Pokémon TCG: Sword and Shield—Brilliant Stars

Is the current format the worst ever?

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Unfortunately yes I am prone to arguing a point for arguments sake. Some of this is me being a bit obstinate, but some of it is also seeking better understanding. If someone is confident s/he has the correct conclusion but I am challenging the point, maybe the reasoning behind it is flawed, or maybe there is a communication issue.

As a reminder (or notification for some), my experience spans the life of the game but I have not competitively played in all formats. The earliest periods of the game have been learned about by study and play-testing long after the fact. I was forced to take a hiatus from even my usual sideline activities (save some Pre-Releases) and missed most of the 2008-2009 format through all but the last few months of the 2010-2011 format. Please be very specific when referencing this time.

I have been trying to cut back on the length of my posts. I've re-written this one repeatedly, but now I've sunk far, far too much time into it, so since you're reading it, I determined it was worth posting this response even if it was not perfect and unfortunately even though it is long.

Gamester2488 is a returning player, so I fully expect I have to explain a lot of concepts (and have tried in my posts directed initially towards him). With him I am often "restating" things I posted earlier in this thread, or on similar threads over this entire format. When more experienced players act like I have to explain how "what is, is", it gets frustrating. I realize I often garble my points, but if you have questions, please ask questions, not make accusations. I know that again is a bad habit I share in, but that doesn't make it right for me or anyone else. :thumb:

1) The Bench is supposed to be "safer" than the Active slot, but evaluating the game's history and mechanics leads me to conclude that is is most definitely not meant to be an impregnable fortress. Decks are supposed to have the option of running cards that allow Pokémon on the Bench to be attacked. Spread, sniping, and position changing cards are all legitimate, provided they are adequately priced.

2) Pokémon Catcher is adequately priced in terms of game mechanics (resale is another matter). You expend an Item to simply force the Benched Pokémon of your choice Active. The rest of the format makes this overpowered, but in the hierarchy of "broken" cards, it is close to the bottom. Since I have at length in other threads and private discussions tried to come up with an adequate, balanced alternative and have failed, it seems unproductive to dwell on a powerful, important card who's status as "broken" is more a symptom than the disease.

3) Ultimately, cards are not broken, formats are. Any card can be made balanced, broken, or "junk" with the correct cards. Real problem cards are those that are broken or junk without ridiculously specialized format. Pokémon Catcher is not one of those cards. It just requires a format where OHKOs are not common at least during the first few turns.

4) Examine what happens without Pokémon Catcher but with this card pool: most Evolutions still suffer. While some can be written off as being "junk" filler that requires too much effort to make viable, a good junk are still "bad" because you'll have to rely on lucky match-ups to start with your preferred opener to survive aggressive decks. You aren't getting a significant net gain (if any gain) in "playable" cards; you'll just shuffle some around between "broken", "balanced", and "junk".

5) Formats built around OHKOs and 2HKOs are fast. They have been "standard" the last few formats, which is where a working history of the game (and lacking that, examining the game and testing the mechanics) comes into play. If Stage 1 Pokémon need two turns to get set-up and Stage 2 Pokémon need three, Basic Pokémon that start attacking (even just lightly) first turn become an issue, even before damage boosting effects or Energy acceleration.

6) We've had formats where Evolution was sped up... this didn't level the playing field, it just reversed the situation; Basic Pokémon were usually window dressing or only run to Evolve and you still had decks getting "cheap wins" because a player could now go aggressive first/second turn with a sped-up Evolution instead of a fast, aggressive Basic Pokémon. More cards used, same lack of diversity and balance.

7) We've had formats where in general the Bench was hard to disrupt. This didn't level the playing field but just reversed the situation (deja vu). Instead of being focused on fielding several big, Basic Pokémon with the emphasis on the Active, the emphasis was on what Bench-sitter to run as the focus of the deck, while the beatstick it would use as a weapon (hence the term) was the main source of variance. Same stagnation, same imbalance, just in a slightly different flavor.

