Pokémon TCG: Sword and Shield—Brilliant Stars

Ban Mewtwo EX?

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^ Eli's response has nothing to do with deck building.

Playing startegy has everything to do with how you build your deck.

You need to build your deck based on not only on winning Mewtwo wars, but using Mewtwo to its full potential, such as knocking out Tynamos, returning KOs on Zekroms, slowing the momentum of CMT decks, etc. When building a deck, Mewtwo should not only be though of as an aggressive attacker, but a card that fits within a general strategy.

The trainer and Pokemon lines should focus on giving you the flexibility to use Mewtwo to its maximum potential. That's the difference between average deckbuilders who just put Mewtwo EX in a deck because they feel like they think they "have to" put Mewtwo in, and great deckbuilders who put Mewtwo EX in a deck as part of a larger strategy.
 
It's not just about knocking out Mewtwo Exs with Mewtwo EXs. There is a lot of strategy involved. You need to know when to play them, what risks you take, making sure you have access to more if need be, paying attention to the number of prize cards or the number of benched Pokemon or the number of cards left in your opponent's hand...

Mewtwo wars aren't anything new. Just like Thunder Dome vs. Reshiphlosion pre-NDE. You knock out something with Reshiram, they knock out Reshiram with Zekrom, you knock out Zekrom with Reshiram... just substitute Reshiram and Zekrom for Mewtwo EX.

I need to add onto this. Not only is Mewtwo bringing more strategy of that kind of focus to our current metagame, but people are continuously forgetting that this is only temporary. Once the newest set comes out, Mewtwo won't be seeing nearly as much play. I only see the players missing top cut complaining about it for the most part and those that are complaining about it are the ones that easily have their points countered. I'm in no ways calling anyone a bad player, but again Mewtwo has brought a new twist to the metagame that people can't seem to wrap their minds around.

In addition to this being said, there have been mirror matches outside of Mewtwo for as long as the game has been around. This is:

  1. What we consider archetypes.
  2. What our metagame consists of.
  3. What makes a rogue deck rogue.

I'm sorry, but I'm still not seeing the argument of Mewtwo being banned.

Even more so, but there's numerous cards in the format that capitalize on the number of prizes. Look at N and Twins. You could easily cripple the opponent from counter KO'ing your Mewtwo by setting yourself up for the advantage with placing Mewtwo down, attaching an energy, using N while 2 prizes down (they draw two less), revenge KO'ing their Mewtwo. Depending on where the game stands, you just easily set yourself up for the win. Depending on what else you have potential of doing.

If anything, it's assisted our metagame even more. Though, it's only temporary - a Psychic Pokemon being a popular play and being weak to another Psychic Pokemon is nothing new.
 
Playing startegy has everything to do with how you build your deck.

You need to build your deck based on not only on winning Mewtwo wars, but using Mewtwo to its full potential, such as knocking out Tynamos, returning KOs on Zekroms, slowing the momentum of CMT decks, etc. When building a deck, Mewtwo should not only be though of as an aggressive attacker, but a card that fits within a general strategy.

The trainer and Pokemon lines should focus on giving you the flexibility to use Mewtwo to its maximum potential. That's the difference between average deckbuilders who just put Mewtwo EX in a deck because they feel like they think they "have to" put Mewtwo in, and great deckbuilders who put Mewtwo EX in a deck as part of a larger strategy.

Not sure why I should need to change my trainer and Pokémon lines to adjust to Mewtwo. All you gotta do is make room for 4 DCE and a couple of Mewtwo and you're set.
 
Not sure why I should need to change my trainer and Pokémon lines to adjust to Mewtwo. All you gotta do is make room for 4 DCE and a couple of Mewtwo and you're set.

That's six cards, which could be quite difficult if you're running a tight list. That's a tenth of your deck. Additionally there are other cards that can be added to continue helping your Mewtwos, and putting those in over the cards that aid your decks focus, and coming to an even balance between the two is equally important to your main lines. Remember Mewtwo can't OHKO everything easily and changing your Trainer line up to help it in pinches like Plus Power can be beneficial to decks that don't normally need them.
 
Not sure why I should need to change my trainer and Pokémon lines to adjust to Mewtwo. All you gotta do is make room for 4 DCE and a couple of Mewtwo and you're set.

Also, I've found that 1 Mewtwo, 2 DCE, and a Super Rod is generally effective enough as a Mewtwo counter. Most decks that I run use Junk Arm and PlusPower already, and I run one Super Rod in just about everything non-Plume. So, for me, it's just changing out 3 cards to counter Mewtwo.
 
