Pokémon TCG: Sword and Shield—Brilliant Stars

Is the current format the worst ever?

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I'm not doing well at all this format. I have top 4ed one event and whiffed cut 7 other times. It is litterally the worst cities run I have ever had in masters (I usually win 33ish% of cities). I will say though; this format has plenty of GREAT things about it.

1A) First off, there are tons of playable pokemon. Tons. Including different stages. Two of the best decks in our format right now include stage 2s. Blastoise and Hydreigon. Anyways I could type a huge list of all of the different playable pokemon right now, but there is no need. All of you can think and know my point here.

1B) Of course Vaporeon will say there are so many more playable basics than evolutions, but that is the simple nature of the pokemon trading card game in its design. I don’t see how this is the fault of our powerful Exes. Even in LBS and Metanight days there were more playable basics than evolutions. Think for a moment exactly how many basics could be teched or splashed into a deck. Easy to forget cards are Tauros that discarded stadiums, and Lunatone and Solrock (although I do forget what they actually did). All of the mews were playable, there were plenty of Pokemon star that saw play and plenty of basic exes were amazing as well. Some even made their own deck. (I faced a Quad Rayquaza ex D in the top 4 of masters states). The list goes on. We’ve always had a great number of amazing basic pokemon. What we lack now is a good number of amazing evolutions to match, which isn’t too terribly bad IMO.

1C) Come to think of it, the only formats I can think of where we had more playable evolutions than basics were GardeGallade and Riptide. Only one deck was playable in both of those cases. Just food for thought.

2) Secondly, the format does take tons of skill. I would consider myself fairly good at the game. I’ve been playing for years and have done well since year 1 in masters. Yet I’m now fairing poorly. I have misplayed in this format much more often than ever before. There really are various different ways to play any given had in our current game. Choosing what supporter to play actually plays a large role in this, and is way Oak coming back to our game would destroy a lot of the skill it takes to play. Without Junk Arm, it takes skill determining what to discard with Ultra Ball or Comp Search. Managing resourses and knowing which items are more important in what situations that will come up is huge as well. Also, because of the plethora of basics that are good, deciding who to attack with can be tricky. Risk attacking with Mewtwo, or attack with a Tornadus and do less damage? These choices come up a lot, and honestly, if you think the game’s choices are obvious; you probably are pretty bad at it.

3) Every game is different. While this contributes to randomness, which IMO is usually bad, it can be good. The game can no longer be won by sheer muscle memory. “I did this last game and won, so I’ll do it now too and win” isn’t good logic with this format. Between how each deck is setting up and who discarded what cards, every game is drastically different from the next. It takes actual “in the moment calculation” to win. In the past, winning was pretty much about testing enough.

4) our metagame isn’t the notorious rock paper scissors fest that cities usually has. Some match ups are lop sided, such as Landorus vs RayEels, and Quad Sigilyph vs Keldeo, but other match ups can go either way. RayEels vs Keldeo is an extremely even match up that plays differently every time. I could list them all but hopefully you guys can catch my drift.

We also have some bad thing as well.

1) Randomness. While there is a lot of skill in the game, you need some luck to do anything with your skill level. If decks run supporter dry, they crumble and die. Tough luck? Going second against anybody is just awful. Especially if you are me. I’ve kept track since the rule change, and there have only been 2 modified tournaments in which I played 1st more often than 2nd. Tough luck? Both of these issues are huge and garbage and should be dealt with. Each any every deck has random qualities. I played Rayeels in a tournament this weekend and the amount of Tynamo I dropped turn 1 varied so much it was kind of gross. 5 rounds. 1st round was 0 Tynamo. 2nd round was 2 Tynamo. 3rd round was 3 Tynamo. 4th round was 1 Tynamo. 5th round was 2 Tynamo. So random. Also, Keldeo blastoise is so much random jacked into one deck it’s not even funny. When will you just drop 6 energy and OHKO an EX? Or will you ever? Will you turn two? So much crazy “it just so happens…” situations happen that luck determines a lot, and if it were to be reduced we could truly see the skill the game takes shine.

2) Coming back from behind is just stupid. This has also a lot to do with randomness, but it’s different enough imo. While skill is a big factor in the game, skill just keeps you and your deck “on pace”. There are very few ways to jump ahead in the pace of a game through skill. Almost none. If you are getting tossed from a bad start skill won’t save you. A good player also cannot out play a bad player and 6-0 them or anything like that. Honestly if you are falling behind in a game due to the above stated randomness, you just have to N your opponent to a small amount and pray. That’s it. Coming back from behind is pretty much completely luck based.

