Pokémon TCG: Sword and Shield—Brilliant Stars

Reinventing the Mulligan System

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Sabett, the title of this topic is, "Reinventing the Mulligan System"(I would think the topic creator would know his own title). lol
If you had made the title, "Reinventing the Mulligan System in the way that I like most and blasting anybody who thinks that there is a better way to accomplish my goal while completely ignoring the actions needed to implement said change", then you would have a very good point.

If this whole proposal is just your veritable classroom doodle of a stick figure superhero(with a little cape with a jigglypuff on it and everything) and not meant to advance past people whining, then why even post this topic?

If anything, the threadjack that happened was from DP and it was such a large insult thrown at the company that we all love that people had to respond(most forums call that trolling or flamebaiting).

As for the constant dispute about fair vs. unfair. . . Does your deck look at you at the start of a match and say things to the effect of, "Boy, I think yew look a little too much like a martian for my taste so you might just want to get out of my tournament"?
What bias is there in dumb luck?

Anyways, since this topic is not allowed(at topic creator's request) to be about anything involving proper implementation of the system he wants, or the effects it would have on the game, or even rebuttals to his made up statistics, then I guess I'll make my way out of this topic(again).
It's not my fault you misunderstand the topic at hand, we've been talking about a new mulligan system this entire thread, and nothing about the means of implementing at all, and the first time the subject does come up I say that it's not this thread's place. Honestly, on my part I think I was pretty clear. Talking about the actual process to implement includes so many things that hasn't been brought into the discussion at all, and I doubt there'd even be that many people who'd know the actual process that needs to be taken in order to make this new mulligan system a part of the game. So it's distracting from the topic, and seen impractical given our resources.

I never said that luck being bias was the problem, it's that it randomly (as is always implied when using the word luck) puts people into situations where their skill level means absolutely nothing at all, in a game where that should for the most part be the deciding factor.

You've completely skewed what I've said, I'm saying to talk about the mulligan system, not the TPCi. Which is exactly what people were doing. What statistics are you talking about? I have NO statistics at all. Maybe made up by you yes, but not by me. Or maybe you mean when I talked about the few games I played with the mulligan system I don't advocate anymore, and that I've already denounced last time you posted. Those weren't statistics either though, I had no numbers.

How can you keep using that word? The way the game is right now is completely 100% intended. The creators made Pokémon and invented each an every rule, each and every card. Pokémon was not "intended to be played with six prize cards", as you keep saying; taking six prize cards in one of 3 ways listed to win in the rulebook, and each of those ways is legit. Machamp is rock-solid proof that benching was an intended part of the game, and Flygon LV.X is rock-solid proof that decking was an intended part of the game. Neither of those methods can be used to achieve victory if six prizes are taken. Entire decks revolve around winning by decking, and those have no interest in taking even one prize card. So how is the luck factor "unintended", if it's part of the game? Do you mean to say that one of the people at PCL snuck Rare Candy on the card list, and that donks were never really intended, because PCL wants the game to be all skill? I doubt it. Crap hands are no doubt a fully intended part of the game, so people should be made to grit their teeth and bear it, when they lose through no fault of their own.

As for chess, I think of it as a huge game of Tic Tac Toe. 20 years from now, I expect there to be a computer that can always make the optimal move in chess, so that it's impossible to lose. Games with no luck and all skill have an absolute end, just like how X can never lose in Tic Tac Toe if they play correctly. There is always one optimal move, where in Pokémon and other games with a high luck factor, there are risks to take that make it impossible to always determine what will work out best.
When I say that pokemon was meant to be played with 6 prizes, that's an argument against sudden death situations, not donks, at all. Sudden death is fine, but it should be used sparingly, not often. I made it clear in a post earlier how donks are not the same as sudden death situations. My problem isn't with luck in general, it's when it takes away all your resources and doesn't give you a leg to stand on. I've said before in this thread that coin flips and top decking are fine to me; I just want luck to be able to be combated against.

^But with an optional mulligan, it'd be hard to make donk decks work at all, and thus people would switch from cheap decks like Machamp, Shuppet, Rampardos, HoPe, and that cool deck that got 4th at worlds, and start playing set up decks that require real games.
Is it wrong to have people play real games?

