Pokémon TCG: Sword and Shield—Brilliant Stars

Is the current format the worst ever?

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Then I won't waste time with another post sure to become a wall of text. You can't Special Summon "a bunch of Monsters" and win in Pokémon with an all out blitz... but you don't lose in Yu-Gi-Oh for having no monsters in play; both games have unpalatable ways of losing first turn.

Similar does not mean "identical", and the more specialized rules you add (such as limiting how many Special Summons are allowed per turn or how many Spells/Traps one could play) are about as effective as Ban Lists. We have the (somewhat unfortunate) first turn rules now because of this; Pokémon needs to find a way to balance the first turn "organically" (for want of a better word).

Fiat rules are easier on the designers but harder on the players; building the game so that there is no problem is much harder on the designers but doesn't clutter up the rules for the players, and is the hallmark of skilled game design.

Having no monsters in play in Pokemon only happens with decks that run Pokemon with low HP's and have no choice but to put them out on the first turn and the real culprit behind that is Mewtwo EX, if he didnt exist you could feel safe with whatever you put down first turn. The only other cards I see dealing loads of damage 1st turn is Rayquaza non EX, Ho-Oh EX (if gotten out), and Tornadous EX. Decks with big basic EX's never face this issue, I played a lot of games of Pokemon and never lost 1st turn due to the way my deck is built.

There should be a rule change to were you cant attack on the first turn in Pokemon, Sadly its a risk in deck building in this game with the current rules, you cant run anything less than 60 hp or not run enough draw power since you do risk losing on the first turn other wise. This should change, and at least in Pokemon the company has changed the game multiple times for the players. In YGO they rarely change the game.

YGO's ban list dont fix anything since they dont change the mechanics, if anything the YGO ban list is no different than Pokemon's rotation, they lower the tiers of the top decks and then print decks with a different variant of power, the issues themselves dont ever get fixed in YGO. The game keeps introducing swarming decks and decks that take advantage of the current rules, its not like Pokemon where they made Supporters, they made Pokemon with higher HP, they made more stable basics, more cards with better resistance and better weaknesses, and a more diversity in abilities themselves. In Pokemon they make cards that keep up with the changing pace of the game. In YGO they dont, they make a few counters that turn the game into coin flips. I dont like how in YGO you can side deck a few cards that single handedly shut down an entire deck (like Shadow Mirror for Dark Worlds), to me YGO seems too simple, the games dont make me think at least.

Plus YGO's issues have been ongoing for so long, for at least 2-3 years now. You cant have a format with or without Heavy Storm, you still have so much generic mass removal to where nothing slow has a chance to survive, you have too many decks that can pile on multiple 2000+ monsters in a single turn, the ban list still hasnt banned out overpowering cards from tier 2 decks (like Gateway of the Six, Card destruction, etc.), its still too easy to do stacking strategies (like getting out Shien, Laggia, Shock Ruler, etc) and setting 3+ cards, everything has to run Maxx C/Effect Veiler to stop anything overpowering, to me its gotten so stale to where unless they change the games rules, its just going to be the same way forever. And the last format they had was so awful that I wouldnt put it pass Konami to mess up again, I cant trust game designers that cant recognize problems that are really obvious and not do anything about it. I dont believe YGO has an R+D with the way they make cards and its obvious to anyone who has any sense.

I dont care that in Pokemon and YGO both that the game is very staple oriented and that everyone runs similar stuff since in any game you play you have to play meta, you have to play by certain standards. The meta standard for Pokemon is to run high HP basics. If you play by the meta, you cant get killed very easily. For me I like this more since it promotes more skill based play. I feel like in this game you have to think about your moves a lot, you have to think how to set up and how your opponent will affect you. I dont get that vibe from YGO, I draw my cards, I do the most obvious moves and I either win or lose.
 
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FSULugia: Pokémon does not change the rules lightly, and if you research the game you'll find a lot of the rule changes that have been implemented have been reversed.

The differences between the original rules for the game when it released and now that are not card (or card family) specific mechanics are that you can only manually retreat once per turn (originally you could retreat as many times as you could pay for), you no longer have to flip a coin to attempt to retreat while Confused, and when you fail a Confusion check you now place three damage counters on the attacking Pokémon instead of doing 20 points of damage. Oh, and you only are allowed to draw up to one card for a mulligan instead of two.

I am sure I have missed some, but a lot of the rules changes have been undone because Creatures, Inc. and the other powers-that-be decided it made the game to confusing. New mechanics that didn't exist when the game debuted are still here, such as Supporters. Things such as the different first turn rules, as I just stated, were eliminated and the originals restored.

