Pokémon TCG: Sword and Shield—Brilliant Stars

The Best in the Game

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Spencer is right. It's the reason Yamato does so well ALWAYS. People get SCARED when they play Yamato. They psyche themselves out into thinking "he's unbeatable." I'd imagine Jason wins his fair share of games too this way lol
 
Most important trait? Have the last name Fulop.

In all honesty, there are alot of things that go into being a great player. I break it down into key broad categories: In game playing, deck building, and metagaming. All are equally important at the end of the day. In game playing simply means how well you handle your in game moves. Don't make mistakes, know all of your matchups. KNOW PROBABILITY. WELL. The # of times per game you need to try and get a card, or figure out odds your opponent has a card, or if they can draw into a few cards to "go off" is incredible. Multiple times almost every game you need to make choices that probability influences. The decisions may not be terribly relevant every time, but are often enough that this is critical to learn to do. It gives you a useful edge. Most of the times I end up taking a long turn, almost the only times, is when I am working out odds. Many times when luck is involved, unless you have a read on someone, or think you do, probability is the best judge of what the right moves are. Many decisions take into place alot of different factors that need addressed. To play well and do all of these calculations quickly is difficult, but gets easier the more you play. ALSO pointing to the previous point, KNOW YOUR DECK LISTS. And try and figure out your opponents. All of this is needed towards your calculations. Mikey is 100% accurate with that. I can USUALLY come EXTREMELY close to knowing an opponents exact list by the end of a match with them. You can usually even make blind assumptions based on a format: Assume a stage 2 deck has 4 RC, 4 Bebe, 4 Roseanne, 2-2 Claydol, at least one Uxie, etc.

On the topic of in game decisions: Ross nailed it. Alot of players can play a game turn by turn. Yet one of the things I feel I excel at is playing a matchup. Know the "whole picture". Know the general way matchups flow. Know what type of board positioning favors your deck,a nd what favors theres. Know key turning points in the game, and what, theoretically each deck wants from that point. Than, work your entire game plan around making sure those vital points favor you. THIS is a huge difference between a solid, and a good player.

Next point: deck building. Some people are better at it than others. Someone said some players are good players, but bad deck builders, or vice versa. I disagree. If your a great deck builder, you are at the very least going to be a good player. Not great, but at least good. There is not a player in this game who can claim to be a great deck builder without understanding the very specific fine tuned points of competitive playing. Unless they just blindly get lucky on every build. It doesn't make sense at all for them to be. A good player can be BETTER at making a deck than at playing, but there is rarely a great difference between the two.

A number of things go into building a deck. You need to focus on consistancy, yet also making sure to have options. Make sure your deck does what it wants to do as quickly and often as possible, while making sure what that thing is actual wins games. You need a balance between consistency and speed. Have a goal for your decks win condition. Some decks benefit off of being fast, and disruptive. Others aim towards an inevitable set up that overpowers most other decks. Some decks want to have an answer to all of the other popular decks. Focus your deck. Pick either a strong Pokemon and focus around it ( Kingdra for example ) or pick a couple that have inherent synergy that combo together ( Emp w Bronzong, for example ) and make sure the other pokemon support it. An example of a BAD combination of Pokemon? Machamp Lucario from a few years ago. Machamp was a good pokemon. As was Lucario. Yet what synergy did they have? They used the same energy types? They both served the same purpose: attack. They didn't cover any of their weaknesses. They were utterly redundant. If anything, you'd want to run a different type Pokemon to cover any of your weaknesses. "Doubling Up" on two attackers of the same type is rarely a good decision.

Now onto the third and final point: Metagaming. You can play near flawlessly. You can make a great list. Maybe even the best list possible for a given deck. Yet you can walk into an event and get steamrolled. You need to know how well a deck fits in with the other viable and popular decks. There is a difference between making a smart choice, and making the BEST choice. It isn't that difficult to make a smart deck choice. That should be your goal. You can, and should, expect that of yourself. Making the BEST choice is extremely difficult. After an event, you can always look back and think to yourself what deck would have given you the best opportunity to take first. Worlds 2005 for example? Muk EX would have been the correct play. Worlds 2007? Metanite with Sceptile d EX. You have to predict what decks will be played, and how they interact, and play a deck that will beat the other decks that will do well.

