Ignatious
New Member
First let me introduce myself. My name is Austin Reed and I've been playing this game since its release here in America. I'm not a well known player, I attribute this to my constant poor showing at nationals. Regardless, I have top 4ed worlds (seniors), top 8ed worlds (masters), top 8ed every regional I've played in masters (6 total), and won various state and city championships. I don't mean to brag, in fact I don't believe I even have the right to; I'd just like to show that I am at least somewhat good at this game.
Now let me get on to the point.
I've been doing a lot of testing with the new BW - on format. I've testing all kinds of different decks, including the top decks in Japan and my own ideas. Regardless of what deck I play, and regardless of who I play against there seems to be one single determining factor that decides over 50% of these games:
The player that draws a stream supporters while his/her opponent draws only 1 or less will inevitably win the game.
The obvious response is simple. Run more supporters of course. Believe me I've tried. I'm up to 16 supporters in my Garchomp/Alteria deck, and 16 supporters in Basic rush. 15 in everything else, yet the supportets still decide most games. This up coming format is much more supporter reliant than the past, and here's a few reasons why;
1. No Smeargle/Cleffa/Chatot. For years now, if you opened poorly, you could at the very least search out a basic, pay the 1 energy to retreat your active basic, and finish your turn with a new hand. In BW - on, this option does not exist.
2. No Junk Arm. Believe me, I'm glad that Junk Arm + Catcher is gone. I do feel, however, that combinations such as Junk Arm + Random Receiver are not only incredible, but necessary. Without Junk Arm, hitting a draw card becomes much less likely.
3. Generally weak supporters. Take the above statistics for example; 15 cards from a 60 card deck is 25% supporters, or 1 in every 4 cards (please note that I do understand that this ratio changes throughout the course of a game). Now look at some of our supporter options. Cheren draws a clean 3 cards. Add your next top deck and you have 4 new cards before playing a new supporter. Statistically this is perfect, that's the exact ratio for supporters vs cards in deck. The obvious truth is, however, that many times a supporter simply won't be drawn. Bianca nets an average of 3 cards. N can draw as many as 6, but as few as 1. The only reliable draw card we have is Juniper.
This is an issue for any player that wants to take this game seriously. This is an issue for any player that wants to be compeitive. By directly "forcing" a player to lose a game by having the wrong set of cards on the top of their deck this game takes the result of the said game out of the players' hands. Now don't get me wrong, I enjoy a portion of luck in my games, and I definitely understand the need for it. I am only voicing this now because the amount of the luck factor has risen beyond the amount that I find reasonable.
I have thought of many many many many rules, erratas, solutions, etc to make decks more consistant and put the games back into the hands of the players. I realized of course, that my thoughts were futile. Organized play won't even fix something as simple as the first turn rule in favor of a more skill based game. It's quite clear that currently Pokemon as a game values Simplicity over Legitimacy. I disagree with this, but that's when I thought of a possible way to get both.
Have a seperate set of rules for casual play and competitive play
If what I mean isn't clear allow me to explain. In the starter decks that first explain how the game is played the rules that are listed will be the simple version of the game; the version we are playing now. Online there would be a link to the official competivie rule set.
The new players would play simply. Tournaments would be played legitimately.
An issue I see many people thinking of right away would be the transaction period between simplicity and legitimacy. Coming from a player that has seen many come into this game, I can say that showing up to a league/tournament or going online to do research is the first step in beoming a competitive player. I can also say that players that take this first step in becoming competetive, are ready for a little complexity (on average of course).
Fixing the first turn rule could actually be a reality. The donking mechanic could be fixed. We could add optional mulligans. We could add any of the many many many solutions I've thought of (I'm positive other players have contemplated this as well) to the supporter problem.
What are some takes you have as you think of this possiblility? Is there a perspective I am missing? Would you overall agree or disagree with my proposed idea?
Please don't spam me with "why bother" or "get over it" posts. Please.
I apologize for any spelling/gramatical mistakes. It's 5 am and I have yet to hit the sheets.
Now let me get on to the point.
I've been doing a lot of testing with the new BW - on format. I've testing all kinds of different decks, including the top decks in Japan and my own ideas. Regardless of what deck I play, and regardless of who I play against there seems to be one single determining factor that decides over 50% of these games:
The player that draws a stream supporters while his/her opponent draws only 1 or less will inevitably win the game.
The obvious response is simple. Run more supporters of course. Believe me I've tried. I'm up to 16 supporters in my Garchomp/Alteria deck, and 16 supporters in Basic rush. 15 in everything else, yet the supportets still decide most games. This up coming format is much more supporter reliant than the past, and here's a few reasons why;
1. No Smeargle/Cleffa/Chatot. For years now, if you opened poorly, you could at the very least search out a basic, pay the 1 energy to retreat your active basic, and finish your turn with a new hand. In BW - on, this option does not exist.
2. No Junk Arm. Believe me, I'm glad that Junk Arm + Catcher is gone. I do feel, however, that combinations such as Junk Arm + Random Receiver are not only incredible, but necessary. Without Junk Arm, hitting a draw card becomes much less likely.
3. Generally weak supporters. Take the above statistics for example; 15 cards from a 60 card deck is 25% supporters, or 1 in every 4 cards (please note that I do understand that this ratio changes throughout the course of a game). Now look at some of our supporter options. Cheren draws a clean 3 cards. Add your next top deck and you have 4 new cards before playing a new supporter. Statistically this is perfect, that's the exact ratio for supporters vs cards in deck. The obvious truth is, however, that many times a supporter simply won't be drawn. Bianca nets an average of 3 cards. N can draw as many as 6, but as few as 1. The only reliable draw card we have is Juniper.
This is an issue for any player that wants to take this game seriously. This is an issue for any player that wants to be compeitive. By directly "forcing" a player to lose a game by having the wrong set of cards on the top of their deck this game takes the result of the said game out of the players' hands. Now don't get me wrong, I enjoy a portion of luck in my games, and I definitely understand the need for it. I am only voicing this now because the amount of the luck factor has risen beyond the amount that I find reasonable.
I have thought of many many many many rules, erratas, solutions, etc to make decks more consistant and put the games back into the hands of the players. I realized of course, that my thoughts were futile. Organized play won't even fix something as simple as the first turn rule in favor of a more skill based game. It's quite clear that currently Pokemon as a game values Simplicity over Legitimacy. I disagree with this, but that's when I thought of a possible way to get both.
Have a seperate set of rules for casual play and competitive play
If what I mean isn't clear allow me to explain. In the starter decks that first explain how the game is played the rules that are listed will be the simple version of the game; the version we are playing now. Online there would be a link to the official competivie rule set.
The new players would play simply. Tournaments would be played legitimately.
An issue I see many people thinking of right away would be the transaction period between simplicity and legitimacy. Coming from a player that has seen many come into this game, I can say that showing up to a league/tournament or going online to do research is the first step in beoming a competitive player. I can also say that players that take this first step in becoming competetive, are ready for a little complexity (on average of course).
Fixing the first turn rule could actually be a reality. The donking mechanic could be fixed. We could add optional mulligans. We could add any of the many many many solutions I've thought of (I'm positive other players have contemplated this as well) to the supporter problem.
What are some takes you have as you think of this possiblility? Is there a perspective I am missing? Would you overall agree or disagree with my proposed idea?
Please don't spam me with "why bother" or "get over it" posts. Please.
I apologize for any spelling/gramatical mistakes. It's 5 am and I have yet to hit the sheets.