One of the most essential elements for victory in a game of chance is how you understand and manipulate the probabilities into your favor. Some probabilities cannot be manipulated or overcome, by any means.

In the narrow-view, probabilities swing wildly. In the long-run, probabilities even-out. Many games that involve high elements of chance also last multiple rounds. In the case of bad starting hands in Pokemon, in the long run (over the length of many games), the number of bad hands for a particular deck will approach some leved-out percentage. To lower that percentage, two things need to happen. 1) deck reconstruction and/or 2) an optional mulligan. Depending on the deck, #1 or #2 will have a greater impact. As of this moment-in-time, #1 is our only option; thus, the numerous posts on this topic about how important it is to either reconstruct your deck or learn how to "deal with it." If option #2 is ever implemented, some players might become lazy and start to disregard option #1 more and more.

Anyway, this continues to be an interesting discussion, even if nothing more than a better understanding comes out from this debate.
#1 can also not make a difference in you getting bad starts. (The number yes, but it will still happen). Also the mulligan system we're talking about doesn't really give you enough power to let go on the deck building factor, it's not that good.

Would you want me to create a thread to discuss implementing it? It seems this is a recurring issue.
-an optional mulligan wouldn't help that much against turn 1 champ.

-and the example i was thinking was starting with 1-2 basics and a call(which isn't too much of a stretch) which would net you a start of 3-4 basics while missing an energy drop.

and one final thing, wouldnt an optional mulligan make it a tad easier for a player to play a donk deck? As if they start rather lackluster(no machops, skull fossils, etc) they would be able to take another stap at getting the ingriedients for the donk.

just my 3 cents

-Lawso
It would still help more than the initial bad start you had, with no mulligan.

But they wouldn't get the donk if you had more than one basic, correct? Rendering their efforts futile, as you have another basic.
If it ends the game in their favor, then there was probably SOMETHING I could have done to prevent it. At least I got to have the chance to win.
This is one of the sole reasonings I've had for a new mulligan system. With the current one in place, I can lose without being able to do anything, with a new mulligan system, I can at least try to fight back, have an actual decision, no matter what.

Some other things that haven't been discussed on this thread that much, but has been here since the beginning.

That you would flip to see who goes first before drawing hands, and that your opponent wouldn't be seeing your hand when you mulligan, until you mulliganned once, and then reverted back to the old rules.

Thank you everyone for posting on the topic, and please tell me if you would like a thread opened about actually implementing this into the current game system.
 
But they wouldn't get the donk if you had more than one basic, correct? Rendering their efforts futile, as you have another basic.

you know im probably gonna sound like SOMEONE else on this thread, but, did you even read my post???

i mean, i clearly explained how even 2 or 3 basics isnt gonna help you too much against a T1 machamp/rampardos(which an option mulligan would make even easier to get).

alrite... how bout an example, say you are playing flygon, you go first and start with a trapinch and call energy. you call for a baltoy and another trapinch(after seein you're opponent starts with a machop).
your opponent then donks the active trapich... what do you do next...? sacrifice the trapinch or the baltoy? just because they didnt donk you T1, doesnt mean they're aren't just gonna sweep you.... (trust me... ive had this exact example come up)Point is... turn one knock out, its extremely tough to get around no matter how well you start...


-Lawso
 
you know im probably gonna sound like SOMEONE else on this thread, but, did you even read my post???

i mean, i clearly explained how even 2 or 3 basics isnt gonna help you too much against a T1 machamp/rampardos(which an option mulligan would make even easier to get).

alrite... how bout an example, say you are playing flygon, you go first and start with a trapinch and call energy. you call for a baltoy and another trapinch(after seein you're opponent starts with a machop).
your opponent then donks the active trapich... what do you do next...? sacrifice the trapinch or the baltoy? just because they didnt donk you T1, doesnt mean they're aren't just gonna sweep you.... (trust me... ive had this exact example come up)Point is... turn one knock out, its extremely tough to get around no matter how well you start...


