Pokémon TCG: Sword and Shield—Brilliant Stars

Fairy type TCG and others?

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Considering that the Pokemon total count for being Fairy Type (say, 15 total (including dual type))- and then comparing against Dragon Type (card wise)- Did Dragon receive it's own Energy Type?

No.

The Dragon Type Pokemon were blended into the Energy Types that they represented as far as their VG Type or strait Colorless to boost the "heavy hitter" factor to keep Colorless more versatile.

Now that Dragon has been "secluded" into a classification while keeping that versatility- I think Fairy Type will receive the same treatment.

Just my thoughts is all.
 
My thoughts are as soon as the XY Base Set is released, we will get a Dragon Energy.
I think they didn't want to fill another set with energies after BW Base.
 
Dragon pokemon were awesome to see. I doubt the same excitement can be said about Jigglypuff and the new ball of cotton pokemon.

I think they will get colorless versions and that'll be that.

Colorless already represents Normal/Flying, I don't see why it can't represent three types like Rock/Ground/Fighting (fighting) or Ghost/Psychic/Poison (psychic) or Grass/Poison/Bug (grass).
 
Colorless already represents Normal/Flying, I don't see why it can't represent three types like Rock/Ground/Fighting (fighting) or Ghost/Psychic/Poison (psychic) or Grass/Poison/Bug (grass).

Oh, you can make Colorless represent three Types, and perhaps that is part of why Dragon got its own Type (to make room for Fairy in Colorless).

The thing is, the more video game Types you cram into a TCG Type, the more deviation you get from "proper" Type relationships. Thanks to differing mechanics, even a 1:1 ratio isn't perfect, but when you get more than two video game Types into one TCG-Type, things get pretty bad. This is why I favor moving Rock to Metal and Poison to Darkness.
 
Oh, you can make Colorless represent three Types, and perhaps that is part of why Dragon got its own Type (to make room for Fairy in Colorless).

The thing is, the more video game Types you cram into a TCG Type, the more deviation you get from "proper" Type relationships. Thanks to differing mechanics, even a 1:1 ratio isn't perfect, but when you get more than two video game Types into one TCG-Type, things get pretty bad. This is why I favor moving Rock to Metal and Poison to Darkness.

I was thinking of moving ghost to darkness rather than poison.

I agree with moving rock to metal...

...so we could "rock" on with some heavy "metal" music.
 
It seems deliberate that Dragon-types were introduced into the TCG so late, so as to lay the groundwork for the Fairy type weakness. I anticipate, for the release of X/Y, a full-fledged Fairy Type inc. basic energy, as well as the first basic energy for Dragons.
 
I really don't think they will introduce anymore basic energy. It seems like it would overly complicate the game, and make running many different types much more challenging. I like that they are introducing new types (well, so far just one) that make use of other types of basic energy, since it adds more complexity to weakness/resistance (making hard countering decks harder) without adding excessive complexity to energy types.

In fact, I'd love to see most or all of the types from the video game introduced to the TCG but use the already existing energy types. For example, Fairy could use colorless and psychic attack costs, Ground could use fighting energy, Ice could use water energy, ect. This would make the luck of type matchups less relevant when more decks would be using more types.
 
I was thinking of moving ghost to darkness rather than poison.

I agree with moving rock to metal...

...so we could "rock" on with some heavy "metal" music.

I considered that as well; a while ago I just did a simple (well, actually a messy because I only half new what I was doing) spreadsheet to compare/contrast what Weakness/Resistance a Type should have based on the video games. I specifically set it up to give me a number symbolizing how many differences there were... Ghost lined up best with Psychic of the Types I tested it with.

The big thing was the value would skyrocket for any "three of" combinations; just too many differences!
 
I considered that as well; a while ago I just did a simple (well, actually a messy because I only half new what I was doing) spreadsheet to compare/contrast what Weakness/Resistance a Type should have based on the video games. I specifically set it up to give me a number symbolizing how many differences there were... Ghost lined up best with Psychic of the Types I tested it with.