8) Most formats have an Item for disrupting the Bench. Exact potency varied, but it was there. Don't think that an "inferior" Pokémon Catcher wasn't sometimes as powerful as Pokémon Catcher; actual card pool matters. Some formats did have had another mechanic picking up the slack (usually strong sniping or Pokémon Power/Poké-Power based).
Actual Modified seasons at a glance have had:

Pre-Modified: Gust of Wind, Warp Point, Double Gust.
2001-2002: Warp Point, Double Gust
2002-2003: Double Gust, Pokémon Reversal, Cyclone Energy
2003-2004: Pokémon Reversal, Warp Point, Cyclone Energy
2004-2005: Pokémon Reversal, Warp Point, Pow! Hand Extension
2005-2006: Pokémon Reversal, Warp Point, Pow! Hand Extension
2006-2007: Pokémon Reversal, Warp Point, Cyclone Energy
2007-2008: [DEL]Pokémon Reversal[/DEL], Warp Point, Cyclone Energy
2008-2009: [DEL]Pokémon Reversal[/DEL], Warp Point, Cyclone Energy, Poké-Blower+
2009-2010: Pokémon Reversal, Warp Point, Cyclone Energy, Poké-Blower+, Pokémon Circulator
2010-2011: Pokémon Reversal, Warp Point, Cyclone Energy, Poké-Blower+, Pokémon Circulator
2011-2012: Pokémon Reversal, Pokémon Catcher, Pokémon Circulator
2012-2013: Pokémon Catcher, Escape Rope (eventually)

9)[DEL] Pokémon Reversal is important to note; it was legal from 2003 to 2012 (barring potential gaps early or mid format). People didn't really complain about it until it we got a format similar to what he have... where it became "'Tails' fails, but 'heads' means attack and take a Prize."[/DEL]

Pokémon Reversal is important to note; it became legal in the twilight months of 2002-2003 format (Neon Modified, the last under WotC), and from there remained legal until the close of the 2006-2007 (DX-On) season. It did not return to the game until being reprinted in HeartGold/SoulSilver, which was late in the 2009-2010 (Diamond & Pearl through HS: Unleashed) format, where it remained legal until the 2011-2012 (HS-On) format close.

During its time while legal, it was frequently over shadowed, but rose to irritating prominence last format (its last legal format so far) until Pokémon Catcher resumed the tradition of overshadowing Pokémon Reversal. It took a format where it was the best option, could be spammed, and we had decks that set-up quickly and hit hard enough to score OHKOs to "break" Pokémon Reversal.

My apologies for my record keeping error! :eek:

10) I'll also mention that the formats where cards like Pokémon Reversal weren't heavily run and weren't outclassed by something else (Pow! Hand Extension or Pokémon Catcher) usually were outclassed by Pokémon. Blaziken ex (EX: Team Aqua Vs Team Magma 89/95) is the oldest example I can think of for a sniping Pokémon that existing in a format where it could attack turn after turn and was prominent.

If you look at the scan, remember it was hitting for 100 points of damage in a format where the max HP on non-Pokémon-ex was 120 (Basic or Evolution) and only Evolved Pokémon-ex broke the 120 mark (and not always). There were also Pokémon that provided reusable effects that outclassed the Items available.

In both cases, this kept the Bench from being "too safe", but at the price of elevating decks built around such cards to the upper levels of competitive play. So decks needing to keep the Bench safe still suffered, but so did decks that couldn't work in such Pokémon; this is as opposed to now where it would be just the former (few decks would skip Pokémon Catcher, if any, unless for lack of copies).

tl;dr: I may debate a lot of points and enjoy it, and even if I agree with something I will challenge it sometimes because having the right conclusion but the wrong reasoning leads to a lot of problems. Pokémon Catcher is far too powerful in this format, but for the most part it is the format's fault and cutting Pokémon Catcher will cause about as many problems as it would solve. The notion that the Bench is truly "safe" does not reflect the reality of the game. Lastly, I hear a lot of people suggesting we do what didn't work or only partially worked in the past, instead of exploring a true "fix".
 
