pokepuzzle
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Why would it be a horrible card? Is it because you can't find a way to play it? It's a card that has great potential.
You make me excited vaporeon :wink:
Why would it be a horrible card? Is it because you can't find a way to play it? It's a card that has great potential.
Because it does 120 for 4 while needing a precondition. Just because someone can find a way to play it doesn't mean it's good.Why would it be a horrible card? Is it because you can't find a way to play it? It's a card that has great potential.
I actually get where you're coming from, the last time I think this was possible was D&P. As long as something wasn't complete junk you could pick a rare and attempt to build around it and do at least ok. The difference between the ok and the awesome cards was a little smaller, sometimes even subtle. Like, the 3 D&P starters were all decent, it turned out Empoleon was the best of the 3... but you wouldn't get curb stomped if you tried playing one of the other 2. I think the original ex series was even more like this. Of course in the top tournaments there'd be a few tier 1 decks that had proven themselves and the odd few different rogue decks (not just rogue builds, complete decks), but at League you'd see all sorts of things and plenty of them would be doing fine with all 3 stages of Pokemon, ex and normal, all making significant appearances!
People keep saying, "but the B&W legendary Pokemon ARE balanced, look there's 5 or so different ones all in the top tier". Well yeh, they're balanced with each other, but totally overpowered otherwise. The meta may have a "balance" but the design itself is poor. To go back the the old Magic analogies, it'd make no sense if they just started printing 5/5s at 1 Mana... and 5/5s at 5 Mana. One requires less resources to use and so of course shouldn't be as good... that's basic game design. The players could still play such a game and grind a "balanced" meta out of it just using the new 1 mana guys (and binning 90% of other creatures, sound familiar?) but I think most Magic players would quit in such a situation just in disgust of the poor design involved. Just say we went to B+W on as soon as it came out (i.e. no Primes around) I think Reshiram and Zekrom would have been just fine as EXs compared to the rest of the game, perhaps +10hp and attack and you're good to go.
Zekrom gets used as an ex in the 150 format and I still groan whenever it hits the table...
You miss my point. Mewtwo EX prevents deck building growth. You either play Mewtwo EX, or you play an answer to it. Every single deck can run it. Every single deck should run it if they don't have a better answer to it. If you don't run it, or you don't run an answer to it, chances are, you will never be in any game in this format.Kayle said:I fail to see what is wrong with this. It's an extremely good card that demands an answer. Mewtwo is not the only answer to Mewtwo - smart play and prize denial can overcome it, too, though admittedly not as effectively.
I don't actually believe I should be able to pick up any card and expect to do well with it. I expect that I should be able to pick up any rare and build a deck around it, and that I should be able to actually play the game, instead of just get pubstomped out of every round. Yes, I should probably lose every round. But I should be able to play the game instead of just getting crushed on turn 2 by Darkspears on a pokemon that is practically unkillable. I should be able to use every resource I have an realistically expect to get close to knocking out their Darkrai. Feel accomplished you know? Instead, in this format if you aren't playing a BDIF, you are just going to get pubstomped out of the game.I don't know what you mean by "pick up some random stage 2". You should never be able to just pick up a random card of any stage or type, including EX, and expect to do well with it. The game is supposed to take some level of competence, planning, and awareness of metagame in order to do well.
I think you also misunderstand the meaning of "rogue". A rogue deck is one that is designed to defeat the decks that are doing well. They are made by surprise and innovation. I'm not going to say that PCL doesn't design rogues into the format, but I will say that the idea that you should "expect" to come up with one and do well automatically shows some level of ignorance as to how they are actually made and how they actually work.
You can't do that in this format. The difference between good and bad is actually gargantuan, and that is where I think the design failed and why people think this format is bad. If you played this Hydreigon deck right now, where do you think you'd end up? I don't think you'd top cut, but I can't be certain. This is just based on everything that I've read regarding the format.The thing about Pokemon vs Magic is that the power gap between "okay" and "bad" in Magic is more fluid than Pokemon's. I don't mind either way, but it is certainly sad that there is no chance that the modified-legal Glaceon right now could do anything, for example. But it's not impossible to build a zany deck and do well. I DID build a moderately successful Glaceon MD + Froslass AR deck for a while that was purely just because I like Ice-types, even though there's not much redeeming about either of those cards.