A few examples: In Worlds 2005, I made a terrible deck choice. I went with Rock Lock. Here was my thinking: The BDIF was Medicham. Medicham was pretty hard for Rock Lock to beat. I knew Rock Lock pretty well, and I wasn't that comfortable with Medicham. I was debating what decks to use, and had issues finding a strong counter vs Medicham that would beat the rest of the format, or at least hold up. I expected many of the players to either be afraid to use Medicham due to mirror match, or some archtype phobia ( I LOVE when players refuse to use good decks: please, keep it up ) or that they would be running decks aimed to BEAT it. Therefore, I went with a gamble: Rock Lock lost to Medicham, but I had a number of reasons to suspect it would be a fine choice none the less: I expected Medicham to be hated against, and therefore not do as well as it did at nationals. I expected people to play less of it out of fear. I could afford as many as 2 losses to it. So ASSUMING I didn't get paired against 3 of them, and not be able to win at least one, it was a loss I'd be willing to take. I also knew that against every deck except Medicham, that Rock Lock was by far the strongest choice: I gave up one matchup for the sake of being extremely strong everywhere else. This also meant that any deck that was good against Medicham would likely get torn apart by Rock Lock. I made my gamble. What happened? Medicham got played, and it did well. Nidoqueen, the most successful of the counters to Medicham, convienently did very well against Rock Lock as well. So Rock Lock turned out to be a poor choice. Yet, I feel I was justified in my theory behind choosing it. It didn't pay off, but even looking back, I had no regret about my choice. Muk EX would have beaten Rock Lock, Nidoqueen, and Medicham, the three biggest threats. It also would have done well against ZRE, which Go had used. I feel that of the decks present, he should have done the best, if not won. He made a great choice.

Great players can make bad metagaming choices. Worlds 2007, Jason K used Banette. He is arguably the best,a nd unarguably the most successful player the game has ever seen. It is one of the hardest parts of the game to master. You need to be able to know the format as a whole, not merely your deck. You need to guess what other people will play as well. The more information you have, the better you will be. Metagaming also involves knowing how to tweak your deck accordingly. A great example of this would be my efforts with LBS in 2006. I ran a number of tech cards, and I would switch between them depending on what I felt would be popular at any given event. LBS was extremely hated against, so I had to remain one step ahead of everyone else with techs to keep it viable. This is the case with many decks.

Sometimes, regardless of tech options, and regardless of how comfortable you feel with a deck, and regardless of how powerful it is, a format turns against a deck, and you need to play something else. There are points where your fighting a losing battle to keep your deck viable, when it would be better to switch to a new deck entirely.

Onto the lovely debate of rogue vs archetype. Archetypes are archetypes for a reason: They win. Consistantly. 99% of rogue decks are bad. Unless you are 100% confident that your deck is extremely good, and you have tested all of the key matchups against GOOD players, stick with something proven. It is easy to be misguided about the results from rogue testing: Many players are bad ( quoted Matt Alvis! ). One of the defining differences between an average or bad player and a good one is the ability to adapt. You notice this at Nats, and Worlds often: A player does well against matchups they have tested, but against new decks, or new techs, they play very poorly. The good players will do fine against them. This happen alot with Delta ( Raichu Eggs ) at Nats 06. This is the main reason behind the "Secret Deck" phenomena. Secret decks are rarely the best choices. Yet they overperform because players are bad. An example would be with the deck Jimmy Ballard unveiled at Nats 2007. Jimmy is arguably the best rogue player/deckbuilder in the game. The Empoleon deck he brought in force to Nats 2007, despite not winning, performed rather well. Well enough to test it rather considerably after the event: It did very poorly for my testing team. It turned out to be roughly 50-50 vs Infernape, borderline unable to beat metanite, and terrible against Speed Spread. Yet it tore up most of those matchups throughout the day by surprise, and player inadequacy. This is not a slam against Jimmy at all: Hes produced a number of great decks, and even decks that may not be ideal have been at the very least solid. Sometimes a format has an opening where a rogue deck can slide in and be one of the best decks, but a number of times, much more often than not, this isn't the case. Play a rogue deck when a rogue deck is better than the BDIFs. If it isn't, don't play it to prove something. All it will prove is you made a bad deck choice. It doesn't make you a better player if you succeed with a bad deck.