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Someone asks this question every format because they don't like it. I guarantee that next format after rotation, someone's gonna post this same question again. We have a lot of good decks with room for creativity, I believe. It just takes someone to take a chance. Remember with HGSS on worlds where it was just Reshiphlosion and MegaZone decks? Well The Truth took second when people thought there was no creativity.
 
I think any format where skill trumps swingy games is a format I enjoy. I do enjoy pokemon right now comparatively to the magic format because decks like RayEels actual require skill to pilot... whereas in Magic right now the match is decided when you sit down based on what deck they are playing, and not the skill of your opponent.
 
I think any format where skill trumps swingy games is a format I enjoy. I do enjoy pokemon right now comparatively to the magic format because decks like RayEels actual require skill to pilot... whereas in Magic right now the match is decided when you sit down based on what deck they are playing, and not the skill of your opponent.

To defend Magic, I think the game right now requires more skill then RayEels does. While I don't play magic competitively or at all for that matter, I do watch very competitive games and FNM or online when I get the chance. While a lot of the decks right now are the same, I consider it a lot like the SP format where you needed to know what you were doing. RayEels is just get eels out and lightning energy in the discard pile and the deck plays itself. I consider RayEels a autopilot deck.

I like formats where if I lose, its because I misplayed or my opponent outplayed me and not a coin flip format.

Someone asks this question every format because they don't like it. I guarantee that next format after rotation, someone's gonna post this same question again. We have a lot of good decks with room for creativity, I believe. It just takes someone to take a chance. Remember with HGSS on worlds where it was just Reshiphlosion and MegaZone decks? Well The Truth took second when people thought there was no creativity.

While you are right about that, its not a matter of this format being bad but this format has no control. They just seem to make cards just to make them and not how they interact or existing or future cards. They also seem to not know how to reprint cards or when to reprint cards.
 
I would just like to point out to Otaku that I'm fairly certain there was no legal printing of Pokemon Reversal between DP and CL, which encompassed at least two formats.
 
It was in HG:SS >.>

Worlds in HG:SS-on was very flippy.

edit His chart is wrong somewhere, I'm just not exactly sure where. There was no legal Pokemon Reversal right before HG:SS (Donphan/Pixies/Reversal was new at States that year immediately following HG:SS's release), but there was Luxray GL Lv. X and Poke Blower+.

edit edit It's like in HP-on, then DP-on, and then MD-on right up until HG:SS was released... whenever that was. Pokemon Reversal was absent during those periods. MD-on was the only format out of those three where it was only partially absent.
 
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It was in HG:SS >.>

Worlds in HG:SS-on was very flippy.

edit His chart is wrong somewhere, I'm just not exactly sure where. There was no legal Pokemon Reversal right before HG:SS (Donphan/Pixies/Reversal was new at States that year immediately following HG:SS's release), but there was Luxray GL Lv. X and Poke Blower+.

edit edit It's like in HP-on, then DP-on, and then MD-on right up until HG:SS was released... whenever that was. Pokemon Reversal was absent during those periods.

Yeah, first edit is my point. It was not in DP-SV (or whatever that format was that Rayeels won).
 
To defend Magic, I think the game right now requires more skill then RayEels does. While I don't play magic competitively or at all for that matter, I do watch very competitive games and FNM or online when I get the chance. While a lot of the decks right now are the same, I consider it a lot like the SP format where you needed to know what you were doing. RayEels is just get eels out and lightning energy in the discard pile and the deck plays itself. I consider RayEels a autopilot deck.

I like formats where if I lose, its because I misplayed or my opponent outplayed me and not a coin flip format.



While you are right about that, its not a matter of this format being bad but this format has no control. They just seem to make cards just to make them and not how they interact or existing or future cards. They also seem to not know how to reprint cards or when to reprint cards.

