Pokémon TCG: Sword and Shield—Brilliant Stars

Is the current format the worst ever?

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Wanted to post this.

Over at Pokebeach, Martin Moreno wrote an article about the top 20 pokemon cards for Regionals.

If only those 20 pokemon are competitively playable, which the article doesn't specifically state, but can be implied, and lets also toss in 40 lower stages and trainers, that is a total of 60 cards, out of over 800 cards total within all BW sets, that are competitively playable. That's like 7.2% of all cards are playable. Not even close to 10% of the field.

To put it in real terms, someone buys a pack of Pokemon cards that comes with 10 cards. They are not guaranteed to pull 1 card that is playable out of the 10.

All these statistics and equations may not be exactly correct, but it does show a point.

That's not really healthy for any game, in my opinion, to have so few cards be competitively viable. There has to be the weaker cards, there has to be the bad cards, but a 93/7 split on the two sides?
 
I've always challenged the assertion "there has to be bad cards". I freely admit this is in part a mere debate of semantics; I don't define "bad" the way a lot of people who use the expression do ("specialized" =/= "bad", "not best in format" =/= "bad", "not especially good" =/= "bad").

However, I think developers (based on actually talking with people working in the industry) get into the mind set that it is okay to intentionally design cards that are severely lacking, then write them off as at worst a "necessary evil".

It is highly improbable to enjoy a format where every card was perfectly balanced, to the point of being functionally impossible... and yet that ideal is still what needs to be the goal: the manufacturers of the game and the fan base need to then also accept that it is an unattainable goal, and accept it won't be reached.

This probably sounds like a rather pointless thing, but it really is the difference of designing cards to be fun (and outside of "joke" cards would include being competitive to some noticeable degree) and just "phoning it in". It isn't true "balance" to have a few dozen cards capable of building a dozen or so decks to compete against each other... when you have a few hundred cards that are only good for collecting.

"Trading Card Game" means you try to appeal to as many as you can, but the people who buy Pokémon in place of an inexpensive "toy" and don't play or collect are easy to please; catering to them sacrifices market share (what they wouldn't like, no one else would either in general). Collectors, general players, and competitive players can all be pleased; not every single one all the time, but most of them most of the time; that is a successful TCG... if it still turns a sufficient profit. ;)
 
I have come to say this. This format is not the worst format ever nor the most balanced, but there are formats even worse than this one. Let's see what this format has.

BW-BC
Blastoise/Keldeo
Darkrai Variants (Inlcuding Hydreigon)
Eelektrik Variants
Ho-Oh
Klingklang Variants
Emboar Variants (Whoever plays this nowadays)
Flygon/Celebi
Dusknoir Variants
Landourus Variants
Dragon decks (Like Chomptaria and Chompmence)
Empoleon Variants
Mew EX Variants
Aspertia City (Yes, its a deck type)
Serperior variants
Quad Variants
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I just named 15 viable deck types in this format. There are more out there as this format is equally as versatile as any of the good formats. All you really need are a few EX cards and you might be able to make a deck that can win a tournament. Now, let's check MD-BW and see what that looks like.

Deck types for MD-BW
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Sabledonk

That's it compared to the last format I mentioned. Also, let's see about Mewtwo and Catcher which is a complaint to many.

Mewtwo is not broken as it was back then. You can get around it easily or counter it directly. There are many counters that come to mind.

Catcher is not broken at all and it actually adds strategy to the game and if it weren't for the two cards I mentioned, Blastoise/Keldeo would be the only deck played this format.

Also, claiming to Prime's post. This format is not just a 60 card dance party. It is an 800+ card dance party as every card in my opinion has its uses even if it's not the best usage of cards. So really, this format is more than just a simple play this deck or lose type game. Its more of who can execute his/her deck better.

As many of us SHOULD know, Pokemon has 2 things involved.

Luck: Something that is uncontrollable and not something you can change. Ex. Topdecking Pokemon Catcher. Sometimes you do, sometimes you don't.

Skill: Something that comes to you when you play a game for a certain amount of time and is controllable. Ex. Choosing to Rush In with Keldeo on a certain turn or playing Pokemon Catcher at a certain point.

So, with those two involved, 60 cards will not be enough to win all of your games. Its a game which has strategy and luck involved just like any card game. Simple as that.