I Bullados is demonstrating where the real strategy for "general" Mewtwo EX play comes in: looking at how your deck optimally runs Mewtwo EX. Look at your deck's strengths then run Mewtwo EX in a manner that works with what you're already doing.

Which is different from how you build a deck completely around Mewtwo EX. Still tired of it being so prevalent, but especially given the next set seemed to counter it at least a little in Japan, it is way too early to be more than annoyed.
 
Why is it so difficult to have Basics, Stage 1s, and Stage 2s that are ALL viable in their own way?

Because this almost always results in a rock-paper-scissors format which is "too luck-based." Similarly cards like Junk Arm, Catcher, and Collector are considered broken eecause they make decks too consistent. Catcher is an especially interesting example of this. People keep complaining that Catcher is overpowered, yet Pokemon Reversal was far "too random." If we were to take a vote, however, I'd wager that almost everyone preferred Reversal. Why? Because the grass is always greener on the other side. Of course, nobody ragequit the game because of Catcher or Reversal, so clearly neither one was really that bad to begin with.

tl;dr This thread is pointless; only 3 cards in this games history were deserving of a ban, ____'s Pikachu (due to its potentially giving one player an unfair advantage), Slowking NG(an errata could have fixed this), and post-BW Sableye (which could have also been errataed).
 
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1 Mewtwo, 2 DCE, and a Super Rod good enough as a Mewtwo counter? Nope.

2-4 Mewtwo and 4 DCE is enough as a Mewtwo counter.

I have yet to lose a Mewtwo war with that combination under normal game rules (i.e. no Plume in play).

There are 3 major decks out right now that need Mewtwo counters.

1. Typhlosion
2. Eelektrik
3. Celebi

All 3 of those have energy acceleration, which makes the necessity of DCE much less (it not nonexistent to some extent). And all 3 of those have big non-Mewtwo attackers that either don't require lots of Energy or don't leave much Energy on the Attackers after Attacking.

Super Rod gets your Mewtwo back as long as you have either Collector or Communication in your hand. There are very few decks out there that don't run max or close to max of both of those cards.

As far as other decks, here's my thoughts...

1) Durant. Doesn't need a Mewtwo counter. Doesn't care about Mewtwo.
2) The Truth. Already plays 4 DCE. 1-2 spots for Mewtwo is generally enough.
3) Gardy/Goth. HAHAHAHAHAHAHAHAHAHAHA.
4) Terrakion. Has Energy manipulation. I'm not sure if a Mewtwo counter is necessary here, though.

Basically, think about your deck choices. Think about what you would need to do to deal with Mewtwo. Or if you even really care about Mewtwo at all.
 
I would like to point out that the advice you're given in this thread about Mewtwo EX, 2 DCE, and a super rod being a good Mewtwo counter is bad advice in the general context. Any player that tries to go that route in stuff like Landorus/Terrakion, Tornadus/Terrakion, Zek/Eels, and a variety of other decks is going to lose every Mewtwo war.

The deck you ran at states, Typhlosion/Reshiram is one of the rare exceptions that can allow for that weak of a hard Mewtwo counter. Reshiram is probably the best Mewtwo counters in the game right now, as you 2hko a Mewtwo with Reshiram, and they won't be able to revenge you without putting enough energy to make their Mewtwo vulnerable for an easy Mewtwo/DCE revenge KO.

And the game state you're referring to is probably not a legitimate Mewtwo war, and is instead just attacking a Mewtwo with a Reshiram. A Mewtwo war is when the game falls into a game state where players exchange Mewtwo's down to the final prize cards. With only 1 Mewtwo, there is no way you're winning Mewtwo wars. You might be taking out some Mewtwos with Reshiram, but you're not consistently winning the Mewtwo war with just 1 Mewtwo and a super rod.
 
Because this almost always results in a rock-paper-scissors format which is "too luck-based." Similarly cards like Junk Arm, Catcher, and Collector are considered broken eecause they make decks too consistent.

Not quite. While it makes certain decks more consistent, it is "how" it makes the game "consistent"; by removing variety. You aren't a psychic when you accurate predict I am holding the ace of spades... when my deck of cards consists of 52 copies of the ace of spades. :lol: You aren't even doing the "magic" trick right with that one.

Junk Arm does make a deck more consistent, but by voiding a cost inherent to the game. If all Item cards were quite, quite weak and/or Pokemon lacked the draw/recursion power available to it, we might not have any issues. That isn't how most formats have gone. We have several useful Items that were partially balanced by how difficult it was to "spam" them. Junk Arm also takes an Item intended to be a limited piece of TecH and allows you to play the deck as if you had five.