Right now in magic, the format is very much a Rock Paper Scissors. Rock beats Scissors, Scissors beats Paper and Paper beats Rock. For example, at the Grand Prix in San Antonio 11 of us went, and we played various decks. All of our GW players made day 2, and not a single one of them played against the Black Red deck that won the tournament. On day two, they played the BR deck 3 times each at least, and lost every single time. I played a control deck that could not beat the mid range decks that were supposedly non-existent, and built my deck to beat Aggressive decks and Control decks. I won every single aggressive and control match-up I played, but played against Midrange 3 times and never even had a prayer. Magic is incredibly swingy right now because all of the cards do too much, and that causes problems. Sure, you can buy some wins with skill in magic right now, but you'll always be able to be "scrubs" if they don't know the basic concepts behind higher level play.

I guess the reason why I think RayEels was skill intensive is because I was playing it for the first time yesterday against my brother who was playing Darkrai/Hydreigon and it seemed like every game came down to me making the correct choices or losing. I lost one game because I put out a Zekrom to tank, and had I just put out the other Zekrom and let it died, I would have won. I actually totally see where it would be auto pilot though, and I imagine that it was actually just a rougher match-up that made it skill intensive.
 
I guess the reason why I think RayEels was skill intensive is because I was playing it for the first time yesterday against my brother who was playing Darkrai/Hydreigon and it seemed like every game came down to me making the correct choices or losing. I lost one game because I put out a Zekrom to tank, and had I just put out the other Zekrom and let it died, I would have won. I actually totally see where it would be auto pilot though, and I imagine that it was actually just a rougher match-up that made it skill intensive.

I've been trying to teach some friends to play, and RayEels definitely has a steeper learning curve than compared to like Blastoise/Keldeo. I think it does in fact take a little more skill to play but it's nothing like the old SP decks. In contrast, it's also nothing like Machamp SF or Beedrill GE, which were consider to be prime examples of autopilot decks (play Pokemon, attach energy, attack). Deck making skill came into play but you have a good deck builder give their friend one of those decks and they'll be ok. Eels is nothing like that.
 
I would just like to point out to Otaku that I'm fairly certain there was no legal printing of Pokemon Reversal between DP and CL, which encompassed at least two formats.

Thank you for quickly catching my error! When checking for printings I erroneously thought there was a reprint in Diamond & Pearl Instead EX: Unseen Forces was the last reprint until HeartGold/SoulSilver, resulting in it missing nearly three formats. I have edited my previous post, choosing to use the "strike through" text option over completely deleting it.
 
Here is some things I think the format needs

1. More evolution helping cards
2. Changing Weaknesses to +X
3. Basics which help setup
 
Here is some things I think the format needs

1. More evolution helping cards
2. Changing Weaknesses to +X
3. Basics which help setup

That wont help too much. The problem is big basic decks can run 12 to 16 more trainers then an evolution deck can.
 
Here is some things I think the format needs

1. More evolution helping cards
2. Changing Weaknesses to +X
3. Basics which help setup

That wont help too much. The problem is big basic decks can run 12 to 16 more trainers then an evolution deck can.

StormFront's suggestions probably won't help the current format, but I'm the one who keeps saying the current format is about as good as it can expect to be, and trying to make it "better" will probably just make things worse. Changing Weaknesses for non-Pokémon-EX to the "+X" system is probably the overall best solution right now; older Pokémon won't benefit, but at least newer ones would. It is also a simple change, giving it the best chance of success.

Following that, the short version is that most Evolving Pokémon are filler when they naturally need to generate advantage that will offset all the extra room for other cards running an equivalent Basic Pokémon allows. As a last reminder, remember we were having this issue before Pokémon-EX debuted, so I don't think they should have a penalty to them other than their inherent two Prize value, though it would help if support that favors them either wasn't released or couldn't be used by them.
 