Amazing post Chris. You sir have won the thread.

I would argue that picking the right deck for a given event is probably the most important and hardest decision a player can make. I can't begin to tell how many times I've missed the cut or not done nearly as well as I should have due to using the wrong deck. When I do pick the right deck, I'm a suprisingly good player. lol For me I've really never had a problem with any in game strategy, or the deck building process. Its picking the right deck that seems to be the hardest.

Something to add to that... If your playing in a tourney and you lose against a random atoloss, DON'T let it discourage you form keeping up with your deck. This just happens, and it happens to the best. There is NOTHING you can do about the 1 guy that will decide to use what ever the heck beats the snot out of your deck. What you can do is not let it get to you. Letting something get to you is a very good way to mess your self up for the rest of the tourney.
 
As to what SuperWooper said: You don't have to be ACTUALLY confident. Just don't let your opponent know your concerned, and don't let it influence your game play. I go into a number of games where I know if I win, it'll be out of luck or by outplaying an opponent. Acknowledging when a matchup is extremely difficult can be useful. It may mean you need to take more chances. Example: In a matchup that is say, 60-40 vs you, you can feel comfortable just setting up and playing your game. If your opponenets start seems weak, there is no reason to overextend to punish them if you win if you set up right. Now, at the same time, if you seem risky, aggressive gambles in bad matchups, the decision to make them is much more favorable. An example would be with Kingdra, this format.

Say your playing against Tyranitar, a very favorable matchup. Your hand is Water Energy, Roseanne, Warp Point, Unown G, Kingdra, Plus Power, Claydol. You open Unown G, obviously. Your play is to get a Horsea and a Baltoy. As long as you get the t2 Claydol and a reasonable start, you win the game. So your Roseanne choice is simple.

Now say you are playing against Regigigas, and they have an active Mesprit. You go 2nd. Your incentive to take an Uxie, and fish for that Rare Candy is much higher. You know that much more often than not, if the game progresses, you lose the matchup. Compare the percentages. Say your a 20% chance to win an extended game. Than say you have a 33% chance to hit a Rare Candy ( odds are tough...do you get another uxie? A super scoop up to try and re-use uxie to keep fishing? A Speed Stadium? Thus more flips? Its never a stagnant number ) Notice if you wiff the Rare Candy, your start suffers greatly. You may draw dead even. In a good matchup, play conservatively. In a bad matchup, you may have to take more gambles and risks.

So don't let a bad matchup be an excuse to play poorly. That doesn't mean it shouldn't influence how you play. As for a difference in player skill? Never bank on an opponent playing poorly as a game plan. ALWAYS assume your opponent plays flawlessly, based on what information they likely would have. Of course, there will be positions where if your opponent plays correctly, you simply lose. At that point, if there is any misplay they make that can let you stay in the game, play towards that situation, and try and lure them into making it. It gets rather complex.
 
Great Post Chris.

Elite 4 reputation is well earned. An elite player eats up net deckers, because they know the opponent deck better than them most of the time. They don't make misplays, and the misplays that they complain about are subtle that most average players wouldn't be aware off. Usually an energy placement that isn't needed because they are thinking turns ahead of the current one.

Yea, it is painfully obivous who net decks and who doesn't. Expecially last season there is reason some GG decks went 7-2 while others went 2-7. For all the hating of last season it was a season that most certainly infacised skill.

Chris: About Mario although I do agree there was little syrgency with Machamp and Lucario outside of trying to use Lucario to set up easy Revenge kills with Machamp. The decks sheer speed (Lucario) and strength(Machamp) was very strong with such a limited card pool we had at the time. It steem rolled most of the other decks in the format. So it was a viable choice.
 
Yea, it is painfully obivous who net decks and who doesn't. Expecially last season there is reason some GG decks went 7-2 while others went 2-7. For all the hating of last season it was a season that most certainly infacised skill.

Chris: About Mario although I do agree there was little syrgency with Machamp and Lucario outside of trying to use Lucario to set up easy Revenge kills with Machamp. The decks sheer speed (Lucario) and strength(Machamp) was very strong with such a limited card pool we had at the time. It steem rolled most of the other decks in the format. So it was a viable choice.

