Its really hard to say what a real balance should be. I like how some of these decks have some creative strategies and how that energy acceleration is not the only means to winning games, but at the same time its very easy to gain advantage over one player quicker and easily end games. Its almost too easy how you can win games with big basics and energy acceleration vs. evolutions and more focus on special energies. The slower decks can win if they get a break but if they dont then they get wrecked.
I play Ho-Oh EX and If I open 1st turn with Ho-OH EX, 3 energies, Juniper, Mewtwo/some beater, the game will end very quickly. Once I get momentum going, its very hard for my opponent to do anything, especially if they cant make any moves. Especially with things like Catcher and Energy Switch, its very easy to accumulate high damage in such small amounts of time. The thing is about my deck is that it doesnt take much set up, I just keep dumping my hands, bring Ho Oh back and do the rest. The most I worry about is a coin flip at best, my deck gains huge advantages without much set up. Sometimes it doesnt go off as planned but thats how every deck in the game operates. Its 50/50 some games, especially with two good players. Its very one sided with a good player vs. a bad player (which is good), but sometimes the game just plays itself out.
And ultimately I think thats the biggest issue. Its too easy to put big damage on the board very quickly with not much effort. But in a way its necessary when half the cards you go up against have 150+ hp on average which really makes it almost impossible to run anything under 70 hp. I seen it too where so many evolutions have hps like 80-120 which makes them trash and not worth running.
The skill level is probably the best you can get for a card game since games with probability will always have issues, but I think terms of card design and in terms of deck designs, theres a lot of work that needs to be done.
I play Ho-Oh EX and If I open 1st turn with Ho-OH EX, 3 energies, Juniper, Mewtwo/some beater, the game will end very quickly. Once I get momentum going, its very hard for my opponent to do anything, especially if they cant make any moves. Especially with things like Catcher and Energy Switch, its very easy to accumulate high damage in such small amounts of time. The thing is about my deck is that it doesnt take much set up, I just keep dumping my hands, bring Ho Oh back and do the rest. The most I worry about is a coin flip at best, my deck gains huge advantages without much set up. Sometimes it doesnt go off as planned but thats how every deck in the game operates. Its 50/50 some games, especially with two good players. Its very one sided with a good player vs. a bad player (which is good), but sometimes the game just plays itself out.
And ultimately I think thats the biggest issue. Its too easy to put big damage on the board very quickly with not much effort. But in a way its necessary when half the cards you go up against have 150+ hp on average which really makes it almost impossible to run anything under 70 hp. I seen it too where so many evolutions have hps like 80-120 which makes them trash and not worth running.
The skill level is probably the best you can get for a card game since games with probability will always have issues, but I think terms of card design and in terms of deck designs, theres a lot of work that needs to be done.
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