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Before the release of Skyla, Blastoise, Keldeo EX, Computer Search and Landorus EX, I think we may have had arguably the worst modified format ever. Since then, however, the amount of viable decks has increased, and the susceptibility of decks to lose simply by drawing into unplayable hands decreased (as a result of Skyla and Computer Search).

Since then, I believe the modified format we're in right now has become of the best, if not the best modified format we've ever had. Few would agree with me, but let me ask: What makes a good format? For me (and admittedly, most people), it's these things:

1) A variety of playable decks

Check.

2) Infrequent Turn 1 wins

Check.

3) Close match-ups between decks

Check.

Despite a large amount of playable decks, few match-ups between them are noticeably lob-sided. A skilled player can be expected to beat average players in nearly every match-up between the popular archetypes. Few coin flips other than the opening flip are game-breaking, too. The only consistently big flips I see in matches are Super Scoop Up flips.

The luck that players complain about isn't the format, it's the luck that's inherent to card games. As players improved over the years, and deck lists began circulating the internet, it's only natural that luck would begin to decide the outcome of more games. Nonetheless, we have a great format right now. Enjoy it.
 
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Before the release of Skyla, Blastoise, Keldeo EX, Computer Search and Landorus EX, I think we may have had arguably the worst modified format ever. Since then, however, the amount of viable decks has increased, and the susceptibility of decks to lose simply by drawing into unplayable hands decreased (as a result of Skyla and Computer Search).

Since then, I believe the modified format we're in right now has become of the best, if not the best modified format we've ever had. Few would agree with me, but let me ask: What makes a good format? For me (and admittedly, most people), it's these things:

1) A variety of playable decks

Check.

2) Infrequent Turn 1 wins

Check.

3) Close match-ups between decks

Check.

Despite a large amount of playable decks, few match-ups between them are noticeably lob-sided. A skilled player can be expected to beat average players in nearly every match-up between the popular archetypes. Few coin flips other than the opening flip are game-breaking, too. The only consistently big flips I see in matches are Super Scoop Up flips.

The luck that players complain about isn't the format, it's the luck that's inherent to card games. As players improved over the years, and deck lists began circulating the internet, it's only natural that luck would begin to decide the outcome of more games. Nonetheless, we have a great format right now. Enjoy it.

Totaly agree with that ! I lived the Gardevoir domination and SP Domination. This is not a bad format at all, and I believe that it will continue to be a good format with plasma.



I think that the problem is not the format.

The problem is Internet !

Now everybody could get the deck list of the last regional winner.

That is too easy. People don't need to think or work on decks to get ok results.

And if you have money there is no difficulties to get the best cards on ebay.
 
Ness, you do leave out a major factor for some players; not all players, but at least some. If you weren't trying to lump them in with the others, forgive me for misunderstanding your comments.

For players, such as myself, there is too much disparity between the upper and lower end of the spectrum. This is most obvious in the many Evolutions that are pretty much worthless in competitive play (and some that are true filler, only good for "fun" play if you absolutely love that Pokémon).

Players blame this on a lot of things, hence the nearly 200 posts. Creatures, Inc. has been at this for a long time, so while it may simply boil down to players like me having different expectations and a different vision for the game than Creatures, Inc. it still sours the experience for players such as myself. The game plays out in a manner that may or may not be fair, but is less enjoyable, and far too many cards are filler.
 
For players, such as myself, there is too much disparity between the upper and lower end of the spectrum. This is most obvious in the many Evolutions that are pretty much worthless in competitive play (and some that are true filler, only good for "fun" play if you absolutely love that Pokémon).

Wait, so you're implying that any format with a lot of "true filler" makes the format bad? Since when do the cards not in the metagame have anything to do with the quality of the format. Never. Let me explain to you why.

Even in the "best" formats in '05-'06, there was a huge disparity between the upper and lower ends of the spectrum, in terms of the competitiveness of cards. Most evolutions during that time were pretty much worthless in competitive play. A majority of printed cards were true filler, only good for "fun" play if you absolutely love that Pokemon.