I also had a positive record at an extremely large BR (that is, 4-3) with a tri-Hydreigon deck focused around the Consume attack. That was actually hysterical, and has cemented in my mind that this format certainly can be played "for fun" as long as you know what you're doing.
I didn't play during SP and have no idea what the format looked like so I won't comment.Trust me, SP was just as bad... you couldn't build a deck that relied on Uxie drops (which most everything did). And let's not talk about one of my poor friends who was traumatized when he made a beautiful anti-meta deck that he absolutely adored to play... and whose entire premise was shattered when someone said "What do you do about Dialga G Lv. X?"
This. Garchomp/Altaria FEELS like it should work. This is a deck that fits what I believe is missing in the design space. I can play it and FEEL like I'm doing things, when realistically I'm not going to win very often. I can realistically expect to set up at least once or twice in a tournament, and when I do watch out! I'm going to be having tons of fun until your better deck beats me... but I got to have fun doing what I set out to do, and not play a meta deck. This format really prevents that from happening though.Pokemon is doing this, in a different way - by inventing decks like Ninetales/Amoonguss and Garchomp/Altaria that just don't work here, but have enough competitive merit that they SEEM like they SHOULD, and you will certainly win a game or two with them. But the primary Pokemon interest just doesn't seem to be in providing a competitive card game. Our precon decks are just awful, and that seems really telling to me that they don't care for beginners that much. Hopefully that makes sense.
2. You are misclassifying 80% of the format. They are all centered around Basic Pokemon as attackers, but that does not make them the same deck, nor does that make the selection of decks stale or boring. That is poor perception on the part of the player.
Scolipede wouldn't be useful even if EXs were banned. It's a horrible card.
Because it does 120 for 4 while needing a precondition. Just because someone can find a way to play it doesn't mean it's good.
To compare, Haxorus NVI does 120 for 3 colorless energy without a precondition, and it has no weakness.
If you play Gardevoir, you'd better go for Gothitelle which does 110 for the same energy, also without a precondition, and locks trainers.
Once again, a ban list wouldn't help. Not a bit.
Changing the rules back and printing the right cards in future would.
I know of two cards "made" for Basics: Eviolite, and Skyarrow.
The former has a countercard: Tool Scrapper. The latter is countered by its own mechanic; play a counterstadium such as Aspertia, Virbank, Tropical Beach (which arguably benefits evolutions more), Pokemon Center, or Twist Mountain.
A ban/restriction list can work. They work for other games and can work for Pokemon too.
It's not single cards, it's the format.^ A ban list would be used for Pokemon as a last ditch effort to keep cards in check.
What's your problem with Mewtwo-EX? Sure, it was evil back in spring, but right now it's not more broken than other EX-cards. A Mewtwo-EX ban would imo make the format even worse! Why? Mewtwo keeps Keldeo in check, and Keldeo is one of the most annoying matchups for creative and competitive stage 2 decks like Empoleon/Accelgor or Flygon/Dusknoir. Mewtwo-EX itself is btw absolutely no problem for these decks. Many competitive evolution-focused decks (spare Gothitelle) are happy about Mewtwo in format.In Pokemon, Mewtwo EX is the only ban worthy card I can think of.
Explain why a ban list is not needed and why you think it wont work and dont use mewtwo keep keldeo in check because it does not. Keldeo can mewtwo war better then most deck.
Scolipede wouldn't be useful even if EXs were banned. It's a horrible card.
Whoa. Lots of big posts. I'm going to try to respond to as much as I can at once, but I just don't have the energy to read everything. I think a lot of you are agreeing to the same general points that I have some responses for.
Point #1: Big Basics are bad for the format/demote deckbuilding or creativity.
I don't see how you can come to this conclusion without either misunderstanding the way the current format works, or admitting to some kind of bias or unfounded expectation of the game.
Big Basics are just another way to play the card game. (Admittedly, it is not a way I like as much as previous formats.) Energy acceleration + huge Basic attackers that have high HP and strong attacks = an obviously strong deck premise. I think one thing that gets people upset is the illusion that because almost every deck seems to be a theme on "big basic + energy accel = win games", the format is 'stale'.