Ha, when Flygon Ex was in popularity?
It was a lucksack with Mario as to whether or not you did well at a tournament.
 
The point being that both Machamp and Lucario were great cards. The ONLY reason they performed well was because they were from the D/P generation of cards: They were at the start of the new power creep. The change in weakness, coupled with the higher HP and stronger attacks did quite a bit to overshadow the fact that the czrds lacked any real synergy. Like I said, Machamp was a good card. Lucario was a good card. BOTH would have performed BETTER if paired with other Pokemon. Lets say on a scale of 1-10 that Machamp is a 6, and Lucario is a 6. You want to find two cards that when put together have a sum greater than their two wholes. They would still average out to a 6. You want cards that augment each others strengths, when really, Lucario was used for when you couldn't get Machamp up fast enough :p I'd have rather seen it even paired with Banette than Lucario. Pairing a stage 2 and a stage 1 of the same type runs into numerous problems. It isn't space friendly. You have to run say, a 4-2-4 line, 4 rare candy, and a 4-4 ( or 3-3 ) stage 1 line. Toss in the fact that deck has no real engine.

The deck was bad against Infernape, Speed Spread, Flariados, Metanite, and Flygon, to name a few. A subpar deck slightly overshadowed by how much stronger the DP cards were than those in the EX series ( Also notable by the performance of Empoleon...the card isn't really THAT good. Yet it was strong compared to the other cards, and easily the best water type. The lack of any viable delta water types really made Infernape that much harder to combat )
 
"Ha, when Flygon Ex was in popularity?
It was a lucksack with Mario as to whether or not you did well at a tournament. "

Riolu needed only a coin flip to KO Holon's Castform, which was the main drawing engine at that time.
That and the ruling changes about only the person going second being able to play trainers.
 
As to what SuperWooper said: You don't have to be ACTUALLY confident. Just don't let your opponent know your concerned, and don't let it influence your game play. I go into a number of games where I know if I win, it'll be out of luck or by outplaying an opponent. Acknowledging when a matchup is extremely difficult can be useful. It may mean you need to take more chances. Example: In a matchup that is say, 60-40 vs you, you can feel comfortable just setting up and playing your game. If your opponenets start seems weak, there is no reason to overextend to punish them if you win if you set up right. Now, at the same time, if you seem risky, aggressive gambles in bad matchups, the decision to make them is much more favorable. An example would be with Kingdra, this format.

Say your playing against Tyranitar, a very favorable matchup. Your hand is Water Energy, Roseanne, Warp Point, Unown G, Kingdra, Plus Power, Claydol. You open Unown G, obviously. Your play is to get a Horsea and a Baltoy. As long as you get the t2 Claydol and a reasonable start, you win the game. So your Roseanne choice is simple.

Now say you are playing against Regigigas, and they have an active Mesprit. You go 2nd. Your incentive to take an Uxie, and fish for that Rare Candy is much higher. You know that much more often than not, if the game progresses, you lose the matchup. Compare the percentages. Say your a 20% chance to win an extended game. Than say you have a 33% chance to hit a Rare Candy ( odds are tough...do you get another uxie? A super scoop up to try and re-use uxie to keep fishing? A Speed Stadium? Thus more flips? Its never a stagnant number ) Notice if you wiff the Rare Candy, your start suffers greatly. You may draw dead even. In a good matchup, play conservatively. In a bad matchup, you may have to take more gambles and risks.

So don't let a bad matchup be an excuse to play poorly. That doesn't mean it shouldn't influence how you play. As for a difference in player skill? Never bank on an opponent playing poorly as a game plan. ALWAYS assume your opponent plays flawlessly, based on what information they likely would have. Of course, there will be positions where if your opponent plays correctly, you simply lose. At that point, if there is any misplay they make that can let you stay in the game, play towards that situation, and try and lure them into making it. It gets rather complex.

This is a fantastic post and contains a lot of very good advice.

Knowing when to take risks and what risks to take is one of the keys to higher level play. As a practical matter the only way you can accurately asses this is to know your deck inside and out and understand how the other deck works. You have to practice, practice, practice to get to that point.