-Lawso
2 or 3 basics are going to do much more than 1 basic. I meant their efforts to donk you. If you have more than one basic, then it would be impossible to donk you that turn. I understand you're still in a bad situation, I never said you weren't. Another turn could mean that you get to use all those trainers and supporters you couldn't use the turn before, having a couple of basics certainly isn't a place to complain against machamp.

In your example the player should be able to get some kind of way out of it if his hand is halfway decent, unown G, vibrava, or a flygon and rare candy are all simple ways to get out of that. But if you had one basic, then you would've just lost, no questions, so I would say yes, that having more than one basic does help against donk decks.
 
When I say that pokemon was meant to be played with 6 prizes, that's an argument against sudden death situations, not donks, at all. Sudden death is fine, but it should be used sparingly, not often. I made it clear in a post earlier how donks are not the same as sudden death situations. My problem isn't with luck in general, it's when it takes away all your resources and doesn't give you a leg to stand on. I've said before in this thread that coin flips and top decking are fine to me; I just want luck to be able to be combated against.
I know, I have no problem with that opinion... the word "unintended", on the other hand, gets on my nerves because it is entirely untrue.

Is it wrong to have people play real games?
No, not wrong, but certain decks are meant to stop real games from happening, which should be fine as well.

Replies are in bold.
 
I know, I have no problem with that opinion... the word "unintended", on the other hand, gets on my nerves because it is entirely untrue.

No, not wrong, but certain decks are meant to stop real games from happening, which should be fine as well.
Well yes I'm sure any sort of word could get on peoples nerves when used out of context.

Don't you think that I could just as easily find it untrue that real games shouldn't happen? Don't you find that to be a bad term? If decks are stopping real games from happening, don't you think that should stop? I mean wouldn't you think it was intended for real games to be played?
 
Well yes I'm sure any sort of word could get on peoples nerves when used out of context.

Don't you think that I could just as easily find it untrue that real games shouldn't happen? Don't you find that to be a bad term? If decks are stopping real games from happening, don't you think that should stop? I mean wouldn't you think it was intended for real games to be played?

Well then we should ban Luxchomp and Palkia lock because their greatest strength is not letting their opponent get in the game, and retaining momentum advantage if they do permit entry.
 
Well then we should ban Luxchomp and Palkia lock because their greatest strength is not letting their opponent get in the game, and retaining momentum advantage if they do permit entry.
I'm pretty sure the term real game was referring to once a game started and both sides were given the opportunity to get set up fairly well. I also never said we should ban anything at all, ever. I advocate donks, I think they should stay, but not appear so often. You're referring to a lockdown that requires mainly effort from the opponent, not the inadequacies of the person being donked.
 
If 6-prize victories were intended to happen, the other two means of victory would not exist, plain and simple.

Regarding the use of the words unintended and unfair, a number of people have argued why those terms are untrue in the context of this topic. If you want to continue to use those terms here, don't you think people will disregard some of your rationale?

"Having a chance to fight back" is a valid rationale, but not when you attach loaded and untrue statements like:

"Losing without a chance to fight back is unfair."
"6-prize games are the way Pokemon is intended to be played."
 
I've said it many times now that when I said that pokemon was intended to be played with 6 prizes, that it was an argument against having sudden deaths used all the time, having not a single solitary thing to do with arguing against donks, or decking someone out.
 
#1 can also not make a difference in you getting bad starts. (The number yes, but it will still happen). Also the mulligan system we're talking about doesn't really give you enough power to let go on the deck building factor, it's not that good.
...and, bad hands will still happen with optional mulligans. What's your point?

We're talking about luck mitigation here -- specifically, how to reduce the number of bad hands, right? Optional mulligans will help, right? I just pointed out how deck reconstruction can also help, and is currently the only means of bad-hand mitigation. It will help, and it will continue to help even with an optional mulligan. If you don't think deck construction plays a valuable part in helping you avoid bad starts, you've just lost a ton of credibility.

Back to back posts merged. The following information has been added:

I've said it many times now that when I said that pokemon was intended to be played with 6 prizes, that it was an argument against having sudden deaths used all the time, having not a single solitary thing to do with arguing against donks, or decking someone out.
In that context, you're both right and wrong. 1-prize sudden death was meant for games that end in a tie (double KO). I can understand that adding them to match play is necessity if you don't allow ties, but that's being discussed in your other topic.
 