All in all I do like the format. If we just had some pokemon draw options we’d be in great shape. If our first turn rule was fixed we’d be in even better shape. Fix both and we have an awesome format. It’d just be so easy to fix the first turn rule too…. Sigh….

These are just my thoughts on the format anyways. All statements about past formats were 100% from memory, so forgive errors please.
 
I think Pokemon draw might break things a bit if it's any better than Empoleon (which is already VERY good compared to everything else...) but fixing the first turn rules would be great.

Also, something I kind of want to hear some thoughts on: undoing the rare candy errata would go a long way towards slanting the format towards evolutions. But would that be good, or bad?
 
I think Pokemon draw might break things a bit if it's any better than Empoleon (which is already VERY good compared to everything else...) but fixing the first turn rules would be great.

Also, something I kind of want to hear some thoughts on: undoing the rare candy errata would go a long way towards slanting the format towards evolutions. But would that be good, or bad?

Think about all of the stage 2's that exist. Now think about how many of them are playable. Now think about all of the ones that are not playable. How many of them would become playable due to a rare candy switcharoo? Probably 0. Possibly 1. Changing rare candy would only make the stage 2's that are already playable much, much better.

Hydreigon, Blastoise, and Klingklang are all good enough as is to be great. Buffing them could be damaging to the playablility of others decks and could harm our variety by making them too good.

We don't need our current evolutions that are already strong to become stronger. We need new evolutions that compete, or new basics that make old evolutions awesome.
 
We don't need our current evolutions that are already strong to become stronger. We need new evolutions that compete, or new basics that make old evolutions awesome.

First, thank you for your detailed post earlier. I disagree on some points, but unless I spend a week crawling through the internet, it will often boil down to you remembering an older format one way and myself remembering it another.

Second, we seem to agree on the point you just stated. I do differ in that I think some Evolutions that are currently weak would become stronger, but I don't have the play testing to prove it, and it might be that "strong until eventual luck fail" kind of scenario, where the deck performs well but eventually chokes, and so you rarely see it in the top cut.

I wish better designed (not necessarily "stronger") Evolutions, but most of all we need lower Stages that offset the extra space and time required to get Evolved forms into play.
 
I wish that they would stop printing good attacks or abilities on basics or Stage 1's that evolve. The new trubbish that does damage X tools in play would have been fantastic if it was one the Garbador in that set and then paired with the Garbador that shuts off abilities, or if we had memory berry back. But now what could have been a good deck if the had given the attack to the Garbador instead is completly useless.
 
I wish that they would stop printing good attacks or abilities on basics or Stage 1's that evolve. The new trubbish that does damage X tools in play would have been fantastic if it was one the Garbador in that set and then paired with the Garbador that shuts off abilities, or if we had memory berry back. But now what could have been a good deck if the had given the attack to the Garbador instead is completly useless.

How about they stop printing Abilities and attacks that are really only useful for fully Evolved Pokémon on lower Stages?

Plenty of excellent attacks and Abilities that would be perfect for Evolving Basic and Stage 1 Pokémon, and ironically enough many appear on the final Stage of a line where it is less than useful. I suppose some attacks (but not Abilities) would be okay with Celebi EX, but I am not convinced Celebi EX itself is worth the trade off; enough decks can OHKO it, and unlike a discarded Memory Berry (or equivalent Trainer effect) you are out more than just a card, but two Prizes as well when it happens (plus being unable to access the effect without Benching another one).
 
Every format is argued as the worst. I can't really say any format is truly worse than the other. Every format has a flaw, whether it is a few high end expensive basic pokemon with semi broken attacks, or a format that requires you to run a holon engine to compete. The key is adapting, that's what makes a good player a good player. The ability to see a format, and overcome anything said format has to offer.

Just my 2 cents.
 
I've also noticed people who defend a format tend to be those who are doing well in it. This is why I tend to give more credence (all other things being equal) to someone praising a format even if they aren't doing particularly well in it, or when a player who is doing well decides to critique it.

