favorable match-ups as only 1 of the 3 decks played Unown Gs, but even against that I had a good match-up.

Then at Rockford in Top 8, my opponent flipped around 17/20 heads. In a Gigas deck with Mesprit and SSU. Even then I had a chance at it. I had about 13/14 cards left in my deck, play a Dusk Ball and miss on getting my Promo Dusknoir. If I get it I win because Gigas has to 3HKO with my Cress Lv. X in play. Prizes were 2-3 in his favor.
 
I saw a top 8 round go 3:27 because of two consecutive turn-1 donks from a Machamp player.

But I still don't see them as a bad thing. They are just part of the game. No reason to get mad over something that was meant to be played that way.
 
It really helps to go second. Roseanne's and Great Ball are useless in a hand with only 1 Basic, only adding to the annoyance of getting Donked. Really, despite Trainers 'weaknening', there is no point in having consistency if you get Donked. And to add more Basics JUST BECAUSE would hurt your setup and consistency obviously.

What's next? A ban list for certain Pokemon?
 
This first thread shed a very positive light on what I feel is a very necessary part of the game.
Thanks for the unique insight, and I agree 100%!
 
I don't get this whining. Seriously, when hasn't donk decks been a part of this game? Oh...when Plox and Gatr dominated. LOL I'd rather have a vast format than a format dominated by 1-2 decks. Theres 2-3 donk decks out there atm (gengar is kinda donkish...flips and possible t1 but meh), but how many other decks are there? Besides kingdra, machamp, and gengar/gigas (I'll say they are worth 1/2 a point each since they donk but not that often), theres torterra, raichu, leafeon, dusknoir, obama, AMU, magmortar, infernape, Tyrnaitar, Magnezone, and random rogue decks. There's a good variety of decks and alot of decks on that list can actually donk reliatively often as well (never hear whinin about them though...).
 
Why do I dislike donks:

1. Donk games do not give me chance to exert my hand at deckbuilding or playing to beat my opponent. A t1 or t2 loss allows no demonstration of my skills. It feels horrible to drive hours to a tournament, and in a close CC or states competition with lots of players, and going 4-2 with a donk loss and missing the cut. Or missing the T4 of a cities for the same reason, going 3-2 with a donk loss.

As true as that may be, a loss is a loss. Decks are built to consistently get that T1/T2 card, not "donk" it. If you want to exert your hand, build your deck to not allow it to happen.

2. Donk games don't help the ratings much. I know right now they don't hurt, but they impact. Even donk wins in swiss hurt other players from participating in later rounds to reclaim points vs people with more points (who made it to top cut). They actually allow no skill to be involved. If Player A is contributing 20 points to a 32k match and his opponent only 10 because their ratings and "measures skills" are different, with A needing to contribute more- this entire process is just made unfair and arbitrary once a t1 or t2 donk is introduced. Why should I commit more points for winning more if my skill is not even made a factor lol. Getting T1d before you EVEN have a chance to draw a card is just DISGUSTING. Sableye donking, machamp donking, I personally like Kingdra lol, and stuff like that doesn't help what we're trying to do as competitive players- find the best through ratings.

Once again, a game is a game. The skill involved in making a GOOD T1/T2 deck doesn't allow much of a donk. A deck can easily consistently 75%+ get a T1 champ or kingdra, and if you want a good game against, play more basics. Play calls, play G's, play whatever you want to counter it, but allowing a Sablete start to beat you is no more their donk as it is your fault, or unluckiness. If you risk not playing that many basics, you risk the T1 Champ, or T1 sableye, or anything else.

3. It disrupts theory and testing. Getting donked doesn't help me playtest or play against a deck. It's great to know the numbers of donks, but besides your own odds- you'll never figure out your opponents. You can only hope to build the most consistent and fast list considered. If I get donked by Kingdra t1 in playtesting, I just wasted two minutes. If it happens that I just draw/pass vs it for 3 turns and lose, still wasted time. Donks greatly influence statistics, and can really hurt and make people mismanage, especially when they don't apply pure math and go on "gut instincts" about what they luckily draw into or set up. Donking doesn't help people get better.

Theory and testing is all about seeing often you can get that T1/T2. If you tested it, you'd see how often you can get it. That should help you change your deck(s) to allow not to have it happen to you as often. Donking doesn't effect it at all. Bad hands/starts do, and all you have to do for that is scoop and move on, no more then a minute wasted.