This kind of consistency, if amplified and applied to another game mechanic, would be like something altering the basic game mechanic of your once-per-turn draw to a once-per-turn deck search: all decks become much more consistent, but all those effects that were supposed to be balanced by relying on the random draw mechanic are thrown out of whack!

Pokemon Catcher presents a problem because it completely voids the safety of the Bench. It is necessary that the Bench be partially vulnerable; if not "Bench-Sitters" become too powerful. It can be a true Bench-Sitter, meant to never be active, or you may have a deck that can easily throw up fodder to allow enough time for almost any Pokemon with almost any Energy cost to be adequately built (often fully built) while the opponent is forced to whittle away the HP on some massive walls; effectively the attack has become a "short-term Bench-sitter".

The problem is Pokemon Catcher is an Item. While this means it is not easily searched from the deck, it does mean that it costs no more to use than any other Item, and enjoys the ability to be quickly recycled via Junk Arm. In reality, it isn't about making the deck running Pokemon Catcher more reliable, but by making other decks less reliable in their set-up.

Pokemon Collector is more about the format than anything else. The format is too aggressive to allow a traditional "opening Pokemon" to set-up with your basic "Search your deck for X Basic Pokemon" attack, even one that plays the Pokemon to your Bench from your deck. You're almost always out a Prize and an Energy attachment from doing this. We also have a format with an extremely high focus on Basic Pokemon, so being able to grab any three of your choosing is again problematic. Lastly, even amongst supporters there just isn't that much of an alternative: in the past we had Supporters like Roseanne's Research.

All of this really strikes me as mismanaged "power creep": almost everything is stronger than it was before, but not in proportion to the current format's HP scores or Energy acceleration.

Catcher is an especially interesting example of this. People keep complaining that Catcher is overpowered, yet Pokemon Reversal was far "too random."

The two problems are not mutually exclusive; as stated earlier Pokemon Catcher makes it too easy to strike at what should be a Benched Pokemon. Pokemon Reversal actually was the same, however many felt a false sense of security in relying on average or even "poor" coin flips to protect his/her Bench. Pokemon Reversal had also failed to cause problems in several formats, but upon closer inspection I believe this is because it frequently wasn't the "top" solution to Bench-sitters.

Pokemon Reversal was first released while Double Gust was still legal. The first format without Gust of Wind or Double Gust as legal-to-use cards also re-released Pokemon Reversal with new "2-on-2" rules (two Active Pokemon per player, not the four-player rules variant). This poor wording confused players, leading them to believe Pokemon Reversal wasn't worth it. While the Confusion was straightened out, we hit a long stretch of formats where either

a) dominant decks tended to have homogenous Benches (less added advantage in bringing forth a specific Pokemon)

b) dominant decks regularly contained a superior sniper

c) dominant decks had access to a better alternative to Bench manipulation.

The pre-errata Rare Candy played a large role as well, since it is what enabled a player to often have a Bench where, even if you could force up and OHKO the one "oddball" Stage 1/2 Pokemon, your opponent would drop a replacement the next turn; you basically traded KOing what was KOing you for the chance they couldn't recover from its loss over the next turn or two.

The pre-errata Rare Candy also made the many Stage 2 snipers more potent, including allowing supporting Pokemon to set-up so fast that the sniper could hit play quite early. Paralleling this were decks where a Stage 2 Pokemon had a built in Pokemon Reversal (or similar effect); while far to slow by today's standards, having such a feature was enough to elevate a good deck to a great deck.

Successful alternatives to Pokemon Reversal in "normal" Trainer (what would later become Item) form would be Double Gust, Pow! Hand Extension, and Poke-Blower+. Homogenous Benches made Warp Point the superior choice during some formats as well.

If we were to take a vote, however, I'd wager that almost everyone preferred Reversal. Why? Because the grass is always greener on the other side. Of course, nobody ragequit the game because of Catcher or Reversal, so clearly neither one was really that bad to begin with.

Making assumptions is bad. Message boards are not indicative of general player trends, for better or worse. I prefer having Pokemon Catcher to Pokemon Reversal, and if you sift through those irritatingly long rant threads on the subject, anywhere from one-to-six veteran or skilled players will point out why: with Pokemon Reversal decks were really just as vulnerable since the end result was the "winning" players were the ones who flipped more "heads" as needed, barring the HGSS-era "Baby Pokemon", which relied on the opponent failing Pokemon Reversal and their own player failing a Sleep Check.