Changing the rules is not something to be done lightly. While the rules for Pokémon have been revised over the years, it is a slow, gradual process, and it isn't something to use when the "problem" (for those like myself that think there is one) comes from how cards are being designed. Instead of "the way cards are being designed now makes them too powerful for the current rules" leading to changing the current rules... why not stop designing cards to be too powerful?
 
Changing the rules is not something to be done lightly. While the rules for Pokémon have been revised over the years, it is a slow, gradual process, and it isn't something to use when the "problem" (for those like myself that think there is one) comes from how cards are being designed. Instead of "the way cards are being designed now makes them too powerful for the current rules" leading to changing the current rules... why not stop designing cards to be too powerful?

In my opinion, they should really do both. Changing the rules to be more robust (if done properly) could make the game less likely to have issues such as turn 1/2 wins, severe power imbalances, etc., which I feel is worthwhile goal.

Personally, I think the third-gen rules for first-turn Trainers were probably the most balanced (and honestly, I think giving a player less to do on their first turn makes the game easier to teach). As I've mentioned in previous threads, the easiest way to implement this would be to write on every Trainer-Item card something to the effect of "You can't play Trainer-Item cards if your opponent hasn't had a turn yet."
 
While I can definitely see doing something like that with Trainers (or just Items, or just Supporters, etc.), it will not address problems like fast, aggressive attackers that basically, either "fail" as cards or force the metagame to follow their lead.

If Creatures, Inc. would stop making card that can attack for damage first turn (there are so many other things that can be done), as well as being more strict with early game Energy acceleration (frankly I would just eliminate it), it would also be a potential solution. This includes some of the first turn Trainers that players are concerned about being abused; PlusPower (and similar cards) in a format where nothing can hit for damage first turn can serve its intended purpose.

This is by no means a perfect solution, and even if I were correct it is also a "slow" solution. Still, anyone who wants to discuss it with me should probably switch to PM. I think I've brought this up at least three times this thread, and in fact most "good" points have come up that often for all sides; it is too long and too disorganized (owing to the fact the original question was long ago refuted).
 
If we're discussing rule changes, personally I think only the new Supporter ruling should be reversed (First Turn Supporters shouldn't be allowed). To combat the obvious advantage of being able to go first, Pokemon has had many different restriction on the first turn in the past, of which there are absolutely none now. If my opponent has been allowed to run through about 14 of his cards on T1, and by his next turn will be fully changed and able to wipe out my Basics which I can't Rare Candy yet, that's just a bit unbalanced. Like Otaku was saying, very much of the game has become about coin flips, and not just minimal effects. The flips have been there since Base Set, but we have arguably some of the strongest in-game effects of Items that depend purely on getting heads (Recycle, Super Scoop-Up, Crushing Hammer) and I'd personally much prefer those cards become something similar to Ace Specs and not need flips. When I lose (or win) a game, I want to know it was because one of us outplayed the other and had the superior strategy, not because of luck. Some luck in a draw-based card game is inevitable, but when my opponent got a few more heads than tails and was able to reap the benefits, I feel cheated. Same as I would if he'd gotten mostly tails.
 
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If we're discussing rule changes, personally I think only the new Supporter ruling should be reversed (First Turn Supporters shouldn't be allowed). To combat the obvious advantage of being able to go first, Pokemon has had many different restriction on the first turn in the past, of which there are absolutely none now and I do find this to be slightly unbalanced. If my opponent has been allowed to run through about 14 of his cards on T1, and by his next turn will be fully changed and able to wipe out my Basics which I can't Rare Candy yet, that's just a bit unbalanced. Like Otaku was saying, very much of the game has become about coin flips, and not just minimal effects. The flips have been there since Base Set, but we have arguably some of the strongest in-game effects of Items that depend purely on getting heads (Recycle, Super Scoop-Up, Crushing Hammer) and I'd personally much prefer those cards become something similar to Ace Specs and not need flips. When I lose (or win) a game, I want to know it was because one of us outplayed the other and had the superior strategy, not because of luck. Some luck in a draw-based card game is inevitable, but when my opponent got a few more heads than tails and was able to reap the benefits, I feel cheated. Same as I would if he'd gotten mostly tails.

On your last points, this is why I think Pokemon Catcher was printed. Pokemon Reversal was so unbalanced at the years ending tournaments that they felt a version of the card without the coin flip. Ace Specs just ruin the flow of things but I do agree some effects should be restricted to them. I really dislike losing or winning games because I ether flipped will or got out flipped or one player got overran because of poor starts. I also hate the first 2 or 3 turns of the game because of how fast things can go down hill.

