Jay, is that really "you"? Your last post sounds like me doing a bad "Jaeger" impression. :lol: Still you may have a point even if the post sounds a little more "attitude" filled than I expected, plus even if it isn't just me reading it poorly I know from my own poor posting habits that many things can result in such a post.
Still, let me answer what you have said.
Because I decide when it is activated and it makes going for the quick prizes not always a good idea.
First, one does not directly choose when
Scramble Energy activates, the game state does. A player chooses when to
play Scramble Energy, but especially against a skilled opponent it may not Activate when you really want it to.
Of course going for quick prizes is not always a good idea. That is an observation, not a reason for bringing back
Scramble Energy. Punishing true over extension is a good thing, but don't fall into the trap of using the "Yu-Gi-Oh" definition, namely where "playing the game" is basically over extension. The true definition of over-extension might not be 100% clear, and what it means in game terms varies not only from TCG to TCG but from match to match.
If a game needs a
specific counter-card to punish over-extension, it is a bad sign for that game; the core mechanics or skillful use of the general card pool should suffice.
The game should have many cards "that help when you are doing bad."
That is an opinion Jaeger, not a fact. You may believe it but I just as firmly believe the game should have
few if any such cards. The general game mechanics and a few key cards should suffice. Anything more and you have an elaborate ruse hiding that the game may as well be flipping a coin to decide the winner.
A player shouldn't be able to just "run the table" because they opened with a better hand or got out of the gate quicker, cards like Scramble, N, and Twins promote playing the "long game" and not just trying to prize rush the opponent.
Your conclusion is ill supported by your reasoning. You open that statement with something I agree with you on: a lucky open shouldn't equal an automatic win for a player. This does not justify the cards you listed. First I would fault the game mechanics/card pool for resulting in this detestable state. While I would allow for cards to "patch" the problem, the
real cause should not be ignored.
Second, you keep equating
N and
Twins with
Scramble Energy, which I find to be a grievous error. The most obvious, and simplest, difference is that
N and
Twins are Supporters while
Scramble Energy is of course an Energy card. Think about what that means to game play: using the former you are likely cutting yourself off from your best, if not all your draw, search, and recursion cards for that turn, and barring some very specific examples you
have to play them
that turn.
Contrast this with
Scramble Energy. You give up your Energy for the turn, but even sticking with your normal Energy attachments you can still plan ahead so that the Pokemon you are using
Scramble Energy on is not the only Pokemon you have in play with any Energy attached. You likewise will have access to Trainers (including Supporters) to draw into
Scramble Energy the turn you need it, unlike
N and
Twins. Besides a flippy Item (which has a more reliable counterpart for Energy if I remember correctly), you require an non-Supporter form of draw/search power to get
N or
Twins into hand the same turn you need to use it.
N is a one and done effect.
Twins might technically last several turns, but it has its own balancing factors.
Scramble Energy can be dropped into play early and still be saved for when the time is right. If fortunes reverse and the special effect of
Scramble Energy shuts itself off, you still get :colorless: from it, which is far better than nothing.
Twins is dead in hand when you are even or ahead in Prizes, while
N requires more skill to play
well. Not to play for a positive return (all three are pretty easy in that regard) but to play for more than some so-so draw power and so-so disruption, even when you're behind. Even if you're a single card behind,
Scramble Energy can be attached for a huge bonus, and again possibly saved for later use!
Something
similar to
Scramble Energy might make for a good addition, but not a reprint. The main change I would suggest is having
Scramble Energy discard itself at the end of the turn, since that prevents much of the abuse. After that it takes a skillful play to seize control from your opponent, and then the opponent cannot have had a very firm lead.
You kids these days are so spoiled with your Junk Arms and Pokemon Catchers back in my day we actually had think if we wanted to win a game of Pokemon.
:lol:
I am going to take this as a joke comment, because despite the tone of the rest of the post it makes the most sense that way. Despite the undesirable aspects of this format it still requires thinking, or at least as much thinking as most of the game's life as required. Plus I seem to recall a lot of games in past formats where either you didn't have to think all that hard (you crushed me easily enough, even when I was trying to run something "serious"). I even seem to recall you had a problem with "over thinking", but perhaps that is just my memory playing tricks on me. I am after all an "old man" of 30 years who, however little my contribution was, helped steer you towards successful competitive play. :wink:
tl;dr: Two wrongs don't make a right.
Scramble Energy required little skill to play, and only a specific skill set to abuse. Introduced into the current format it will just lead to wins by Evolution decks that make you feel like you were just run over by a ZPST deck. Sleep off the New Years and feel free to reply back. :thumb:
Edit: Oh and Bullados, I favor cards that a) allow you to "spend" Prizes for a bonus (like Electrode) and then cards that have varying effects based on the Prizes in play. Technically
Scramble Energy falls into that, but I prefer the "less broken" ones. Personally I think the main problem is
Scramble Energy doesn't discard itself and isn't variable enough; imagine if the amount of Energy provided depended on how far behind you were. Still, not discarding itself (like
Boost Energy used to) is the main thing that makes it too easy to abuse.
Anyway, cards that "spend" Prizes, cards with variable effects depending on how many Prizes you have or if you're "behind", cards that get stronger based on your opponent's set-up, etc. are all cards that function as "recovery" but also feed specific types of decks. Types of decks I'd like to see more of because when it is all done right (a big "if" I know), it results in a diverse format that
naturally punishes over-extension while rewarding skillful plays.