In short, there are worse formats and this format should be considered one of our better ones in a long time and it takes more than just 60 cards to win game after game. :thumb:
 
I have come to say this. This format is not the worst format ever nor the most balanced, but there are formats even worse than this one. Let's see what this format has.

BW-BC
Blastoise/Keldeo
Darkrai Variants (Inlcuding Hydreigon)
Eelektrik Variants
Ho-Oh
Klingklang Variants
Emboar Variants (Whoever plays this nowadays)
Flygon/Celebi
Dusknoir Variants
Landourus Variants
Dragon decks (Like Chomptaria and Chompmence)
Empoleon Variants
Mew EX Variants
Aspertia City (Yes, its a deck type)
Serperior variants
Quad Variants

To be fair, you have to name only the decks that are winning consistently and decks that are not clones of another. That Leaves;

Blastoise/Keldeo
Darkrai Variants (Inlcuding Hydreigon)
Eelektrik Variants
Ho-Oh Variants
Klingklang Variants

Quad Variants are not winning anymore as people are wising up to them. The deck must still be able to hold its own against decks that beat it. Quad Sig is not winning anything against a deck that can tech against it.

Not sure why you listed Serperior. Its a good card but cant effectively deal with the meta. I tried it and it does not work and I mean the concept behind it. I also tried it many different ways. Everything hits it way too hard and there is not enough 'good' heal to support it. The matchup against Keldeo is also unfavorable. You blow through your resources way too fast and without 3 Plus Powers you'll never hit that OHKO mark, which I found myself needing many times in a game.

Aspertia, Mew, Landourus/ other big basics fall under Ho-Oh and depends on what the players feels like playing in the deck.

Empoleon is still good but it wont be winning anything big if players only play what they need and Durant taught people that lesson. The deck has won tournaments but its not doing it consistently.

The only decent Dragon Deck around it Darkrai/Hydreigon and Rayeels. No other dragon type deck stands a chance

No one plays Flygon/Celebi/ or Dusknoir because the meta is too aggressive towards them. Out of all those decks you listed, only like 5 are viable tournament options and they all do the same thing.
 
To be fair, you have to name only the decks that are winning consistently and decks that are not clones of another. That Leaves;

Blastoise/Keldeo
Darkrai Variants (Inlcuding Hydreigon)
Eelektrik Variants
Ho-Oh Variants
Klingklang Variants

Quad Variants are not winning anymore as people are wising up to them. The deck must still be able to hold its own against decks that beat it. Quad Sig is not winning anything against a deck that can tech against it.

Not sure why you listed Serperior. Its a good card but cant effectively deal with the meta. I tried it and it does not work and I mean the concept behind it. I also tried it many different ways. Everything hits it way too hard and there is not enough 'good' heal to support it. The matchup against Keldeo is also unfavorable. You blow through your resources way too fast and without 3 Plus Powers you'll never hit that OHKO mark, which I found myself needing many times in a game.

Aspertia, Mew, Landourus/ other big basics fall under Ho-Oh and depends on what the players feels like playing in the deck.

Empoleon is still good but it wont be winning anything big if players only play what they need and Durant taught people that lesson. The deck has won tournaments but its not doing it consistently.

The only decent Dragon Deck around it Darkrai/Hydreigon and Rayeels. No other dragon type deck stands a chance

No one plays Flygon/Celebi/ or Dusknoir because the meta is too aggressive towards them. Out of all those decks you listed, only like 5 are viable tournament options and they all do the same thing.

That's not the point. Anything is tournament viable if you know how to play it.
 
That's not the point. Anything is tournament viable if you know how to play it.

I actually agree with Vaporeon. The meta isnt as broad as you think. You have the main 3 decks which are Eels, Darkrai, Blastoise and then everything else is basically some sort of Mewtwo variant mixed with either Tornadus, Landorus, Terrakion and Ho-Oh. Then you have the occassional Emporeons but thats really it. I personally dont think Klinglang is any good, I never see the deck ever being played but thats just my opinion.

The meta has its limits. People play the game a lot and after a lot of time they figure out what wins consistently and what doesnt. Theres enough tournaments to where after enough trial and error people find out what has trouble winning and what doesnt.