I see a lot of people bashing yugioh because of how broken or unfair the game is but I can make any deck and compete against the meta while not using any power card or meta concepts. You can't do that in Pokemon. In yugioh, I can prevent my opponent from making plays or counter them all together by playing 1 or 2 cards and being smart about my resources. I can also punish them when they overextend, something you cant do in Pokemon. Just like how games can go down hill fast in yugioh in a single turn, they can also go down hill fast in a single turn in Pokemon. The issue is Pokemon is becoming like yugioh by printing these powerhouse cards and not making ways to stop or slow them down. Plasma Klingklang does not help this out at all.
 
Pokemon Reversal was so unbalanced at the years ending tournaments that they felt a version of the card without the coin flip.
It was released in Japanese B/W set. So it wasn't decision. They just decided to release it later(what gave worlds format so much flips)
 
On your last points, this is why I think Pokemon Catcher was printed. Pokemon Reversal was so unbalanced at the years ending tournaments that they felt a version of the card without the coin flip. Ace Specs just ruin the flow of things but I do agree some effects should be restricted to them. I really dislike losing or winning games because I ether flipped will or got out flipped or one player got overran because of poor starts. I also hate the first 2 or 3 turns of the game because of how fast things can go down hill.

I see a lot of people bashing yugioh because of how broken or unfair the game is but I can make any deck and compete against the meta while not using any power card or meta concepts. You can't do that in Pokemon. In yugioh, I can prevent my opponent from making plays or counter them all together by playing 1 or 2 cards and being smart about my resources. I can also punish them when they overextend, something you cant do in Pokemon. Just like how games can go down hill fast in yugioh in a single turn, they can also go down hill fast in a single turn in Pokemon. The issue is Pokemon is becoming like yugioh by printing these powerhouse cards and not making ways to stop or slow them down. Plasma Klingklang does not help this out at all.

Your theory on Catcher is pretty far off. Mostly because the card was already in development in Japan long before the horrible American format came out. A card like catcher is WAY better for the game than a card like Reversal, I'm not arguing against that, just saying that the printing of catcher had nothing to do with Reversal. I have only been playing since HGSS came out, but I'm somewhat familiar with the formats directly before (as far as SP and GG and what not), and of course everyone knows Gust of Wind, even if you didn't play then. So, cards that I am aware of that were important to gusting is GoW, Palkia (a la Flygon), Luxray, Reversal, and now Catcher. The mechanic has always been in the game. I don't precisely like it, but its always been there, even if some forms have been better than others (catcher + Junk Arm probably the worst, though Luxray and Poke Turn were pretty bad).

I don't know much about Yugioh, but all games have the ability to punish for overextending, Pokemon included. Ever Junipered a good hand away to try for a donk and missed? Punishing for over-extension isn't a mechanic built into the game, its a psychological concept in warfare (in this case, mental).
 
On your last points, this is why I think Pokemon Catcher was printed. Pokemon Reversal was so unbalanced at the years ending tournaments that they felt a version of the card without the coin flip. Ace Specs just ruin the flow of things but I do agree some effects should be restricted to them. I really dislike losing or winning games because I ether flipped will or got out flipped or one player got overran because of poor starts. I also hate the first 2 or 3 turns of the game because of how fast things can go down hill.

I see a lot of people bashing yugioh because of how broken or unfair the game is but I can make any deck and compete against the meta while not using any power card or meta concepts. You can't do that in Pokemon. In yugioh, I can prevent my opponent from making plays or counter them all together by playing 1 or 2 cards and being smart about my resources. I can also punish them when they overextend, something you cant do in Pokemon. Just like how games can go down hill fast in yugioh in a single turn, they can also go down hill fast in a single turn in Pokemon. The issue is Pokemon is becoming like yugioh by printing these powerhouse cards and not making ways to stop or slow them down. Plasma Klingklang does not help this out at all.

The problem with YGO with counters is that the counters dont work very well now a days. You can just blow past everything unless you use hand traps everything else you play can die on the spot. In Pokemon it takes a readjustment of strategy and techs to counter things. Catcher is the problem why counter plays in pokemon dont work sometimes sibce it kind of screws up counters like Silgilp and Bounfaunt and what not.