Wow I am doing badly, 4-9 out of the three Cities I've been to. I think this year's Cities is way more complex than last year's, mainly because there is no "best" list or combo for any given deck, for you or your opponent. Last year I printed out somebody's MagneEel and ChandyBeach lists from the internet, got the cards they said I needed, and played the decks to winning records because their play was so linear, so obvious. This year, I have an exchangeable array of basic attackers and trainers, and whenever my opponent puts something down, I have to think, what combo do I have that can deal with that threat? I agree with Ness, I think games now require a lot of skill. It's too bad I don't have the time to spend to learn that, and I'm not a good enough game player to just know it already.
 
How many of us have had good opening hands to only have it "N'ed" away before you even get to do anything with it?
On the other hand, it's oh so very sweet when you have a terrible starting hand and have no idea what to do with it but your opponent gives you a fresh one without you having to Juniper away half your Catchers and some other Junipers!
 
This isnt even the worst format in the past 6 months let alone ever. I distinctly remember not seeing a single evolution in the top 8 of worlds. Instead just a combination of mewtwo celebi terrakion sableye and darkrai. I think this is the best format ive played in(started playing when black and white was released because of the skill required to figured the format out and the fact that theres no dominant deck.
 
This isnt even the worst format in the past 6 months let alone ever. I distinctly remember not seeing a single evolution in the top 8 of worlds. Instead just a combination of mewtwo celebi terrakion sableye and darkrai. I think this is the best format ive played in(started playing when black and white was released because of the skill required to figured the format out and the fact that theres no dominant deck.

I think rather than "Is the current format the worst ever?" it should be "is this the worst series ever?"
The problem's not really in the meta but in the sets themselves. I think I've finally put my main point into a short sentence!

This may be the best it's been for B&W (obviously, there's more sets out now) but it's definitely not the best the TCGs been, it's a shame you only started recently. You're right though, that Worlds Top 8 was dire 0_0

Now the game doesn't follow it's own rules, you don't choose between the speed of a Basic or the slower, bulkier power of an Evolution, you just pick the powerful Basic. More simple, Basic based game-play is encouraged which relegates over 90% of a sets contents to useless even for Rogue play. Most games I've played have involved dumping my hand on the table each turn and attacking... it seems to work fine with the odd Catcher play here and there. I just don't get the need for such extreme power creep in Pokemon, it's only official format rotates every year so it's not like people can just hold onto old decks and collectors will buy new sets regardless.
So it's not that I can't play any more, I could probably rank quite high again if I wished but the B&W meta just isn't fun for me (or plenty of others).
 
This may be the best it's been for B&W (obviously, there's more sets out now) but it's definitely not the best the TCGs been, it's a shame you only started recently. You're right though, that Worlds Top 8 was dire 0_0

I think the game creaters were trying to simplyfy the game and provide a blast from past with cards similar to the base set era. The only problem here is cards in these days weren't one shotting each other unless you used Electrode's power or stacked a bunch of plus powers. As for Worlds its become very clear over the last 3-4 years thats its not the creative format people tout it as being. I think a large part of this is to do with many of the entrants collaborating with each other beforehand which is fine, but not when its "What deck/list should we all play". The biggest problem I have with the format now is that creativity is at an all time low. Right now it just seems they release cards with very specific decks they intend you to use. Just look at the last set, who didn't see Keldeo/Blastoise right away? Maybe instead of creating partners in crime they should create something thats obviously good, say Magnezone TM, but allow alternate support and engines to be viable with it.
 
I think the game creaters were trying to simplyfy the game and provide a blast from past with cards similar to the base set era. The only problem here is cards in these days weren't one shotting each other unless you used Electrode's power or stacked a bunch of plus powers. As for Worlds its become very clear over the last 3-4 years thats its not the creative format people tout it as being. I think a large part of this is to do with many of the entrants collaborating with each other beforehand which is fine, but not when its "What deck/list should we all play". The biggest problem I have with the format now is that creativity is at an all time low. Right now it just seems they release cards with very specific decks they intend you to use. Just look at the last set, who didn't see Keldeo/Blastoise right away? Maybe instead of creating partners in crime they should create something thats obviously good, say Magnezone TM, but allow alternate support and engines to be viable with it.

What you're describing is something that has always existed. Certain cards just gel with each other, and it happens in every format. (bar the bizarrness that was HGSS). It isn't a bad thing, it's a fairly simple mechanic of the game. They make cards that work well together, but is open ended for other things (like Kyogre EX or Kyurem.) This format is fairly versatile, you just have to put the effort in.

