Pokémon TCG: Sword and Shield—Brilliant Stars

Catcher? Will it ruin the format?

Status
Not open for further replies.
Revive "counters" catcher for ur techs and other stuff. They catcher ur benched basic. K.O. it. You play Revive- it goes back on ur bench, you play twins, things don't look so bleak. just saying that it's not the end of the pokeverse.
Then guess what card pops out of their hand again next turn...
 
Why do so many people view DX-On as such a great format again?
Care to tell me what exactly happened to be completely absent from that format?
That's right, straightforward bench manipulation.
 
Why do so many people view DX-On as such a great format again?
Care to tell me what exactly happened to be completely absent from that format?
That's right, straightforward bench manipulation.

What about Pokemon Reversal?
 
I don't see why most of you are complain jeez, grab an extra basic they can't get 2 KO in one turn, now stop worrying and see what happens when it comes out if your just as worried just run 4 collectors with pokegear to ensure your way around catcher. Quit worrying.
 
I don't think Catcher will be played four per deck of honestly. It'll be attempted, but any successful deck won't be running four of these UNLESS all decks are. 2 or 3 with Junk Arm in the format is enough. It ruins deck consistency. Kiss your speedy setup goodbye and not sure how many people realize how important a speedy setup is for Catcher to work... But it is.

i run 4 catchers:lol: and i hope i will do well in leauge:thumb:
 
And the format goes back to fast decks, Trainer lock and donks... I thought we were trying to avoid this???
 
And the format goes back to fast decks, Trainer lock and donks... I thought we were trying to avoid this???

Well, to be fair, Catcher won't really increase donks.

As for whether 'we' were trying to avoid this . . . it isn't up to 'us'. Pretty much everything that has been released since at least DP seems to indicate that whoever decides these things (Pokemon JPN?) does want a fast game . . . Trainer Lock being the alternative.
 
Building upon what baby_mario said, something odd that occurred at a Pokemon League I used to regularly attend was that when it came to Unlimited, Slowking was rarely used, but other anti-Trainer cards (Chaos Gym and Dark Vileplume) were widely played. There was something of a gentlemen's agreement between most of the players who could build a real Mindgames focused deck (e.g. had more than 0 or 1 copies of the card) not to use it. Second one player (me ;) ) was/is a huge Snorlax fan so I ran as good a Turbo Snorlax deck as I could design, and some of the other players would periodically try this.

So what does that mean here? Well in our micro-metagame Unlimited decks started making sure they weren't as Trainer heavy as normal, because it seemed like one in three games someone was locking down your Trainers... and their own. So I wonder if that is the idea TPC is toying with... maybe we can have potent Trainer-Items if we have several potent anti-Item cards. To the point where while not everyone (or almost everyone) feels they have to run the counter-Item cards (like Slowking and Trainers), a significant number of players will and that will achieve an odd balance.

Note, totally guessing there, and one moment I read it and it feels like I have something, the next even I think it sounds ridiculous. XD
 
Well, to be fair, Catcher won't really increase donks.

As for whether 'we' were trying to avoid this . . . it isn't up to 'us'. Pretty much everything that has been released since at least DP seems to indicate that whoever decides these things (Pokemon JPN?) does want a fast game . . . Trainer Lock being the alternative.

And this is the bad thing. I do agree with you on this. In OUR format, we need cards in OUR format to help OUR format. There is no reason Junk Arm should be in the same format with Catcher. We play our games differently so we need special rules if you will.

We need cards to help us out, yet we get sets based on Japans meta. I swear we need some kind of control of how we play our game because fast decks here are bad for the game when its the whole game.

---------- Post added 08/21/2011 at 05:29 PM ----------

Building upon what baby_mario said, something odd that occurred at a Pokemon League I used to regularly attend was that when it came to Unlimited, Slowking was rarely used, but other anti-Trainer cards (Chaos Gym and Dark Vileplume) were widely played. There was something of a gentlemen's agreement between most of the players who could build a real Mindgames focused deck (e.g. had more than 0 or 1 copies of the card) not to use it. Second one player (me ;) ) was/is a huge Snorlax fan so I ran as good a Turbo Snorlax deck as I could design, and some of the other players would periodically try this.

So what does that mean here? Well in our micro-metagame Unlimited decks started making sure they weren't as Trainer heavy as normal, because it seemed like one in three games someone was locking down your Trainers... and their own. So I wonder if that is the idea TPC is toying with... maybe we can have potent Trainer-Items if we have several potent anti-Item cards. To the point where while not everyone (or almost everyone) feels they have to run the counter-Item cards (like Slowking and Trainers), a significant number of players will and that will achieve an odd balance.

Note, totally guessing there, and one moment I read it and it feels like I have something, the next even I think it sounds ridiculous. XD

I just think preventing cards from being played is bad. Look at evolution lock decks. While they prevent you from evolving, you can get around it with Rare Candy or with playing big basics. Now, there are no real ways to get out of a trainer lock, other then playing trainer. You can use an attack but more then likely you have a heavy retreat pokemon out there but you still need to use an attack just to bate a Vileplume.

Trainer lock is way to powerful in Pokemon. In yugioh, they banned a card that prevented the use of spell cards. You Yugi players know what card I'm talking about. Maybe if you had a card that prevented some plays like pokemon search off item cards and such but to put a limit on almost 20 cards in a deck. Its like playing a basketball game when your opponents starts off with 20 points.
 
Trainer lock is way to powerful in Pokemon. In yugioh, they banned a card that prevented the use of spell cards. You Yugi players know what card I'm talking about. Maybe if you had a card that prevented some plays like pokemon search off item cards and such but to put a limit on almost 20 cards in a deck. Its like playing a basketball game when your opponents starts off with 20 points.

If it's Vileplume, does the score start out 20-20?

If you're scared of Trainer Lock, build your deck around it.
 
If it's Vileplume, does the score start out 20-20?

If you're scared of Trainer Lock, build your deck around it.

What I was trying to say was no deck should have an outstanding advantange over another deck like that. I'm not scared of trainer lock. I'm just saying how bad it is for the game to just lock down a whole needed engine.
 
^You're right - the Ambipom/Weavile/Slowking and similar locks such as Sharpedo as just as bad. A T2 Strip Bare combined with Slowking from my opponent when I'm going 2nd means I literally can't do anything for the rest of the game. Not exactly promoting the most skilled player winning.
 
I can see many parallels between Pokemon Catcher, and Heavy Storm (from Yu-Gi-Oh). Both cards are "broken", but to what extent? They both offer up their own unique brand of skill that the game wouldn't have without them, and limit what would otherwise be a limitless backrow.

My stance is that, neither card actually ruins the format - they just change it. Whether or not someone prefers this change, is all opinion. But I would also like to say that Catcher isn't really what ruins Stage 2s - Basics and Stage 1s that have Stage 2 equivalent power, ruin Stage 2s.
 
Status
Not open for further replies.
Back
Top