The big thing was the value would skyrocket for any "three of" combinations; just too many differences!

If rock were metal and either ghost or poison moved to darkness, then each TCG type would have 2 VG types per type. If only Fire and Lightning were combined... but I do like it split though.

Colorless can have 3, because it can use any energy, while Dragon can have one VG type, because it uses multiple energy types.
 
I love the idea of Poison being combined in Darkness; makes a LOT more sense than being Psychic if you ask me. Rock with Metal I like a little less because Rock and Ground are so closely related, but I do admit that if we could only change one type to combine with Metal, Rock would make the most sense.
 
If rock were metal and either ghost or poison moved to darkness, then each TCG type would have 2 VG types per type. If only Fire and Lightning were combined... but I do like it split though.

Colorless can have 3, because it can use any energy, while Dragon can have one VG type, because it uses multiple energy types.

signofzeta, cards can use any Energy the designers want to have them use; we have had Colorless Pokémon (and not just when Dragons were a part of that Type) that used specific Energy Types in the past. Pokémon Type usually matches Energy used, but often enough doesn't. While I certainly don't want :fire: and :lightning: fused into a single Type, if it was the Energy wouldn't be a problem for too long - new cards could use a new "unified" Energy (or only one of the former) and eventually the older cards would rotate out... well ignoring that we are happily getting a separate BW-On format for long-term play.

What is inherent to Pokémon-Types is Weakness/Resistance... to a degree. When we have 1:1 ratio of video game to TCG Type, the only discrepancies come from the changes in game mechanics between video game and TCG, such as the video games featuring multiple Weaknesses/Resistances (when present) and how Resistance is either half damage or zero damage (before stacking from multiple Types). When two video game Types are combined into one for the TCG, anything with Weakness/Resistance to one of the video game Types has to have the same relationship with the other, whether it did in the source material or not.

You can create a :colorless: Pokémon that is :lightning: Weak and :fighting: Resistant to represent the video game Flying-Type, but without complicated new mechanics or card specific attacks/Abilities, you've got no way for the Flying-Type to recognize "Rock-Type" attacks and take double damage... which matters because Flying-Types are Weak to Rock-Type attacks while they are Resistant to actual Fighting and Immune to Ground-Type! You also have the same problem when a "Flying" :colorless: Type Pokémon is attacking - the other half of :colorless: is the Normal-Type which does half damage to Rock and Steel-Types and no damage to Ghost-Types. The Flying-Type on the other hand is supposed to hit Fighting, Bug, and Grass for double damage, Ghost for Normal, and Electric for half-damage.

I love the idea of Poison being combined in Darkness; makes a LOT more sense than being Psychic if you ask me. Rock with Metal I like a little less because Rock and Ground are so closely related, but I do admit that if we could only change one type to combine with Metal, Rock would make the most sense.

Yeah, this brings up the other aspect of adapting the Types; preconceived relationships. Even if two Types match-up fairly well, they need to make sense "together". Poison is odd since frankly, it doesn't make much sense as an "elemental type" but is just an agent for delivering an effect (at least in the real world). Still, for Pokémon video games it is a Type so we have to look at what suits its "flavor" as well as what causes the least amount of deviation; where combining the two Types together results in Weakness/Resistance/Neutrality to a Type that should be one of the other two relationships.

Before factoring in how the combined Types work together (that is where things get complicated :eek:), just looking at the combination of video game Types versus the other non-combined Types, Poison matches up best with Darkness and Rock with Steel, though it is only slightly better than some other pairings. Fortunately they also make a reasonable amount of sense together (black being a decent coloration for poison and being associated with the kind of tactics favored by "Darkness", while Rock and Metal are at least both minerals and closely associated with earth) and the big gain is that there is less deviation overall than when they were in their current relationships.

TL;DR: ...probably should just ask to see the spreadsheet I was talking about. :lol:
 
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