My observations indicate that your deck choice is actually extremely important in any given tournament, as well as the exact list you choose. The skill of the game has shifted in favor of deckbuilding and deck choice, rather than in-game decisions. That isn't to say that making your in-game decisions has gotten any easier - it just means that deckbuilding and deck choice are far more important than they used to be. Not having that tool scrapper, or taking out the sigilyph, could make or break many games over the course of a single tournament.
Some people just seem to be upset that Basic Pokemon are such a big deal. Well, sorry - you aren't led to expect that evolutions are "supposed" to be better for any particular reason, nor should you be led to expect that Basics are "worse". They COULD make evolutions better, if they wanted, but they plainly don't care to. That isn't for us to decide, so take your preference of evolutions and leave it at the door. When you want to pass judgment on this game or format, please do so without expectation or bias. Ask yourself if the selection of decks in the format is balanced. I think you'll find that it is exceptionally so.
Point #1.1: Mewtwo EX is bad for the format.
No it's not. Stop living in last year.
What does Mewtwo do? It has this irritating property of shutting down anything that doesn't expect it, or isn't prepared for it, by just stacking a billion energy on itself. It isn't exactly a shining example of good game design from PCL. But even just including one Mewtwo in your deck prepares you to deal with a host of opposing Mewtwos, if you play smart and don't play a deck that is "mewtwo weak".
Mewtwo is central to the format, but it doesn't break the format. You can play decks entirely without it that answer it without significant trouble. Hammertime, Darkrai/Terrakion or Darkrai/Landorus, and Hydreigon can all deal with Mewtwo fairly easily in a number of ways, many of which consist of simply 2HKOing it somehow. You dislike it, because it has that irritating property - and that's fair -but that doesn't make it bad for the format. Again, please pass your judgment without bias or expectation, and be as objective as you can when deciding if something is unhealthy or broken.
Point #2: "Big Basic" Pokemon are naturally better, so when they receive small advantages, it unbalances the format in their favor.
Well, yes and no. This is a product of the way the format (read: current cards) are designed.
Take Prism energy and inject it into the SP format, and nothing changes. Prism energy sees little, if any, play. Take Eviolite and inject it into the SP format, and a few things change. Dialga gets significantly better, but it was already an extremely strong deck. Eviolite doesn't really swing Garchomp wars, since most Pokemon capable of KOing one do so through Eviolite; it does promote the longevity of cards like Luxray and possibly Sableye, but neither of those were really designed for front-and-center combat (and the latter prefers Expert Belt, while the former prefers Energy Gain).
You can say "Oh, but what about Poke-Turn and Energy Gain and cards like that?!" Those cards were just stupid good, I don't know what else to say, and the idea that you might try to compare the Basic-specific trainer lineup of that format to this one seems particularly awkward. Yes, let's pretend you can Poke-Turn your EX Pokemon, or attach an Energy Gain to that Darkrai. An already Basic-dominated format just gets that much more ridiculous. (Poke-turn in particular would be absurd in this format!!)
My point is, the cards we might complain about are really only made good by the way the rest of the cards already work. It comes back to, "the game's currently designed that way - deal with it".
I will say this: I cannot think of any really good stage 2 attackers in the current format save Empoleon, and even then it's not great. I haven't thought about it a whole lot, but I didn't see any great attackers in the last few sets of scans; every single stage 2 (and stage 1 for that matter) provoked a response of "...eh, might be okay" or worse, as far as attacking goes. What makes stage 2s interesting in this format are their abilities. Compare to Jumpluff (whose 120 damage cap was far more significant at that time), Gyarados (90 for no energy? Who DOESN'T think that's awesome?), and Flygon (90-110 for CCC), who all had their own perks as far as recovery, spammability, or splashability goes, AND had good attacks.
Your right. I completely agree that this format is skill intensive starting with the deck construction. That's not because this format is actually skill intensive so much as this format has 6-7 drastically different big basics who are all completely viable in a vacuum. Therefor, those who take the time to test the match-ups between the different basics will determine which deck is better in their predicted metagame. From there, it's actually being brave enough to make that choice and once there, be lucky enough to have that choice work out. The players who win consistently are the ones who have taken the time to figure out how to be the most versatile in their "tech" choice.Point #3: the deck choices you have to make are autopilot and/or uninteresting.