If someone ragequits the game, I mean truly ragequits, how would you know if you weren't there? :wink:

tl;dr This thread is pointless; only 3 cards in this games history were deserving of a ban, ____'s Pikachu (due to its potentially giving one player an unfair advantage), Slowking NG(an errata could have fixed this), and post-BW Sableye (which could have also been errataed).

Well, I agree this thread seems pretty pointless and even with the three cards you felt need to be banned for Modified play (not 100% sold on NG Sneasel being safe for the early Modified formats).

tl;dr: Opinions vary, so try to look at historical precedent. Remember, those who don't know or ignore history are doomed to repeat it. :cool:
 
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tl;dr: Opinions vary, so try to look at historical precedent. Remember, those who don't know or ignore history are doomed to repeat it. :cool:

which is exactly the reason why many of us were surprised to see DCE, Item Finder and Gust of Wind return to Pokemon tcg, and to a lesser extent Rocket's Admin.
 
which is exactly the reason why many of us were surprised to see DCE, Item Finder and Gust of Wind return to Pokemon tcg, and to a lesser extent Rocket's Admin.

Admin was and still is good card design. It allows for both setup and comeback potential.

DCE, Item Finder, and GOW are all overpowered.
 
Admin was and still is good card design. It allows for both setup and comeback potential.

DCE, Item Finder, and GOW are all overpowered.

DCE was and still is good card design. It allows for both energy acceleration and comeback potential.
(Can't get your Typhlosion out of the active position? Accelerate 2 Energy instantly, retreat, and continue attacking with Reshiram.)

Itemfinder was and still is good card design. It allows for both setup and recovery.
(Discarded a critical Pluspower early on? Get it back instantly and score the KO to get back into the game.)

Gust of Wind was and still is good card design. It allows for disruption and comeback potential.
(Behind in energy attachments for a turn? Gust out your opponent's Eelektrik and stall for a turn.)
 
DCE was and still is good card design. It allows for both energy acceleration and comeback potential.
(Can't get your Typhlosion out of the active position? Accelerate 2 Energy instantly, retreat, and continue attacking with Reshiram.)

Itemfinder was and still is good card design. It allows for both setup and recovery.
(Discarded a critical Pluspower early on? Get it back instantly and score the KO to get back into the game.)

Gust of Wind was and still is good card design. It allows for disruption and comeback potential.
(Behind in energy attachments for a turn? Gust out your opponent's Eelektrik and stall for a turn.)

DCE is a double edged sword right now. The card is doing more harm to the format then good. Don't get me wrong, I love the card but people are not looking at the 'I can retreat in a pinch if needed'. Cards like Mewtwo, Tornadus, Reshiram, Zekrom and others abuse the card turning the game into who every wins the coin flip will more or less win because you can get that 40-60 to 80 damage first. DCE makes them to powerful and should not be with those cards. Now if the attackers were far less power, then sure the card is fine but right now the card is damaging the format.

Item Finder is just bad to reprint in any format. Like it was said before, in any other format and I'll pick the last ex format, trainers were not as powerful as they are now so item finder might have been good. I think Warp Point could have broke the card but there not many aggro item cards. Most were used for defense and setup. it does not allow for smart playing. Play your juniper now then item finder everything else later. There's no drawback with decks that have a reckless style. CMT/Eels/ect.

Gust of wind in a format with overpowered basic is just plain bad for the game. That's all I have to say about that.
 
Bullados explained your point; I am relieved I actually wasn't getting it and that it wasn't meant to be taken at face value. I get to look foolish, but that is nothing new. :rolleyes: I would delete this post but it might lead to someone assuming I said something really bad. :redface:

[DEL]Good card design is about more than making a powerful card; hence the comments of cards being "overpowered".

DCE was and still is good card design. It allows for both energy acceleration and comeback potential.
(Can't get your Typhlosion out of the active position? Accelerate 2 Energy instantly, retreat, and continue attacking with Reshiram.)

Energy acceleration is something to be used cautiously in the game. Generic Energy acceleration tied directly into a single Special Energy card needs to be used sparingly, if at all. This is what experience has taught us.

Most of what is "wrong" with Double Colorless Energy is wrong with most of the Energy acceleration this format. In general, effects balanced without it become unbalanced with it. You already pointed out that even without factoring in specific offensive strategies, it makes Retreating easier, and Retreat Costs are one of many aspects that balance out a card.