Deck infrastructure is everything in Pokemon. If you play a slow deck with small basics you wont have a long game. In YGO it doesnt matter what you play since its all dependent on the draw. In pokemon if you have nothing but big monsters chances are the gsme more than likely will last a while. I personally dont care if the game is a bit restrictive on what you can play but ai like when any game is slow and drawn out a majority of the time. I like not worrying about having to have a counter just to play the game in YGO. In Pokemon i can just play the game most of the time, its more like a chess game in a way to where every move counts instead of if i didnt draw certain cards i lose.
 
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The problem with YGO with counters is that the counters dont work very well now a days. You can just blow past everything unless you use hand traps everything else you play can die on the spot. In Pokemon it takes a readjustment of strategy and techs to counter things. Catcher is the problem why counter plays in pokemon dont work sometimes sibce it kind of screws up counters like Silgilp and Bounfaunt and what not.

Deck infrastructure is everything in Pokemon. If you play a slow deck with small basics you wont have a long game. In YGO it doesnt matter what you play since its all dependent on the draw. In pokemon if you have nothing but big monsters chances are the gsme more than likely will last a while. I personally dont care if the game is a bit restrictive on what you can play but ai like when any game is slow and drawn out a majority of the time. I like not worrying about having to have a counter just to play the game in YGO. In Pokemon i can just play the game most of the time, its more like a chess game in a way to where every move counts instead of if i didnt draw certain cards i lose.

Yugioh is not like that though. in Pokemon, you need certain cards to do will or win, or you just lose or at a huge disadvantage. My yugioh deck does not have or need the use of hand traps because of the way I built it. I also not need Mirror Force or Torrential Tribute. They do help but they are not needed to win my games. Slow decks should not be punished because of their play style and big basics should not be the only play. The current game and tournament rules hurt different play styles and thats a problem.

Yugioh is a game of resource management, where you need to play the right cards at the right time or you get punished for it. Only thing I dont like about Yugioh is the strongest opening hand wins but I can normally out play my opponents most of the time under a less then ideal start. In Pokemon, resource management is not as big a deal unless your hand is 4 juniper and catchers, which are the 2 most important cards in the game right now. In Pokemon, you need a good opening hand or you just lose. Your hand needs to have a powerful draw supporter unless you draw god cards of your Cheren or manage to utilize a hand with Bianca. To me is seems your argument against yugioh is its too hard. You dont need all the top tier cards in yugioh to do well as long as you know your deck and the meta. You can do that in Pokemon without some extreme luck, which I dont like.

Just so you know, we cant say Pokemon is like chess because theres no luck in chess-just all skill. In Pokemon, its all luck before any skill comes in. Stage 2 decks struggle unless they get a god opening hand and can go first, while basics can do well at all times and dont suffer much from bad starts because they can run more trainer cards then you can. The problem is Pokemon is trying too much to be like yugioh. The game does not need to be so aggro and should reward different play styles but it does not.

Yugioh could be better if they can learn how to use a ban list and figure out what they are suppose to do, but pokemon is not much, if any better then Yugioh.
 
Yugioh is not like that though. in Pokemon, you need certain cards to do will or win, or you just lose or at a huge disadvantage. My yugioh deck does not have or need the use of hand traps because of the way I built it. I also not need Mirror Force or Torrential Tribute. They do help but they are not needed to win my games. Slow decks should not be punished because of their play style and big basics should not be the only play. The current game and tournament rules hurt different play styles and thats a problem.

Yugioh is a game of resource management, where you need to play the right cards at the right time or you get punished for it. Only thing I dont like about Yugioh is the strongest opening hand wins but I can normally out play my opponents most of the time under a less then ideal start. In Pokemon, resource management is not as big a deal unless your hand is 4 juniper and catchers, which are the 2 most important cards in the game right now. In Pokemon, you need a good opening hand or you just lose. Your hand needs to have a powerful draw supporter unless you draw god cards of your Cheren or manage to utilize a hand with Bianca. To me is seems your argument against yugioh is its too hard. You dont need all the top tier cards in yugioh to do well as long as you know your deck and the meta. You can do that in Pokemon without some extreme luck, which I dont like.

Just so you know, we cant say Pokemon is like chess because theres no luck in chess-just all skill. In Pokemon, its all luck before any skill comes in. Stage 2 decks struggle unless they get a god opening hand and can go first, while basics can do well at all times and dont suffer much from bad starts because they can run more trainer cards then you can. The problem is Pokemon is trying too much to be like yugioh. The game does not need to be so aggro and should reward different play styles but it does not.

Yugioh could be better if they can learn how to use a ban list and figure out what they are suppose to do, but pokemon is not much, if any better then Yugioh.