Um, how many tournaments have you won?
I haven't won any. I have tried desperately every time to pick what I honestly thought was the best combination of cards for any given tournament. Landorus/Mewtwo. Empoleon/Mewtwo. Darkrai/Dusknoir. Darkrai/Tornadus. Each designed to counter something specific, even multiple somethings. None have actually netted me a tournament win, but the more accurately I can guess the metagame, the better I do.
"Which turn 1 attacker do I want access to"? Nobody except Tornadus EX and Rayquaza DRV actually attacks turn one, don't be silly. Ask a more realistic question. "Which EX attackers do I want to be weak to? Which EX attackers do I want to hit super-effectively? Which do I want to swing into my resistance, if I have one?" Those are much harder questions if your field actually has any variety.
I don't see how this format is fast at all. The Tornados EX and some really luckky Ho-Oh EX starts are blistering, but beyond that, other than the donkability of the Stage 2 decks (like Blastoise) are the only reason why games end quickly in this format. Otherwise most decks are setting up their engines over the course of the first 2-3 turns, and from there the games can grind out pretty long, and quite possible could end in a deck out... non Durant style at that...Point #4: The format is too fast/opponents are doing damage too early.
Mewtwo + DCE turn one for 40 damage.
Ouch. You've put some serious pressure on me. I now need to scramble to respond to that Mewtwo. But, in turn, you've made a pretty gutsy play yourself, presenting what may turn into an easy two-prize lead for me, and forcing yourself into an early mewtwo war if I can respond.
That is about the extent of the turn one pressure you're going to see in this format. (Tornadus + DCE + Skyarrow does more damage, but is actually less threatening since Tornadus can't grow into a monster and will only do 160 damage total turn 2. Then again, Tornadus is harder to KO.) You MIGHT get a couple of turn 2 Power Blasts or turn 2 Night Spears here and there, but if you are playing other big basics, these aren't devastating - threatening, but not game-ending.
Meanwhile, two years ago, I open Sableye to my opponent's Magikarp. Play a dark energy. Win. Next round I open Sableye to my opponent's Sableye and win the flip. Expert Belt, dark energy, win. Next round, I open Sableye to my opponent's Luxray GL. Expert Belt, Collector for Bat G + Unown Q + Uxie. Play everything down and grab myself some additional cards. Expert Belt, Special Dark, win.
I've felt like this format moves at a snail's pace compared to the one I started in, where screwing up your setup in the first three turns would clearly and immediately dictate the course of your game.
Point #5: Ban list
No.
How would this help anything?! You have to first prove that there's something wrong that needs fixing, which I have just comprehensively shown I disagree with. You then have to show that removing cards from the format would fix that problem - pick some: pretending that the "problem" is that stage 2s should be better, Catcher doesn't actually help the fact that the big Basics are significantly better attackers than every stage 2 out there, Eviolite, Skyarrow and Prism don't actually provide a significant advantage vs stage 2s and just provide Basics some exclusive toys, so it doesn't actually make stage 2s any better. Removing Mewtwo doesn't change that Darkrai is still amazing. Removing Darkrai and Mewtwo doesn't change that Tornadus EX still destroys anything that needs to evolve. Okay, remove Darkrai, Tornadus, and Mewtwo; you still have to contend with the powerhouse Rayquaza EX, and with the stupidly powerful Keldeo EX. Remove both of those? So basically you're just going to ban every good Pokemon EX. At this point you're just trying to design a different game.
I won't argue that a ban or restricted list would be interesting. Yeah, it would be interesting. Restrict Mewtwo and Darkrai and the deck selection may open a lot. That doesn't necessarily make things BETTER, firstly. Secondly, whether or not it would be "interesting", it's a bad idea. It is a logistical nightmare, it is terribly confusing for new players, it invalidates large sums of money players have spent on nice cards without a predictable pattern, and it lowers the respectability and reliability of TCPi and PCL who APPARENTLY are already in a great deal of hot water with respect to their customers.
So yeah I disagree with pretty much every aspect of vaporeon's and gamester's argument I guess.
...even though he generally is only wanted for his body.