The format could be better and it could be worse. The only thing I dont like about the format is how everything is so focused about stopping Mewtwo EX or abusing it. Your either playing a deck thats very effective at slowing it down or one thats taking advantage of it. If Mewtwo EX wasnt around I think the diversity would be larger since a lot of decks that get trampled by it would see play. Either way even with Mewtwo EX in existance, the game is still fairly playable. Its limited on what you can play but games dont end very fast providing you play with the card in mind.

I will say that all hell will break loose once we get Ghetsis since the meta will drastically change upon this cards release. Stage 2 decks probably wont be worth playing since they get wrecked if this card is played on them early game. And if you think luck was bad now, wait until you open with a hand loaded with items and end up scooping because your opponent plays 1 of these which leads to them having doubled their hand and your hoping and praying for N or Juniper just to keep playing. The game will get pretty derpy upon this card's release since your opponent opening with this will make a lot of people rage quit unless they have a counter. I feel that card is going to have a negative impact on the game. I get that it was made in mind to counter Catcher but it ends up countering about 1/4 of any deck in the game instead which isnt very fair.
 
To be fair, you have to name only the decks that are winning consistently and decks that are not clones of another. That Leaves;

Blastoise/Keldeo
Darkrai Variants (Inlcuding Hydreigon)
Eelektrik Variants
Ho-Oh Variants
Klingklang Variants

Quad Variants are not winning anymore as people are wising up to them. The deck must still be able to hold its own against decks that beat it. Quad Sig is not winning anything against a deck that can tech against it.

Not sure why you listed Serperior. Its a good card but cant effectively deal with the meta. I tried it and it does not work and I mean the concept behind it. I also tried it many different ways. Everything hits it way too hard and there is not enough 'good' heal to support it. The matchup against Keldeo is also unfavorable. You blow through your resources way too fast and without 3 Plus Powers you'll never hit that OHKO mark, which I found myself needing many times in a game.

Aspertia, Mew, Landourus/ other big basics fall under Ho-Oh and depends on what the players feels like playing in the deck.

Empoleon is still good but it wont be winning anything big if players only play what they need and Durant taught people that lesson. The deck has won tournaments but its not doing it consistently.

The only decent Dragon Deck around it Darkrai/Hydreigon and Rayeels. No other dragon type deck stands a chance

No one plays Flygon/Celebi/ or Dusknoir because the meta is too aggressive towards them. Out of all those decks you listed, only like 5 are viable tournament options and they all do the same thing.

Let's say that the meta is only those five decks (which I still disagree with, but I'll get to that in a moment), the format is still fairly diverse (also you didn't note Pangea for whatever reason so it's even more diverse than that), that's 5 or 6 decks, which is enough for you to play against a different deck every round in a cities, and almost every round in a bigger tournament such as regionals.

Next limiting it to only these decks is rather absurd. Mostly due to how people lump certain decks together, such as Darkrai, sure they have share an essential attacker, but they all have different objective and ways to win. Straight Darkrai is about speed, Hydreigon is about endurance, and Hammers about disruption. You can't go saying they're the same deck, because they simply aren't.

Also writing off decks such as Empoleon because they aren't winning consistently is rather ridiculous IMO. You're still going to see it, and it's still a deck worthy of consideration, and there's still things you can try putting into it.

Out of all those decks you listed, only like 5 are viable tournament options and they all do the same thing.

In what way are they all doing the same thing? As I noted with the variants of Darkrai, they all have different objectives and ways to win, and the decks you listed all function even more differently. RayEels can function in a number of ways almost to the extent of Darkrai if not even more so. Keldeo/Blastoise focuses on throwing attackers up consistently and is heavy on speed and recovery. Pangea about speed and countering certain decks. None of these decks are at all similar other than the fact that they all feature some of the same trainers, and all focus on taking prizes, which is a game mechanic.
 
The format isn't as bad as some people say it is. However, I believe what everyone is trying to say is that we all feel pushed towards AT LEAST one of the "big-daddy" EX cards if anyone wishes to make a competitive deck, and this is what everyone is in a ruckus about. Each time you're pushed to one of the big EXes, you lose that much more room for creativity.

Also, "rogue decks" are becoming less common because when one DOES perform dominantly well, word spreads fast via the internet about it. Then, everyone sarts using it and it thus losing its "rogue" title and becomes a commonly known threat in the meta. Darkrai/Hydriegon is proof of this.

HP balancing and power differences between EXes and non-EXes are also a big cause for concern. We're in a format where something has to be COMPLETELY BROKEN to be even remotely competitive, and the crazy power flux from EXes could arguably be pointed at as the root cause of this.