YGO isnt hard, its the complete opposite. In YGO you can unload your entire hand in 1 turn and end the game, within the first 3-4 turns of the game, even in Pokemon if you start to lose, the game can't end until all the prizes are gone. YGO the game plays itself, there isnt much decision making. Your not pressed with decision making like you have in Pokemon. What Pokemon you start with, who you attach your energies to, what cards you search out with Ultra Ball/Skyla change the game, yes sometimes you can get lucky and it can be simple, but most of the time you arent.

I dont get that feel from YGO, everything in YGO is very straight forward, in YGO you can be really bad and win just because of how well you drew, in Pokemon its so rare to lose to someone whos worse than you. In YGO it doesnt matter how you manage resources either, it matters more how well you have control in the game and what cards you drew. You can have 20 cards and they could beat you with 2-3, card advantage is outdated in that game since the games are decided very quickly. In YGO winning with diversity is the same with Pokemon, its both luck. Neither game is good with diversity but I feel that is a card game issue in general, its impossible to make everything playable. Both games have loads of filler in sets and both have issues in terms of deck construction.

And yes Pokemon has luck but so does a skilled game like MTG. You can open with no Mana and lose or no way to search it out, but thats how it is in every game. We can all get bad hands no matter what we are playing. At least in Pokemon its difficult to get a bad hand. You have so many searchers and draw power to where its almost impossible for it to happen consistently. Evolutions are weak by default, they require more resources, no matter what cards are made, by nature they are slower. Its hard to say what the game should be like, should decks be more basic like (with the EXs) or slower with evolutions. I say Pokemon is like chess in that your both taking turns making decisions that will eventually lead to an end game, a card game with probabilities is nothing like chess, if anything more like Poker with coin flips in the mix.

And the way I look at coin flips is that you have to always assume that the card will work but at least there is a chance of a card not working.

And I agree that some things need to change. The hammer cards, Mewtwo EX, first turn attacking rules, theres lots of things that arent right, but its more right than what you find in YGO. Theres a lot less luck in Pokemon I feel since you have the ability to search out cards easier and more time to play the game unlike YGO where the game has no rules to contain anything and theres less searching, less cards in a deck, and the desperate need to have counters at the right time.
 
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You can open with no Mana and lose or no way to search it out, but thats how it is in every game.

Magic has a real mulligan rule, where if you don't like your hand you can get a new one at the cost of drawing one less card.

The problem I've been seeing this with this YGO/Pokémon thing is, the two games are totally different and are both imbalanced with Magic being the only real "balanced" game in which it's current meta is unsolved as there are ∞ amazing decks doing well.
 
YGO isnt hard, its the complete opposite. In YGO you can unload your entire hand in 1 turn and end the game, within the first 3-4 turns of the game, even in Pokemon if you start to lose, the game can't end until all the prizes are gone. YGO the game plays itself, there isnt much decision making. Your not pressed with decision making like you have in Pokemon. What Pokemon you start with, who you attach your energies to, what cards you search out with Ultra Ball/Skyla change the game, yes sometimes you can get lucky and it can be simple, but most of the time you arent.

The biggest difference is Yugioh does not have a Professor Juniper. If my opponent goes first and unload their whole hand, I know I will win that game because I can Dark Hole their field and/or Heavy Storm and remove all their options. Then they will be at a 0 card hand, where you dont want to be in Yugioh. In Pokemon, I can play my whole 7 card, Professor Juniper, play that hand and have a supporter for the next turn and/or use my Tropical Beach to go back to 7 card hand. Pokemon is a lot worse then Yugioh and dropping hands.

Yugioh is not a hard game. Most good players dont unload their hand in one turn or the first turn of the game. I know for sure I dont unless I know I can take the game. I normally play 1 to 2 cards per turn and try to keep my hand at least 5 cards. Most players dont do it unless they can take game. Some hand traps like Battle Fader prevents aggro plays like this. You can then punish your opponent for overextending and Dark Hole them the next turn and take the game because you played your resources smart.

Yugioh has a ton of decision making. You need to search out the right cards when you have a search option open for you. Just like Pokemon, you need to take the right cards at the right time. Unlike Pokemon, plays I make in Yugioh are not set in stone and require planning in the event something fails because of trap cards and monster effects. In Pokemon, I play what I want without worry. I would like to see the return of cards like Power Spray that can be played on your opponents turn to add more options and defending on a opponents turn.