Every deck in the format runs a combination of the following (at least, the successful ones)
Darkrai EX
Landoros EX
Tornados EX
Keldeo EX
Mewtwo EX
Sigilyph
No competitive deck in the format runs their deck ENTIRELY without these cards, with the exception being RayEeels on occasion, however I've seen a lot of lists running Mewtwo EX.
On top of that, most of the decks in the format run ONLY these cards, and an engine to set them up. The question in deck building is, what Attacker do you want for the metagame, and what engine do you want to set it up. That's it. Whether I've won a tournament or not, the fact remains, if you want to win in this format, you are playing the above cards in your deck + 4 catcher. What you do from there is dependent on what attacker you chose.
The definition of a card being bad for any format, in any game, is that you either play the card, or you play a card that beats said card. If a card warps a format to the point that you either play the card yourself or a way to beat the card, then something is entirely wrong with said card. Do I think Mewtwo EX needs to be banned? No, because I don't actually believe in banning cards because they warp formats. If cards create a drastic drop in tournament attendance, or do something that is inherently bad for the game, then a card should be banned, but Mewtwo EX just warps a format around it. Instead of banning it, take it as a lesson that cards like that are bad for the game and try not to make that mistake again.
Big Basic pokemon have naturally built in advantages. They are basic, so they don't take any initial set up, are super consistent, and they can stop stage 2's from hitting play.
So, with these advantages, why would you take an entire design area of the game, evolutions, and make them obsolete because you made one set of cards too strong?
The advantage that Stage 2's and other evolutions should have is higher HP and beefier, more energy dependent attacks. It's the reward you get for investing resources in playing those cards. Why would you want to waste time and sacrifice consistency when you can just play heavier hitting, tankier basic pokemon?
The response, "the game is currently designed that way, deal with it" is an awful thing to say. Game design is important to always be balanced around every aspect of the game.
I know Pokemon and Magic are very different games, but they are comparable as they are the only games that have had such running successes.
So, the comparison. Imagine if Magic the Gathering, a game designed around 5 distinct colors, decided they wanted to make a set that was entirely based around the color blue. They made the blue cards so far more superior that you actually just couldn't play anything non-blue, because blue was just too good. You have now ignored 4 whole colors and a lot of design space, and you've neglected some of your consumers. What if I always play white in every tournament, but suddenly I can't? I may not always play the best deck in the format, but I always find a white deck that is competitive. Now I can't. It's the same concept with every other color. 4/5ths of the games potential design space is wasted, and it's lazy work by RnD.
So, how does this apply to pokemon? Well, game designers get paid to create a balanced game. When you look at Pokemon, you have two types of deck focus. Basics and Evolutions. Good game design would lead to a balance between Basics and Evolutions. Currently in the format, you gain nothing by playing Evolutions, because they are weaker and more fragile than the basics in the format. Awkward. Since when does investing in something result in less return? I should invest 3 cards and get donked by one. Big Basics create natural card advantage, because while you get to take 2 prizes if you faint one, when your opponent faints your Stage 2, they've just gained +2 cards on you plus whatever energy you had attached to it. Free Bill every time you KO a Stage 2. Free KO every time you KO Mewtwo. Which would you rather have? I think I'd take the Bill, because eventually, enough Bills and I'm so far ahead it doesn't matter anymore.
Since when does investing in something result in less return?
So, how does that in turn apply to your comment? It says that the designers got lazy. They didn't do their job balancing the game around the two main focal points of the TCG. They created big basic pokemon, but provided no Evolutionary counterplay in the format. Sure, they gave us cool Evolutions we can use, but they generally just sit on our bench while our basics duke it out. That's lazy design. As a consumer, we shouldn't have to "deal" with lazy design.
Your right. I completely agree that this format is skill intensive starting with the deck construction. That's not because this format is actually skill intensive so much as this format has 6-7 drastically different big basics who are all completely viable in a vacuum.
Therefor, those who take the time to test the match-ups between the different basics will determine which deck is better in their predicted metagame. From there, it's actually being brave enough to make that choice and once there, be lucky enough to have that choice work out. The players who win consistently are the ones who have taken the time to figure out how to be the most versatile in their "tech" choice.
I don't see how this format is fast at all. The Tornados EX and some really luckky Ho-Oh EX starts are blistering, but beyond that, other than the donkability of the Stage 2 decks (like Blastoise) are the only reason why games end quickly in this format.