There has never been a format (and there never will be a format) where a majority of cards are competitively viable. Never in any trading card game? Why? A major reason is because filler needs to be printed to generate revenue for the card company. Could you imagine if every pack that you bought had 5 good cards out of 10? That would be good for you, but terrible for the game. It would cut sales drastically. Why would I buy 2 boxes to try and pull 2 Keldeo EX when I could pull 2 Keldeo EX in 1 box? Why would I buy a box to pull 4 Pokemon Catchers when I could pull 4 in half a box? Without revenue, the card game would die off. What is one way for a TCG company to generate revenue? Print more filler. Cards that are "worthless in competitive play" and cards that you call "true filler" are necessary for the health of the game in general. The amount of filler in the format does not determine the quality of the format.

The health of the format is determined by the metagame, and Jason hit on some of the key points. This format is very balanced, there's very few donks, and there are many skill-intensive close games. In this format, I find that there's more room to out-play people, such that skill becomes a factor in games. Additionally, there's more deck construction mistakes. It's really card to screw up an Eels/Rayquaza deck or a Hammertime deck in the last format. The skeleton for those lists were around 54-56 cards. In this format, the skeleton for decks like Landorus/Mewtwo, Ho-oh, and even Hammertime have reduced to about 52-54 cards. This makes a huge difference in terms of letting players skilled in deckbuilding truly shine.
 
I also agree with this but have to say a few thing. There is hardly and variety in decks unless they aim to do something totally different. There's RayEels, Darkrai/Hydreigon and Blastiose/Keldeo. You could count big basics but its just a mashup of attackers.

As for the GG and SP format, while people said it was hard to make anything that worked. I say it was not. In the GG format, I played a Vaporeon Pidgeot spread deck that I did really well with and in the SP format, I played a Zangoose, Zapdos, Raichu GL and Staraptor GL spread deck that I also did really well with. The problem with this format is you have little room for attackers outside of EX just because they out class everything else.

As for the Plasma cards, I would like to see them treat the cards like the Holon cards where you gain a slight advantage when used by plasma cards but playable in every deck thats not plasma. This format is ruled by over powered cards. Cant really say that about any other format other then a format nintendo owned.

The health of the format is determined by the metagame, and Jason hit on some of the key points. This format is very balanced, there's very few donks, and there are many skill-intensive close games. In this format, I find that there's more room to out-play people, such that skill becomes a factor in games. Additionally, there's more deck construction mistakes. It's really card to screw up an Eels/Rayquaza deck or a Hammertime deck in the last format. The skeleton for those lists were around 54-56 cards. In this format, the skeleton for decks like Landorus/Mewtwo, Ho-oh, and even Hammertime have reduced to about 52-54 cards. This makes a huge difference in terms of letting players skilled in deckbuilding truly shine.

Just because a format does not have many donks and you can add 4 to 6 of your very own cards to a list does not make a format grand. Adding 4 to 6 cards to a deck list does not count as skillped deck building. The problem with the format is how fast big basics are the the advantage they have over other deck builds. They have a 12 to 16 card advantage over stage 2 decks and thats huge. The format is fill with overpowered trainer cards that help big basic Pokemon. If they could some how balance these out, them the format would be good but till then, its far from healthy.
 
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As for the GG and SP format, while people said it was hard to make anything that worked. I say it was not. In the GG format, I played a Vaporeon Pidgeot spread deck that I did really well with and in the SP format, I played a Zangoose, Zapdos, Raichu GL and Staraptor GL spread deck that I also did really well with. The problem with this format is you have little room for attackers outside of EX just because they out class everything else.

As for the current format, while people say that "there is hardly a variety of decks," I say that there is. In the current format, I played an Empoleon/Accelgor deck that I did really well with (1st and 2nd at Cities). I've also done well with Gothitelle, although I haven't top cut with it.

While EXs dominate the format, there's nothing inherently bad about having EXs be the focal point of the format if the format itself is balanced.
 
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