4. I think donk decks change HOW the deck is played more than what is played. Anyone SHOULD try to make a list that sets up as early as possible, regardless of threats from a T1 kingdra- you need to set up to win, period. It's when playing against a donk deck that your strategy must change. The only thing to hinder getting donked are playing more basics (sacrificing consistency for slightly boosted odds of starting with multiple pokemon), but the trainers should already be consistent enough to get pokemon out asap. The only changes people make are where they attach energy early, who and when they lay, etc. People don't really alter their decks that much to counter donk decks or the donk factor. I think consistency has always been a fundamental, regardless of T1 factor.

Of course they do. But Dusknoir and Gengar effected people putting G's in the deck. Abomasnow effected people filling their bench, and stopping the spread, or playing cards to stop the spread. For machamp, people put more basic's or G's in. When new cards come out, people have to change their decks to help counter other decks. These decks are no different. You'd rather play the same deck when every single new card comes out? Please man, you'd be done in months.

5. Donks are fast and exciting? I haven't played Kingdra or Machamp at a tournament this season, so I never got that rush of donking someone. I got donked, not the other way around. I never felt anticipation and excitement. Just dread at another lesser skilled opponent beating me before I got any chance whatsoever of outplaying or outlisting them. When I T1 or T2 someone, it feels good to get it out of the way, but I feel bad because I beat someone on dumb luck and not any sort of skill.

There's no rush about it really, it's about being able to T1 AND still win late game. It's about being setup T1 and being able to disrupt your opponent's start. There is no rush really in a T1 win, other then saying they weren't ready for it.

6. I don't consider Rampardos or Kingdra to be that donkey of decks. They are just stage 2s with 1 energy attacks- OH GOD! This is nothing different than Queendom (4/3/4 stage 2 with DRE) or Speedrill or other quick decks that use 1-2 energy on a stage 2 that's easy to set up. 80 for 1, it'll likely do -40 too, and it evolves from a fossil, and has damage cap written all over it- problematic late game when Rampardos can never give OHKOs.

And that's where the true player shows their skill. They're still able to win late game and not just Turn 1. Just because it can T1 people and do NOTHING else much doesn't mean you only get lucky to win. A true good player can still win late game. Machamp can have a huge 2nd attack, along with leveling up and doing a lot of damage. To say they can't win late is wrong.


Also, I think you need to look at "donk" decks differently. To "donk" someone is to beat them in an unfair way. When a deck is built to T1 someone, it's not donking them, it's when a player donks and instantly in there hand has it. When they Uxie 2 times, Unown R a couple times, and Bebe's into a Machamp, there's no donking about it. Any deck can donk with an opening hand, saying these decks do more then others is an unfair comparison imo.

(Edit: This is a reply to ryanvergel, but i suck at quoting =P )
 
I think donks just comes with the domain of playing Pokemon. What really should be changed is the fact that the player who goes second can play trainers while the player who went first can't. Personally, I think neither should be allowed to play trainers until the second turn.
 
But maybe ... just maybe the issue isn’t the donk cards but the system we play. For instance if we did best 2 out of 3 in Swiss as they do in parts of Europe then donking would still have an impact, but it would be lessened. It's only an example, but it's one that I think shows that the problem may not be just the donk cards themselves, which always seems to be the first thought that leaps to mind.

Food for thought.

Best of 3 made Kingdra being wiped away overhere already during BR, and Machamp is used but not much.
Players using those decks simply gamble on having over 50% a donk, but in extended games those decks mostly loose.

The reason we could use Magnezone and other set up decks is because best of 3.
You see much more different decks if people have an option to recover from a donk.
So yes the USA system might be the problem.
We do have donk decks around, they will always be there, but also other decks who perform well and a very large "metagame".
 
It really helps to go second. Roseanne's and Great Ball are useless in a hand with only 1 Basic, only adding to the annoyance of getting Donked. Really, despite Trainers 'weaknening', there is no point in having consistency if you get Donked. And to add more Basics JUST BECAUSE would hurt your setup and consistency obviously.

What's next? A ban list for certain Pokemon?


Going second isn't donk-proof either. My daughter plays Kingdra and at a recent CC she was 3-0 and was paired up against a 3-0 Senior playing T-Tar. He started with Sableye and Special dark to donk her lone Horsea. :eek:

Cost her 1st place for the CC. :nonono:

Somehow losing a match without even having a chance to play AT ALL is a bit off. :confused:

Then again, she has had her share of donks starting second too. :lol:

Interesting topic indeed.
 
We have different definitions of donking then, somethingelse. I think getting very lucky and winning before a player with a superior list or skill can beat you is a donk. You disagree. Oh well.
 