As for Mario ... it's been nearly TWO SEASONS since the deck hit the playing field. It's not played now. IMHO everything that needed to be said has been said. Nothing good is going to come from rehashing this yet again.
 
"Ha, when Flygon Ex was in popularity?
It was a lucksack with Mario as to whether or not you did well at a tournament. "

Riolu needed only a coin flip to KO Holon's Castform, which was the main drawing engine at that time.
That and the ruling changes about only the person going second being able to play trainers.

How is that any different than the Kingdra/Machamp decks at tournaments now? I was judging a Cities recently, and saw someone win their Top8 match in 3:27 by donking on the first turn both times. I played in a Cities with Kingdra and donked my opponent for the win 75% of the time, and even once in the Top 8.
 
How is that any different than the Kingdra/Machamp decks at tournaments now? I was judging a Cities recently, and saw someone win their Top8 match in 3:27 by donking on the first turn both times. I played in a Cities with Kingdra and donked my opponent for the win 75% of the time, and even once in the Top 8.

You see the ruling change after Diamond and Pearl, before you were allowed to play supporters like Holon Mentor and Holon Transceiver if you went first. Before Diamond and Pearl, it was a little harder to T1 someone and the Power Creep wasn't as great. I think the Power Creep will slow down after Stormfront... and is slowing down...
 
I think if they changed the rules to allow player 1st turn players to play supporters but not normal trainers or stadiums would considerable also cut down on being Turn 1ed. Without giving 1st player a huge advantage.
 
kristi;1287171 said:
As a PokeMom, I notice that the kids that have great math skills do well in Pokemon. Some people have great card sense. This probably comes from playing many card games and other games. I'm not so skilled. My family didn't play cards much when I was a kid.

This is a great thread filled with excellent advice. I too must stress not to let an opponent unnerve you. I hear too often, "oh no, I'm gonna lose." Change that attitude!
Knowing what each card can do makes a great player. I don't know how my son knows every attack of every card from base set and can forget a volcabulary word for school. Look at the whole setup in front of you. "ok, I just need to hit them with 30 for the knock-out. How can I do that?" Maybe attack with something you normally wouldn't attack with.

It is helpful if you can practice and practice but not everyone has the luxury of a keen opponent at league or home. Go to all the tournaments you can.

best wishes!
 
Go slow and do not let yourself get too excited so that your rush your turn and forget to do something. I have lost two city championships due to making a crucial misplay. And I have lost countless other games by doing stupid stuff like attaching the wrong energy, or attaching the energy to the wrong pokemon or completely forgetting to attach any energy at all in a turn. To searching your deck for a card and not finding it, then assume it prized only to draw it from your deck a few turns latter when it is no longer needed. Heck I even made a brand new never been done by me mistake this year, I worked really hard, to get theese four cards into my hand to make a play. Only when the time came to make the play I could not find one of them in my hand of 8 cards, that was actually 9 cards) and then I convinced myself that I was wrong about having all of 4 of them, Only to not make the play I needed, and then realize after my turn was over that the 4th needed card was in my hand the entire time just underneath a different card) To attacking before using a crucial pokepower. or benching and or evolving a pokemon. Or playing my cards out of turn, (ie you ned to play warp point to bench a cestation crystal so that you can use a coming into play power to win the game, but you bench the pokemon first before playing the warp) and even some really, really stupid mistakes like playing the correct trainer, but then selecting the wrong pokemon and not catching the fact that you did so until after your opponenet has cut your deck. The one mistake I hate making the most to loose games is when you have everything set up right to KO your opponets pokemon, but then you say the wrong attack name by mistake, Gaaaa!! I hate loosing that way.