EDIT: It's called Synergy BTW
 
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What you're describing is something that has always existed. Certain cards just gel with each other, and it happens in every format. (bar the bizarrness that was HGSS). It isn't a bad thing, it's a fairly simple mechanic of the game. They make cards that work well together, but is open ended for other things (like Kyogre EX or Kyurem.) This format is fairly versatile, you just have to put the effort in.

EDIT: It's called Synergy BTW

The problem I see is that there appear to be several examples of cards that seem to be designed to work together (Garchomp/Altaria, Round, and Ninetales/Amoonguss all come to mind), that are fringe decks at best. I'm sure there are examples in other formats as well, but I just feel like there are more of them in this one.
 
The problem I see is that there appear to be several examples of cards that seem to be designed to work together (Garchomp/Altaria, Round, and Ninetales/Amoonguss all come to mind), that are fringe decks at best. I'm sure there are examples in other formats as well, but I just feel like there are more of them in this one.

That's actually also extremely common. With nearly every set release there's at least one pairing of cards that looks great on paper, but never turns out.

It's been so long since I've actually thought about this, but I'm going to go through the Researching Tower and look up the formats/sets I remember, and see how many I can post as examples:

PL: Skuntank G + Toxicroak G
RR: Undevelop Eeveelutions
SV: Charizard G Lv. X + Heatran Lv. X, Absol G in general
AR: all Arceus (to be fair they were an insane deck if you took SP out of the format)
HGSS: Charizard AR + Ninetales, Feraligatr Prime + regular Feraligatr, probably Gatr Prime + Lugia LEGEND was discussed somewhere
UL: I think the biggest one here was Blastoise + Feraligatr but that was a weird combination when you really thought about it
UD: Leafeon + Magmortar SV (which is basically our Ninetales/Amoonguss)
TM: The famous LostGar (lost world wasn't until CL though)

I stopped playing a little after CL so this is where my memory fades. But all the combinations above were hyped up to some degree - some more than others. They all saw some competitive play, but iirc only Arceus won any events, and they were all declared tier 2 at best.

I think it's natural for a format or game to have tier 2 decks by design. In fact, I think any "obvious" combination should be tier 2 at best. It should take some measure of creativity to come up with a really strong tier 1 combination of cards. Garchomp/Altaria is not creative, but when you think about it, Darkrai/Hydreigon was moderately creative (we got it easy because Japan 'told us' about it), Klinklang was obviously extremely creative, Hammertime was a great innovation, etc, etc...
 
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I think the difference now is that:

-A larger power disparity exists between the top-tier decks and the lower performers (difficult to prove empirically, but it feels to me like there's less of a continuum and more of a gulf).
-A perceived (again, hard to prove empirically) functional disparity between the higher level decks and the lower-level decks. The tier 1 decks tend to be basic/legendary-based (with a few notable exceptions), while evolution decks are relegated to the lower tiers. This creates the impression that either card design is stilted, or (as I noted in an earlier post), that there is a design flaw in the game that is not properly being accounted for.
 
Ninetales/Amoonguss is an interesting example because we have now seen it in 3 different incarnations.

"Flariados" was a disruptive deck, using Rocket's Admin and Energy Removal2 to really put the opponent in a bind. The same idea came back with Leafeon + Magmortar SV but it proved too clunky. Maybe it was a lack of testing and people gave up on it too easily? Now there is Ninetales/Amoonguss floating around. We have a Rocket's Admin parallel to go with it and the Ninetales ability means you don't have to spend a turn for the Spider Trap attack. But it doesn't work too well. IMO, most things easily one-shot everything in Ninetales/Amoonguss while it takes more effort on Ninetales/Amoonguss's part to one-shot back. The versions I have seen also lack the disruption of Flariados. Confusion over Sleep is a horrible trade off in a format where retreat is so easy.

Feraligatr is another possible way to look at it empirically. Rain Dance was SO GOOD on base set Blastoise. How did it fall so short in HGSS?
 
Rain Dance Pokemon are only as good as the Pokemon they can Rain Dance on to.

It was Gatr's Rain Dance partners that were bad relative to the format, not Gatr itself.
 
Skuntank / Toxicroak was pretty good for awhile though ;/ Especially after rotation when we lost Unown G
 
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