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...and, bad hands will still happen with optional mulligans. What's your point?

We're talking about luck mitigation here -- specifically, how to reduce the number of bad hands, right? Optional mulligans will help, right? I just pointed out how deck reconstruction can also help, and is currently the only means of bad-hand mitigation. It will help, and it will continue to help even with an optional mulligan. If you don't think deck construction plays a valuable part in helping you avoid bad starts, you've just lost a ton of credibility.

Back to back posts merged. The following information has been added:


In that context, you're both right and wrong. 1-prize sudden death was meant for games that end in a tie (double KO). I can understand that adding them to match play is necessity if you don't allow ties, but that's being discussed in your other topic.
Yes bad starts will still happen, but with mulligans you'll be able to do something about it within the game, and significantly reduce it more than deck construction. I said that deck construction would reduce the number of mulligans you get. But I'm also saying not enough.

My point is that they weren't meant to be used as a regular part of the game. Yes it is, I don't know why it was brought up against me here.
 
Yes bad starts will still happen, but with mulligans you'll be able to do something about it within the game, and significantly reduce it more than deck construction. I said that deck construction would reduce the number of mulligans you get. But I'm also saying not enough.
Yup, having an in-game means of bad-hand mitigation is cool, though not available at this time. The timing of the two mitigation means is certainly a valid point.

Regarding which means can have a more significant impact, without a thorough examination of the probabilities, that's debate-able. Personally, I know I've constructed some decks that were very susceptable to bad starting hands. Plus, a better-constructed deck will have a positive effect on how an optional mulligan will help avoid bad hands.

BTW, I was specifically talking about how deck construction helps you avoid bad hands, not how it helps you avoid mulligans (no basics). I just wanted to make that clear because of what I read in your quote above.
 
Yup, having an in-game means of bad-hand mitigation is cool, though not available at this time. The timing of the two mitigation means is certainly a valid point.

Regarding which means can have a more significant impact, without a thorough examination of the probabilities, that's debate-able. Personally, I know I've constructed some decks that were very susceptable to bad starting hands. Plus, a better-constructed deck will have a positive effect on how an optional mulligan will help avoid bad hands.

BTW, I was specifically talking about how deck construction helps you avoid bad hands, not how it helps you avoid mulligans (no basics). I just wanted to make that clear because of what I read in your quote above.
Ok I understand more clearly now. I agree with the bolded part.

Also did you see the part in post asking you if you wanted another thread to be made in order to discuss the process of implementing this into the current game system?
 
What statistics are you talking about? I have NO statistics at all. Maybe made up by you yes, but not by me.
Those weren't statistics either though, I had no numbers.

Sabett said:
Adding an optional mulligan to the game greatly decreases donks from the game, theoretically it would reduce donks from happening 66% (barring the players choice to mulligan). Now bad starts don't happen all the time, but if this were in place then bad starts could easily be confused with divine intervention.

Sabett said:
Two sounds a lot better, but I could see one working just as fine. In theory the difference is only 16%.

Sabett said:
Also I didn't say that this would completely stop bad starts, in fact I said it would decrease it by 66%.

Sabett said:
A reduced hand size would often more than not discourage mulliganning altogether, as the results are more than not going to be worse, but I could see mulliganning only once. As I said before the difference of bad starts between mulliganning once and twice is only 16%.

Sabett said:
Alright, one hand mulligan, that sounds fine. I've said that before though, the only difference between the 2 in reducing bad starts is 16%. One mulligan reduces it by 50%, two reduces it by 66%, so I don't mind just one mulligan.

It's a good thing you didn't have any numbers or statistics though, otherwise, you would have completely destroyed your credibility. Close call I guess. :rolleyes:

I had stepped out of this topic a second time, but somehow, some way, sabett just manages to troll well enough to even hook me. lol
 
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It's a good thing you didn't have any numbers or statistics though, otherwise, you would have completely destroyed your credibility. Close call I guess. :rolleyes:

I had stepped out of this topic a second time, but somehow, some way, sabett just manages to troll well enough to even hook me. lol
Statistics require data, I never provided any data whatsoever, or said that I had any.