I dont get that feel from YGO, everything in YGO is very straight forward, in YGO you can be really bad and win just because of how well you drew, in Pokemon its so rare to lose to someone whos worse than you. In YGO it doesnt matter how you manage resources either, it matters more how well you have control in the game and what cards you drew. You can have 20 cards and they could beat you with 2-3, card advantage is outdated in that game since the games are decided very quickly. In YGO winning with diversity is the same with Pokemon, its both luck. Neither game is good with diversity but I feel that is a card game issue in general, its impossible to make everything playable. Both games have loads of filler in sets and both have issues in terms of deck construction.

Thats the other way around. Plays in Pokemon are straight forward. There is nothing any player can do on their opponents turn but wait for it to end to take their turn. One of my biggest problems with the game is you cant prevent yourself from losing on your opponents turn. A card that prevented a attack during your opponents turns would be nice. In yugioh, there are not many cards that work in every deck because they all do their own thing but just about every card in Pokemon will work in the same deck.

Many other cards are playable in some deck, competitive or not. Most cards are not playable in Pokemon in any deck, competitive or not. Pokemon, just like Yugioh depends on the opening hands. Pokemon,like Yugioh can also have games ending in 3-4 turns. The biggest difference is Yugioh does best of 3 game where the player who played their cards better will win.

If my research is correct, both MTG and Yugioh release their new sets around the world at the same time. What they get in 1 set. we get in the game set. No one country has a card advantage over the other
because they get everything at the same time. If a set is held back for any reason, the cards in those sets will be the same card for card. In Pokemon, our cards in our sets come from a bunch of sets consisting of their core set, starter decks, promos and other piles. I think they just design 10 cards and grab the first 80 or 90 they can find. Look at the first BW set from Japan and then look at our BW set. They even gave us a few full art supporters a set early just for sales.

And yes Pokemon has luck but so does a skilled game like MTG. You can open with no Mana and lose or no way to search it out, but thats how it is in every game. We can all get bad hands no matter what we are playing. At least in Pokemon its difficult to get a bad hand. You have so many searchers and draw power to where its almost impossible for it to happen consistently. Evolutions are weak by default, they require more resources, no matter what cards are made, by nature they are slower. Its hard to say what the game should be like, should decks be more basic like (with the EXs) or slower with evolutions. I say Pokemon is like chess in that your both taking turns making decisions that will eventually lead to an end game, a card game with probabilities is nothing like chess, if anything more like Poker with coin flips in the mix.

The biggest difference is MTG allows players to mulligan to get a better hand. If you have no mana, then you have a option to try to get a better hand. In Pokemon you are forced to take what you have. You start a lone Tynamo to your opponents Landorus EX and they go first, get ready to sign the match slip. You will also get overrun if you dont start with a supporter or a way to get one and your opponent gets everything.

Evolutions are slow but should be stronger then non EX basic Pokemon. I'm saying EX as in basic EX, Stage 1 EX or Stage 2 EX. The difference here is the game is not trying to care about what get made, as long as the EX Pokemon are more or less playable. Stage 2 Pokemon should be on the same level as basic Legendary Pokemon with about half of each being better then each other. The game also needs to put in stage 1 EX Pokemon, Stage 2 EX Pokemon and non Legendary Basic Pokemon. I'd like to see a Zangoose EX.

And the way I look at coin flips is that you have to always assume that the card will work but at least there is a chance of a card not working.

Agreed

And I agree that some things need to change. The hammer cards, Mewtwo EX, first turn attacking rules, theres lots of things that arent right, but its more right than what you find in YGO. Theres a lot less luck in Pokemon I feel since you have the ability to search out cards easier and more time to play the game unlike YGO where the game has no rules to contain anything and theres less searching, less cards in a deck, and the desperate need to have counters at the right time.

Pokemon needs to find a way to prevent some cards from being 4 of in a deck because some are way to powerful to be 4 ofs. Hammer (any) are too good to be at 4 per deck. Mewtwo EX should have not been printed and should be banned. Keldeo EX's attack should do 20+20 like Ho-Oh EX, who is way harder to play and the first turn rules need work. Both card games require a lot of luck but a good Yugioh game will be like Pokemon because both have a large amount of search options during the game. Yugioh does it more often then Pokemon most of the time. As of now, if your yugioh deck is not search to swarm monsters. then your doing something wrong. Its not the only way to play though. In Pokemon. Big Basics is the way to do.
 
The biggest difference is Yugioh does not have a Professor Juniper. If my opponent goes first and unload their whole hand, I know I will win that game because I can Dark Hole their field and/or Heavy Storm and remove all their options. Then they will be at a 0 card hand, where you dont want to be in Yugioh. In Pokemon, I can play my whole 7 card, Professor Juniper, play that hand and have a supporter for the next turn and/or use my Tropical Beach to go back to 7 card hand. Pokemon is a lot worse then Yugioh and dropping hands.