An attack requiring :)colorless::colorless:) can now be used without any prior set-up. This is especially problematic when dealing with Basic Pokemon (be they Pokemon EX or otherwise); such Pokemon already are inherently faster and require less deck space. A Basic Pokemon with an attack that requires :)colorless::colorless:) has a card that is already generically useful to aid in retreating that can meet that in a single turn. An Evolution with such an attack still requires a turn a turn to get into play.

A Basic Pokemon with an attack cost of (X:colorless::colorless:) or (XX:colorless::colorless:), where X is not a Colorless Energy requirement, again speeds ahead, far faster than it should. Such a benefit is less a concern on Evolutions, since by their nature a lower Stage Pokemon may have an Energy already attached from the previous turn; on a Stage 1 or Stage 2 Pokemon having an attack cost of (X:colorless:) is just slightly less useful than having a cost of :)colorless::colorless:), and if the attack is priced accordingly, the former will be more powerful in some way than the latter. Costs of (X:colorless::colorless:) and (XX:colorless::colorless:) may still be a slight problem, but much less so than on a Basic Pokemon.

Itemfinder was and still is good card design. It allows for both setup and recovery.
(Discarded a critical Pluspower early on? Get it back instantly and score the KO to get back into the game.)

Again, you are proving the point; Item Finder (and even Junk Arm) allow reckless or sloppy play for players of all skill level, and reward skilled players exponentially more. Cards should reward skill, but not unduly. Many Trainers are balanced out by the difficulty in searching them out of the deck, and needing to run several to enjoy the effects more than once. Junk Arm allows them to be easily spammed.

If you discarded a critical PlusPower early on, not all of those times will be due to "bad luck". In fact, most of the time that should end up being a misplay.

Gust of Wind was and still is good card design. It allows for disruption and comeback potential.
(Behind in energy attachments for a turn? Gust out your opponent's Eelektrik and stall for a turn.)

This one makes me think I just missed your sarcasm. Did I?:confused: Gust of Wind is fine... when Items/Trainers aren't easy to recycle and it is much harder to score a OHKO than it is to get a Pokemon back to the Bench. Then it can be used defensively as you mentioned, but using it offensively to score a quick, critical KO means you actually invested appropriate effort into getting that OHKO.

By your reasoning, no Trainer (or Item) is too powerful.[/DEL]
 
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Otaku, I get his point. I didn't defend my position on Admin correctly.

The difference b/w Admin and the other 3 is that Admin isn't patently broken. It has a drawback. Namely, if you're already winning, it doesn't really help you out.

Junk Arm allows for general underutilization of cards and has virtually no drawback. In fact, for certain decks, the "drawback" is a bonus.

DCE, in and of itself, has zero drawback. Especially in the current format of so many overpowered cards having [CC] in their energy costs.

GOW makes the bench completely unsafe. The Bench should be something similar to the unused party in the video games. Namely, that it should be reasonably difficult to hit. When you want to hit something in the opponent's party, you have to use an attack like Roar. Your backup party is reasonably safe. Gust and Catcher make it far too easy to hit an area where there should be a reasonable expectation of safety. Remember how powerful and how EXPENSIVE Luxray was? Catcher is MORE POWERFUL! That should tell you something.
 
I think Otaku interpreted my point correctly. I understand why Rocket's Admin was good for the game.

I was actually being serious about DCE, Junk Arm, and Pokemon Catcher being good for the game. I don't see how temporarily having a concentrated format with a focus on speed and heavy damage is bad for the game. Good players are flexible and adapt their decks to the format changes. I actually think the concentration of the format is a fresh change from the more "random" we had for Cities. In this fast format, techs and deckbuilding become much more important, and skill in deckbuilding comes into greater play.

I loved the format at Cities, even though it was more "random." There was a lot of room for metagaming and you didn't have to bring the "best' form of a deck to a tournament to do well. (In Week 2 of cities, even a mediocre Chandelure list could do well because the format was so wide open.) As a competitive player, I'll always appreciated a concentrated format where skillful deckbuilding it more important.

This HS-NXD format just lasts for a little over a month. Our format changes again for Battle Roads/Nationals, and once again after Worlds.

I understand that people like to complain, but I don't see why people are doing it over a format that only lasts for 6 weeks. I also wonder if any of this complaining would happen if Mewtwo EX cost $10 instead of $65.

DCE, Junk Arm, and Pokemon Catcher existed in the Fall Battle Roads/Fall Regionals format. I don't remember as many people complaining about it then as they are now...
 
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