The Pokemon Catcher argument is bogus, in my opinion. It's a card that virtually any and all decks have, regardless what pokemon they run. HGSS-on had Catcher, and it was by far one of the best formats we had (my opinion, of course). It was diverse, fun, and creative. Rogue decks thrived in that format (or at least, I had good experience with running rogue, antimeta decks, and I know another competive player I often see that also did well with his own one time). Despite catcher in the format, Kyuerum spread decks still thrived. It's true that the presense of Catcher can limit what you can build and be competive with, but that's true of any commonly-used card, be it trainer or pokemon. Pokemon, be it basics or evolutions, are what defines the core of a format. You may have this god-awesome draw engine that makes any deck consistent, but if there aren't the pokemon that can embrace it, or if the pokemon completely shut it down, this "broken engine" becomes obsolete. See Uxie vs Power Spray. People of the DP-on era remember Uxie for it's broken ability to be a searchable draw engine. When SP pokemon were first introduced, they weren't really that good, so while Power Spray had potential, it didn't have the pokemon to back it up properly. RR and SV changed that with the infamous Luxray GL Lv X and Garchomp C Lv X. With crazy speed, power, and disruptive abilities of their own, Power Spray became a real threat, thus sending poor Uxie into retirement early as far as a top tier competitive future was concerned. When Vileplume UD came out, trainer lock made Uxie viable again. Vilegar made great use of this. Power Spray may be a more specialized trainer, but it perfectly represents my point here. Powerful trainers like Catcher aren't the problem. It's the pokemon used and the lack of balance provided by said pokemon that are the real problem.

I'm neither agreeing nor disagreeing with the original poster, as I can see both sides to this. On one hand, we feel "restricted" to using specific cards, yet on the other, these specific cards can be used in a wide variety of ways. You can mention the name "Darkrai EX," and at least two varients with different play styles come to mind: Hydreigon (being the main one), Hammer Time, and Turbo. Sometimes, Darkrai EX is used simply for the free-retreat aspect. Similiar examples can be listed for other big-daddy cards of today's format. I WILL say that I STRONGLY DISLIKE this format, more-so than I did the SP format. I love making rogue-decks. I love countering the meta-game. Sadly, though, this format has made such a play-style next to impossible. This is partly why I haven't been playing since the Fall BRs of 2012. It's just not fun for me anymore. I hate being drawn to big-daddy cards just to survive.

Thankfully, next format looks promising. Plasma pokemon will no doubt be popular, but many other techs will be available to give us a wider array of things to choose from. *eyes the Plasma Eeveelutions* One deck in particular (Plasma Klinklang) seems to be aimed at punishing EX-reliant decks altogether. It seems the age for rogue decks will return again soon enough (unless they become dominantly known via the internet again), so for those that hate this format, just calm down and wait for the next format to come around.
 
The variety of the decks in the format is actually very good. I enjoy all of the viable decks that see play. I also think that when both players get what they need it's very fun. But this is the most inconsistent format I've seen, imo. The luck part of the format is what I dislike, and I think the first turn rules have a lot to do with that. If you go second against Blastoise you're pretty much looking at your field thinking they can KO anything you need to minimize that... on your very first turn.
 
Wow, the beast of a topic has been revived! :p
The "Future EX's and the remainer of Black and White format", "8 incomplete evolution line in Boundaries Crossed"and "Current Format BW-on; Should anything be Banned?" threads had all ended up becoming discussions on how many people are unsatisfied with the B&W series.

If what I guess is true, that they're bringing in a new team of designers (or at least changing some of the people) each series then we should see another big change when we get to XY. Personally I'd love to see the people who did the late ex series (Deoxys on, especially the Delta Species sets) or if not, the first half of Diamond & Pearl, just be careful with the Gardevoir line this time ;)
 
I see a lot of people speaking favorably of the Delta Species block of sets, and I think it is telling of something.

Possibly of nostalgia, but something important to remember is that Delta Species, the idea of Pokémon "changed" from their normal Type into another, was largely about remedying the imbalance caused by the nature of the video-game-to-TCG conversions. It allowed some less populous Types to be expanded, as well as a different direction with many established Pokémon. In short, it was a giant "patch" for the TCG.