Juniper goes both ways. Its good in a game where you have to use lots of resources, but its bad in the same sense since it allows for easy recoveries. Plus when your opponent screws you with N, its an option to get back in the game.

But Juniper is also once per turn and sometimes discarding your entire hand isnt very ideal. Its a double edged sword to the game.


Yugioh is not a hard game. Most good players dont unload their hand in one turn or the first turn of the game. I know for sure I dont unless I know I can take the game. I normally play 1 to 2 cards per turn and try to keep my hand at least 5 cards. Most players dont do it unless they can take game. Some hand traps like Battle Fader prevents aggro plays like this. You can then punish your opponent for overextending and Dark Hole them the next turn and take the game because you played your resources smart.

The thing in YGO is that games are dependent on single cards. Dark Hole is 1 per deck, what happens when you dont draw it? What happens when your opponent drops their entire hand and can negate everything you got? Heavy Storm and Dark Hole shouldnt be legal, the games rules should be changed instead since these cards are always needed. I dont like how its either have 1 or 2 cards or lose, a 1/40 chance in staying alive in a game is not good odds. Compared to a dead hand in Pokemon, you play 4 Juniper, 4 N's/Biancas/Cheribuns, 4 Random receivers sometimes, deck thinners like Ultra Ball, Energy Search, + a computer search, and drawing a bigger opening hand along with prizes thining your deck, thats like close to 1/4 of being able to stay in a game verses 1/40. I guess you can add draw cards in the mix but its all dependent on what you run.

Yugioh has a ton of decision making. You need to search out the right cards when you have a search option open for you. Just like Pokemon, you need to take the right cards at the right time. Unlike Pokemon, plays I make in Yugioh are not set in stone and require planning in the event something fails because of trap cards and monster effects. In Pokemon, I play what I want without worry. I would like to see the return of cards like Power Spray that can be played on your opponents turn to add more options and defending on a opponents turn.

YGO doesnt have as many searchers as Pokemon so the decision making is more based upon the opening hands. I disagree that in Pokemon you can do whatever you want, you dont stack your Mewtwo EX with more than X amount of energies in fear of their own Mewtwo EX, you dont bench Terrakion if hes going to keep getting catchered out, you dont N if your opponent's hand is bad, etc.

Thats the other way around. Plays in Pokemon are straight forward. There is nothing any player can do on their opponents turn but wait for it to end to take their turn. One of my biggest problems with the game is you cant prevent yourself from losing on your opponents turn. A card that prevented a attack during your opponents turns would be nice. In yugioh, there are not many cards that work in every deck because they all do their own thing but just about every card in Pokemon will work in the same deck.

I disagree on that since in Pokemon sometimes your playing on limited resources. Your not always opening with a lot of draw power and have to pick and chose out of the little things you drew what to work with.

If Catcher didnt exist, you could easily retreat and stall your opponent out in order to prevent losing. Counters are pointless since they depend on you drawing them, you cant have them every time, it makes more sense for players to just have less control over their opponent instead of having counters that your forced to run against those situations.


Many other cards are playable in some deck, competitive or not. Most cards are not playable in Pokemon in any deck, competitive or not. Pokemon, just like Yugioh depends on the opening hands. Pokemon,like Yugioh can also have games ending in 3-4 turns. The biggest difference is Yugioh does best of 3 game where the player who played their cards better will win.

I never see it too often where the games end in 3-4 turns unless its a serious mismatch. You cant end games that quickly due to the prize system. A best of 3 is just a waste of time since what happened in the previous game can just happen yet again.

If my research is correct, both MTG and Yugioh release their new sets around the world at the same time. What they get in 1 set. we get in the game set. No one country has a card advantage over the other
because they get everything at the same time. If a set is held back for any reason, the cards in those sets will be the same card for card. In Pokemon, our cards in our sets come from a bunch of sets consisting of their core set, starter decks, promos and other piles. I think they just design 10 cards and grab the first 80 or 90 they can find. Look at the first BW set from Japan and then look at our BW set. They even gave us a few full art supporters a set early just for sales.

YGO has Japanese exports in their base sets, it has the same issues of Pokemon in terms of release. In Japan they get game changing promos before the rest of the world does, the metas are different, MTG is an American made game so they dont have those issues. It disappoints me that YGO doesnt have Full Art or alternative arts (anymore at least), they just have different shades of foil instead.