Also if your opponet surpises your with a particlary lucky or out of left field move that KO;s your active when youwere sure it was safe, dont compound the problem by lossing focus. I lost at T8 states match due to my active getting KO'd thanks to my opponet flipping three heads in a row on trainer cards that allowed him to do multiple damage spreading powers in one turn befoe rhe attacked and KO my active out of no where with his attack, Just one tails would have ment the game for me as I only needed two pizes left to win the game and I could have KO's his active EX the next turn. But I let myself get so flustered that I did not pay any attention to the benched pokemon that I brought up and just threw one up without looking at my choice. It wss my only Pokemon in play that was an attacker, and it was not powered up yet, and I did not not a switch or warp do it sat up there and got KO'd the next turn, So in two turns I went from winning the game 6-0 to allwing it to be tied 2-2 and have all my power removed from the game, If I had kept my head and sent up a proper sacrificial pokemon, I easily could have built up that benched EX so that he could have attacked and won the game in just two more turns,

It all comes down to just keeping focused and concentrating, Do not get to high or to low, extream emotions while playing are the cause of most of my misplays and one misplay can lead to a snow ball of mistakes that can take your from a path of sure victory into a crushing defeat, Also know yoir cards and yoru opponents.

I lost a game at at State championships once where I took the 1st 4 prizes becuase I did not know my opponents deck, My opponents had a Pokemon that healed 2 damage each turn via a pokepower, Now this pokempower could only be used once a turn no matter how many powers they had in play, My opponents was useing two then 3 powers a turn and I could no longer do enough damage to KO pokemon for my final prize. Now my opponents was a new player, so I know she was not cheating just mistaken, And I if I was more prepaired I would have known that the power could only be used once a turn and I would have won that game, But Idid not so I lost, Also pay attention to your opponets set up, I lost in game one of annother states becuase I was late to my seat, and I was so intent on getting my cards randomizedbefore the start that I did not relalize tat my opponents was not randomizing his deck, I got one basicand he had an 1-2-3 evolution line with 3 energy and beat me on T3. I commented on how lucky a set up he had, and he looked at e and said :"Luck has nothing to do with it!!" I asked him what he ment and he smiled and shoed me his deck. "See I set it up this way!! He proudly exclaimes. And he went through his deck, Basic, stage 1, stage two energy energy trainer, Basic, stage 1, stage 2 energy, energy trainer. He stacked his deck so that no matter where I cut it he would have a good start. I of course grabbed a jusge and had him explaine that stacking was against the rules, and his deck needed to be randomized befoer every match, but it was too late for that game I lost because I did not pay any heed to my opponents actions prior to the match,
 
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I had one match at my final Battle Roads. I made a mistake at the beginning of the finals in G2 after I won G1. It was the second time this season I made once mistake that almost cost me the tournament. A good tip is to make sure before doing any move that it is the correct move, because sometimes something that could seem small (both were VERY small mistakes) turn into something that can make the game unwinnable. One of the two games did just that. Each move is important, your not going to stop making mistakes, but as others have said playing so you force the other person into tough choices can help you win games.

Drew
 
I of course grabbed a jusge and had him explaine that stacking was against the rules, and his deck needed to be randomized befoer every match, but it was too late for that game I lost becuase I did not pay any heed to my opponetns actions prior to the match,

Wait... the judge seriously didn't give you the game for that??? I would say something like that calls for a DQ on your opponents part, and a win for you. :nonono:

If your opponent really didn't realize that stacking your deck is against the rules (I find this hard to believe) then I would STILL think that a rematch would be called for.
 
Wait... the judge seriously didn't give you the game for that??? I would say something like that calls for a DQ on your opponents part, and a win for you. :nonono:

If your opponent really didn't realize that stacking your deck is against the rules (I find this hard to believe) then I would STILL think that a rematch would be called for.

Well I did not discover the stacking had taken place until after I signed the match slip indicating that I lost, so I suppose the judge felt it was too late to remedy the situation, The other player was warned to not let that happen again.
 
Well I did not discover the stacking had taken place until after I signed the match slip indicating that I lost, so I suppose the judge felt it was too late to remedy the situation, The other player was warned to not let that happen again.

Even then, for something as HUGE as that I really think that something more could have (and should have) been done. I would have talked to the HJ about something like that, and possible even complained directly to POP. Stacking your deck falls under cheating, and we all know what penalty that gets...
 
Even then, for something as HUGE as that I really think that something more could have (and should have) been done. I would have talked to the HJ about something like that, and possible even complained directly to POP. Stacking your deck falls under cheating, and we all know what penalty that gets...

Well the HJ there was the HJ of HJ's so whats done is done. The moral of the story is just make sure your opponents deck is randomized before you start your match.
 
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