*sigh*

As someone reminded me, it was also likely because the "Holon Trainer Engine" was to the Pokémon TCG as the "Metal Blade" was to Mega Man 2. For those who don't know about the video game I am comparing too... eh, don't worry about the comparison. XD
 
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Also, "rogue decks" are becoming less common because when one DOES perform dominantly well, word spreads fast via the internet about it. Then, everyone sarts using it and it thus losing its "rogue" title and becomes a commonly known threat in the meta. Darkrai/Hydriegon is proof of that.
Darkrai hydregion doesn't strike me as a rogue deck. The concept was first introduced in base set and has had many iterations since then. Just different Pokemon that do the same trick.
 
[/I]As someone reminded me, it was also likely because the "Holon Trainer Engine" was to the Pokémon TCG as the "Metal Blade" was to Mega Man 2. For those who don't know about the video game I am comparing too... eh, don't worry about the comparison. XD

Heh, well I'm a big Megaman fan so I get the ref. ;)
But it isn't just nostalgia for Delta species I'm feeling, just looking at the sets now you can see there's more overall balance, the cards that got used in the big decks of the time don't overshadow the other cards in the set anywhere near as much as they do now. Back then you could pick virtually any Pokemon and build around it and whereas you may not win much you'd at least feel you had a fighting chance. The advert banner just made me think "Hmm I do quite like Leavanny..." at one point, with so many versions of it to pick from I could probably make an ok deck around one of them. If I took Leavanny.dec to League now I'd just get crushed by a load of Darkrais and Keldeos.

e.g. I built a deck around Mightyena from Power Keepers just for fun because that's some of the most badass art Midori Harada has ever produced :p It wasn't tier 1 material, sure, but I won a fair few games with it, against good decks/players too!

I do agree though, Holon engine was over powered, I somehow got through that period with only 1 Holon Transceiver. But even though those Trainers were in every deck the variety of Pokemon you could play wasn't compromised. At least Transceiver wasn't alone in a set full of junk... -_-
 
lets put it this way, more people are play older (sp or back farther) formats in their spare time then playing this one. I am even starting to play formats before I even got in the game, just to play a better games.
 
something important to remember is that Delta Species, the idea of Pokémon "changed" from their normal Type into another, was largely about remedying the imbalance caused by the nature of the video-game-to-TCG conversions. It allowed some less populous Types to be expanded, as well as a different direction with many established Pokémon. In short, it was a giant "patch" for the TCG.

Still on the topic of "improvements to the game", this sort of type rebalance would be nice, Poison has changed type (for some reason :S) before so people would get used to it even without the Delta Species gimmick.

The purpose for such a change would be to make limited a viable competitive format which I believe would be nothing but a positive addition to Pokemon. Currently you can't get a truly balanced draft of a set because some types are so much more populous than others (oh and big fat Basics but... swiftly moving on). Opening a Fire type rare in pack one is kinda groan worthy as you're unlikely to pull many other Fire types to go with it.

I can reshuffle the types all the way down to having one still too small :/ So I'm not sure if it would be fixable.
Another idea is having certain Trainers or Supporters have a Type requirement in some way, could be nice with careful planning.
 
Still on the topic of "improvements to the game", this sort of type rebalance would be nice, Poison has changed type (for some reason :S) before so people would get used to it even without the Delta Species gimmick.

The purpose for such a change would be to make limited a viable competitive format which I believe would be nothing but a positive addition to Pokemon. Currently you can't get a truly balanced draft of a set because some types are so much more populous than others (oh and big fat Basics but... swiftly moving on). Opening a Fire type rare in pack one is kinda groan worthy as you're unlikely to pull many other Fire types to go with it.

I can reshuffle the types all the way down to having one still too small :/ So I'm not sure if it would be fixable.
Another idea is having certain Trainers or Supporters have a Type requirement in some way, could be nice with careful planning.

I started a thread a while ago inquiring if the TCG Types needed to be reshuffling. What do I mean? I began questioning the way things were converted from the TCG. What little progress I made actually testing things makes me believe we would be best, even if compromises must be made, to place no more than three video game Types into a TCG Type.

So far, my current hypothesis is that Poison would be best added to Darkness-Types and Rock to Metal-Types. Even if I am wrong, it has given me better appreciation for how hard it is to balance something being incompletely mimicked by the TCG rules. As for the lack of certain Pokémon Types, I do wish that evening those up was more of a priority (though I am uncertain of the current state; maybe B/W fixed that more than I realized).
 