Main Entry: sta·tis·tics
Pronunciation: \stə-ˈtis-tiks\
Function: noun plural but singular or plural in construction
Etymology: German Statistik study of political facts and figures, from New Latin statisticus of politics, from Latin status state
Date: 1770

1 : a branch of mathematics dealing with the collection, analysis, interpretation, and presentation of masses of numerical data
2 : a collection of quantitative data


You've taken that second quote out of context, that was pertaining to when I was talking about the mulligans I had played with so long ago, and no longer use that example as any kind of evidence. You have proven nothing, but only that you misunderstand what statistics means. And I use the word "had", which is past tense, even though your analysis of the situation is wrong altogether it has that flaw in it as well. More descriptively that would be that I said I "had" no numbers, which says nothing to present state of whether or not I have numbers.

At least in my opinion, I don't think I'm any less credible just because you made a wrong analysis.

Also, you've completely ignored the rest of my reply to your post, do you admit that I was right? or are you just ignoring it because you can't defend your logic?
 
If your opponent is running a donk deck then they should have to go first or if your opponent refuses to go first then you can mulligan for free until you get a basic that has 50 HP or more. That way you shouldn't get t1 donked very easily.
All I have to say if you get a bad hand... Just hope that your opponent has a bad hand too. As I see it your deck should be able to get past your first turn like virtually every turn if you are able to construct a deck that will cause you to have a bad start only if you draw a certain 7 cards. If you do make a deck like that then there is (if my math is correct) only a .0000000000513747 chance that you will draw those exact cards. But the odds of making a deck like that I cannot say how hard it wil be to make a deck like that.
 
The point is that some people like to play donk decks. If you don't like losing without ever having a shot, then is that a problem? Not when certain decks are created just to make that happen. Why does your desire to avoid an, as you call it, "unfair" quick loss outweigh my desire to deal you a quick loss with my donk deck? Why should Pokémon cater to the players who wish to play decks with real games rather than "unfair" donk decks? The fact is, due to what decks are popular, some decks are not viable. People aren't going to quit playing donk decks because they feel bad about winning "unfairly." If your deck is donked too much, maybe your deck isn't viable, and you should switch to a deck with Spiritomb or something. It makes little sense to change the rules to give some decks a chance that would be great if only they set up consistently. Instead, those decks should be pressured out of the format in donk-heavy areas and replaced by more donk-resistant decks such as ones that run Spiritomb.

That's about the simplest logic you can find for this topic.
 
The point is that some people like to play donk decks. If you don't like losing without ever having a shot, then is that a problem? Not when certain decks are created just to make that happen. Why does your desire to avoid an, as you call it, "unfair" quick loss outweigh my desire to deal you a quick loss with my donk deck? Why should Pokémon cater to the players who wish to play decks with real games rather than "unfair" donk decks? The fact is, due to what decks are popular, some decks are not viable. People aren't going to quit playing donk decks because they feel bad about winning "unfairly." If your deck is donked too much, maybe your deck isn't viable, and you should switch to a deck with Spiritomb or something. It makes little sense to change the rules to give some decks a chance that would be great if only they set up consistently. Instead, those decks should be pressured out of the format in donk-heavy areas and replaced by more donk-resistant decks such as ones that run Spiritomb.

That's about the simplest logic you can find for this topic.
Because people like to play a certain archetype excludes any sort of problem it might create? Also, you've brought up the point that builds need to be more consistent, however throughout this entire thread that's been stated as not the problem, as consistent builds still end up with bad starts. We're not giving an out to less consistent decks, we're giving an out for a bad situation in which you will lose without any decision on your part, which happens to all decks.
 
I'm not talking about consistent builds. I mean that entire decks should be forced out of the format by donk decks, and deck choices that are more consistent as a whole (i.e. SP) would be encouraged.

People liking to play the archetype means they view donks as anything but a problem; they are the main reason behind playing one. Whether donks are bad is simply your opinion. Why should the noob who's been getting lucky with Machamp have to be put at a disadvantage while you become safe from the only threat he poses?
 
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