Buying boosters was never cost effective over buying singles...
Actually, for a time it was. Maybe not in your area, but where I used to play. While the actual cash market for cards was hard to find, most players still used the cash values as a basis for trading; since one Uncommon can be nearly worthless and another a nearly a staple, players didn't like making bad trades based on rarity alone.
This is not the current state of the area I am talking about; in fact this was at least five years ago. Still (and I am speaking in terms of USD) we began to see Commons (other than basic Energy cards) valued at $0.25 to $0.50 a piece, Uncommons between $0.50 to $2.00, "normal" Rares between $1.00 and $10.00 (both being extremes), and Holo-Rares going for $5.00+.
Parallel Holos were worth more than their regular counterparts, and tended to vary, but the general pattern was that Parallel Holo Commons went for a $1.00, while everything else was worth at least $1.00 more. I didn't deal in Pokémon-ex, Level-Up cards, etc. enough to retain any guidelines (if they existed).
Maybe those numbers are too generous, and it was purely a regional thing. I don't remember the exact booster pack size back then: I thought it had dropped to 9 cards for a time before returning to 10, and I believe when the game began they were 11 card booster packs. Still, running the numbers I gave:
$1.00 Parallel Holo
$1.00 Rare
$0.50 Uncommon
$0.50 Uncommon
$0.25 Common
$0.25 Common
$0.25 Common
$0.25 Common
$0.25 Common
---------------
$4.25 worth of cards
Since we are talking years ago, the boosters were usually priced below that. Now, plain Commons were harder to trade away (let alone sell), but even just looking at the value of Uncommons, the Rare, and the Parallel holo, you already hit $3.00, within a dollar of buying the full booster (after tax, back then).
This made buying boosters a lot more appealing. When you hit something really in demand (be it a rare collectable card or something useful for decks), you came out ahead, and if you "whiffed", the low end meant you still came at least close to breaking even.
This does not apply now, nor does it appear to have applied for the last several years. It did apply at my second most prolific time in the game, so I haven't forgotten it; indeed the value of the Pokémon TCG at that time is what really sold me on it. Now that was truly golden, but even when the "bottom drops out" for the "filler" cards in a set, the more useful cards of lower rarities in a set, the better the buy for a booster.
One also needs to factor in how much trading/selling one is willing to do and how many (and diverse) of decks one wants to play. During the period I described, I would usually have one or two regular decks, and one or two fun decks that could change from week to week, plus I was still collecting; thus I had a use for at least one copy of each card in the set, and usually made it my goal to have a full five copies (ignoring reprints) so that I had a full play set and a full set collected.
As I see it, that isn't, nor was it ever, the point.
As you know Kayle, I sometimes get confused and lost in semantics. So I am asking you to clarify that if you would. I think you are stating that you do not believe that was StormFront's point. I am not StormFront, so I gave what made sense to me given his statements. I could be wrong. I can tell you that this was actually was a part of a point I have been trying to make both in this thread and others.
The example I gave above was in response to your statement that boosters are never cost effective over buying singles. Useful Commons and Uncommons that long time players don't have a shoebox full of (like
Switch) are useful for reducing the inherent risk of buying the semi-randomized booster packs, which was another, closely related point I was trying to make. Again, maybe I am alone in that, but I still stand by it.
I won't debate that losing Ether and Escape Rope is disappointing (I'm meh on the others). But the set is still pretty awesome.
You use "awesome" pretty freely there; just a reminder I was born at the end of 1981, so I experienced the overuse of "awesome" from infancy until late in High School, before it fell out of favor. That is to say, I don't save it for reverential reference to God or some other lofty usage.
Using it in the relative set of this set versus other Pokémon sets... it feels weaker than
Dark Explorers. Many of the anticipated cards fell short in that set, but at least there were cards that proved useful at most rarity levels (besides "placeholder" Evolving Pokémon that you have to play to access an Evolution).
Dragons Exalted got a boost from containing a new Type, but it too had some strong cards across rarities... well except perhaps Commons.
So relative to other recent sets, I would not call it bad. I would not call it "pretty awesome" or even "kind of awesome". I would call it a good set that isn't as good as we were expecting based on the equivalent Japanese release.
I'd rather you not try to argue about the rarity thing either because the precedent for Pokemon cards has been good (pokemon) = rare. Again, losing trainers is disappointing, but that doesn't actively make the set worse. The set is still good and not out of the ordinary (now that we know Ace Specs aren't too hard to pull).
Except this isn't 100% true. The general rule of thumb is that the higher the rarity of a card, the better it is. This is because of how cards are designed; lower Stages of Evolutions are usually of a lower rarity, and are also less complicated (and capable) than their Evolved forms. However throughout the game's history, there have been plenty of cards that were Commons or Uncommons that were good, and even more cards that were better than something of a higher rarity.
The only reason I think there is some causation involved in the correlation is because of the backlash of "bad rare" cards and the bump in sales that sometimes is generated by making something useful a higher rarity. So the number of "good" cards in the higher rarities are usually greater. Plus the willingness of many players to accept filler cards that lower the overall quality of the game.