The biggest difference is MTG allows players to mulligan to get a better hand. If you have no mana, then you have a option to try to get a better hand. In Pokemon you are forced to take what you have. You start a lone Tynamo to your opponents Landorus EX and they go first, get ready to sign the match slip. You will also get overrun if you dont start with a supporter or a way to get one and your opponent gets everything.

And that is a problem that they should fix.

Evolutions are slow but should be stronger then non EX basic Pokemon. I'm saying EX as in basic EX, Stage 1 EX or Stage 2 EX. The difference here is the game is not trying to care about what get made, as long as the EX Pokemon are more or less playable. Stage 2 Pokemon should be on the same level as basic Legendary Pokemon with about half of each being better then each other. The game also needs to put in stage 1 EX Pokemon, Stage 2 EX Pokemon and non Legendary Basic Pokemon. I'd like to see a Zangoose EX.

Not really sure how evolutions really should be like since right now since they seem like one big combo pieces and in a more less EX geared format they would dominate. They are already pretty good and if you knock them out, its only 1 prize and not 2 which is an advantage to running them. Its not like losing an EX to where half the game is over.

Agreed



Pokemon needs to find a way to prevent some cards from being 4 of in a deck because some are way to powerful to be 4 ofs. Hammer (any) are too good to be at 4 per deck. Mewtwo EX should have not been printed and should be banned. Keldeo EX's attack should do 20+20 like Ho-Oh EX, who is way harder to play and the first turn rules need work. Both card games require a lot of luck but a good Yugioh game will be like Pokemon because both have a large amount of search options during the game. Yugioh does it more often then Pokemon most of the time. As of now, if your yugioh deck is not search to swarm monsters. then your doing something wrong. Its not the only way to play though. In Pokemon. Big Basics is the way to do.

YGO doesnt really have lots of searchers though. Depending on the deck, they only have 3-6 per deck, which equals out to 6/40, which is 3/20, basically less than 10 percent verses pokemon with the ability to have 1/4 of your deck being searchers, plus 6 prizes and 8 cards draw on the 1st turn, by the odds your going to see more cards and with a prize system its less likely you can die on the spot unless you run low HP cards.
 
YGO doesnt really have lots of searchers though. Depending on the deck, they only have 3-6 per deck, which equals out to 6/40, which is 3/20, basically less than 10 percent verses pokemon with the ability to have 1/4 of your deck being searchers, plus 6 prizes and 8 cards draw on the 1st turn, by the odds your going to see more cards and with a prize system its less likely you can die on the spot unless you run low HP cards.

I think you may not remember what you said, so here it is.

YGO doesnt have any limits and thats a big problem on why the game is really unbalanced. Its too easy to dig through your deck and do whatever you want, where in Pokemon it takes a very long time to win a game (usually) since you have to charge up your monsters, get them out, and then slowly battle off your opponents cards.
 
Is the current format the worst ever?

For me it is. I recall a format where only Gardevoir/Gallade and Magmortar were viable. Now we have more than 2 viable decks, but all playable decks are terrible and just not fun to play. What bothers me the most is that all top tier decks do the exact same things. Draw a bunch of cards, attach 800 energies per turn, attack for 9000, hope you draw more Catchers than your opponent in the first few turns. If your deck can't do the above things, it's not going to win anything big.
 
I doubt the hammers are problematic so much as Sableye. Lost Remover did pretty much the same thing as Enhanced Hammer and Crushing Hammer is the same exact thing as Energy Removal 2. I don't remember either of those cards causing a huge hubbub. They weren't capable of being recycled by a commonly played basic Pokemon.
 
I doubt the hammers are problematic so much as Sableye. Lost Remover did pretty much the same thing as Enhanced Hammer and Crushing Hammer is the same exact thing as Energy Removal 2. I don't remember either of those cards causing a huge hubbub. They weren't capable of being recycled by a commonly played basic Pokemon.

I would challenge that assertion.

You have a potent effect based on a coin flip. Yes, Sableye makes such cards better (and Junk Arm before Sableye), but Quad Sigilyph ran four Crushing Hammer andthree Enhanced.

Also remember that the format affects the cards. Pokémon Reversal didn't become such a huge game determining factor until early HGSS-On... when suddenly it was the best option. That was when we had tournaments where, while other factors still mattered, making it to the top seldom happened without the coin flips going your way.

Some cards can be overpowered even before they interact with other cards; I would argue Sableye is potentially "broken" (with this card pool), and that Crushing Hammer and Enhanced Hammer are likely broken... and it is more likely the latter "break" the former and not the other way around.
 
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