I feel all pokemon types from the vg should have a place in the tcg. They should also do something about psychic being weak to psychic.
 
As it stands I think there's probably too many types in the TCG already, I don't think we need them all separating further if that's what you meant, it'd make drafting even worse than it is now.
The release of Dragon types in Black & White... I don't think that actually did any harm, we've had multicoloured cards before, this just makes them stand out with the old MtG "Gold" treatment.

As for Psy being weak to Psy, people understand that's because of Ghosts but it could easily be switched to Dark or even Grass (Bug). I always thought a nice way to differentiate VG types in the TCG would be to put a pattern in the coloured background e.g. something like a web pattern on the Grass types that are actually Bugs. No mechanical difference, would just look nice ;)

We're kinda getting out of "Why B&W sucks" and into "General ways to improve the TCG" here though. I do think this thread is important for people on both sides of the argument, but good card design and game design theory has come up so much recently perhaps we should start a new thread to discuss that... it's another topic that'd probably never die as I think even the most dedicated defenders of Nintendo/P!P etc. have ideas on what they'd like to see in the TCG.
 
Given the length and often meandering nature of this thread, I really shouldn't have brought the subject up here.

I did though, and my common sense didn't kick in until it had already been up for well over 12 hours, as well as having had a response. So I will comment, hopefully just a little more.

At a glance, the easiest solution seems to be direct adaptation of the video game Types to the TCG. Unfortunately, this is easier said than done, since so many other mechanics are lacking.

1a) In the video games, attacks have their own "Type", and matching it to the Pokémon gives a bonus to the attack.

1b) In the TCG, attack Type corresponds directly to Pokémon Type... so a Pokémon with an off-Type attack faces the same Type-Matching situations as one with an on-Type attack.

2a) In the video games, Weakness and Resistance are more varied in execution; Pokémon can take quadruple damage, double damage, unmodified damage, half damage, or be immune to damage from another Type... and can have such relationships to as many Types as the Pokémon's own Type (or Type combination) would require.

2b) In the TCG, Weakness is currently x2 or non-existent (barring certain card effects), and Resistance is -20 or non-existent; barring a few older mechanics, a Pokémon can have at most one Weakness and one Resistance (and never has hard more than two of each). All of these are simplified and fundamentally different relationships.

3a) In the video games, each can react to each other Type differently, usually possessing multiple forms of Weakness and Resistance.

3b) With some Types being merged in the TCG, sometimes a Pokémon finds itself in a situation where it should be Weak to some members of a TCG Type, but neutral or Resistant to others.

4a) In the video games, attacks have a limited amount of times they can be used based on each attack's "PP" score. That is to say, starting with "fresh" Pokémon you can use the attack(s) of your choice until they run out of juice.

4b) In the TCG, there is no limit to the number of times a Pokémon can use an attack... provided the Energy requirements are meant and the attacking Pokémon hasn't been KOed.

5a) The video games not only typically have higher HP scores (when Pokémon are fully realized), but also have the interaction with the Defense and Special Defense scores in damage calculation.

5b) The TCG HP in the current wave of cards are such that most Pokémon, regardless of Type, can at worst 3HKO each other, and usually 2HKO each other (with OHKOs common when Type-Matching is favorable). Big hits are no stranger to the video games, but see earlier comments about how attack and defense mechanics differ.

6) You need distinct colors for Types given how the TCG functions.

7) You may need distinct Energy Types given how the TCG functions.

8) Frankly I am of the opinion the video game system is pretty bad for Type taxonomy. A lot of the smaller groups sort of make sense; but the problem is when they are all combined you have very dissimilar aspects being held up as 'Type': channeling an element is treated the same as being composed of an element, chi manipulation is on par with those, psychic abilities are on par with those, using poison is on par with those, method of movement (flying, swimming, etc.) seems to be on par with those, and that is before we get to odd things like having both "Ground" and "Rock" Types, or how Ice-Types seem to be one part attacking with solid state water and another part dealing with lowering the subjects temperature/attacking with "cold". :confused: :eek:

tl;dr: The overarching issue is the video games and TCGs being games with very dissimilar core mechanics but a "skin" of Pokémon applied to each causes numerous problems, but a big one here is how differently damage is calculated between the two.
 
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