Maybe we should define and agree on a universal meaning of what a Donk is.

Mine is losing T1 because I did not have a chance to play more then 1 Basic.
 
I don't get this whining. Seriously, when hasn't donk decks been a part of this game? Oh...when Plox and Gatr dominated. LOL I'd rather have a vast format than a format dominated by 1-2 decks. Theres 2-3 donk decks out there atm (gengar is kinda donkish...flips and possible t1 but meh), but how many other decks are there? Besides kingdra, machamp, and gengar/gigas (I'll say they are worth 1/2 a point each since they donk but not that often), theres torterra, raichu, leafeon, dusknoir, obama, AMU, magmortar, infernape, Tyrnaitar, Magnezone, and random rogue decks. There's a good variety of decks and alot of decks on that list can actually donk reliatively often as well (never hear whinin about them though...).



I agree. this allow a more even playing field and (what's that word I'm looking for .....)variety in play as oppose to last season plox and plox plus whtever variants or whatever it was called .
 
But I mean ryan, if their deck is designed to get out a turn 1 machamp, is that really donking? Isn't that just the deck working?
 
It seems the defenders of the donk decks have supported my claims through their very poor arguments. Thier arguments have nothing to do with the OP's post, are often ad homium , or state facts that are irrelevant to the issue of game design such as "well there has always been donks in the game so there is no reason to change anything because it is obviously fine."

I am sure if Rare Candy was banned all those folks would still play Kingdra and Machamp decks and they would still dominate organized play and tournaments.---sarcasm off---

There is a flaw in the game mechanics in that the person going second has a significant advantage over the player going first. The release of cards like Kingdra and Machamp exacerbate/multiply that advantage because of their abilities to donk or destroy the opponent before they have a chance to actually compete. Basically for a good many competitions you win or lose the game on a coin flip, and people are defending this as a good game mechanic and fun?
 
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It seems the defenders of the donk decks have supported my claims through their very poor arguments. There arguments have nothing to do with the OP's post, are often ad homium arguments, or state facts that are irrelevant to the issue of game design such as "well there has always been donks in the game so there is no reason to change anything because it is obviously fine."

I am sure if Rare Candy was banned all those folks would still play Kingdra and Machamp decks and they would still dominate organized play and tournaments.---sarcasm off---

There is a flaw in the game mechanics in that the person going second has a significant advantage over the player going first. The release of cards like Kingdra and Machamp exacerbate/multiply that advantage because of their abilities to donk or destroy the opponent before they have a chance to actually compete. Basically for a good many competitions you win or lose the game on a coin flip, and people are defending this as a good game mechanic and fun?

Thank you.

I'm sorry, but I refuse to believe that anyone plays a deck like Kingdra or Machamp NOT to go for the T1 donk. The fact that they have great mid-late game power is just an added bonus, making them even worse.
 
But I mean ryan, if their deck is designed to get out a turn 1 machamp, is that really donking? Isn't that just the deck working?

No, its their deck doing the job.

The donk is them going second instead of first, and me not having another basic, starting with a bad basic, them having the entire combo and have it active so they only need 1 energy, etc etc etc

That's where the donk is coming in. They got a T1 stage 2- that's not that donkey at all. What's donkey is the stars aligning so that the T1 stage 2 also results in an immediate WIN.
 
I know that this is never going to happen, but donking could be wiped away by allowing a player whose only Basic is KOed to do a Quick Ball kind of effect to their deck until they found another Pokemon, which would then immediately become their Active followed by a deck shuffle. Then there are a number of things that could be done to "reward" the player who did the technical donking, such as allowing them to draw 2 Prizes for that donk, and it could also be limited to just once per game so that the Benching win condition would not be totally eradicated. Getting Benched and getting donked are two different things anyway.

The more that I think about it, I really wish a change like this were possible. It wouldn't be radical, it would make the TCG more like the Game Boy games (since you go into every battle with a full 6 six Pokemon and do not have the option of getting "donked" at all there; one way or the other, you're going to go through all 6 Pokemon to win or lose), and it would eliminate donks while still allowing decks like Kingdra/Machamp to have a distinct edge (the KO would not only be honored but would net 2 Prizes, for instance), albeit not one that ends games within literally 30 seconds.
 
That I agree with, I do, but decks should be prepared to deal with this if need be. But every deck has to play around a deck one way or another. Whether call energies, playing a lot of basics, Pitch Dark, whatever.
 
How about allow for optional mulligans? Solves the problem right there with making only the very smallest of changes to game play.
 
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