Hi!
So this is my first post on PokeGym, and it's a really long one at that, but please bear with me. In this thread, I'm sharing my observations and opinions about the power of Pokémon EX and why I feel they are bad for the game, followed by my ideas of quick solutions that would give new options at least a reasonable fighting chance against their dominance. This thread has no particular goal since I'm not deluded enough to expect it to change a thing, I just feel like sharing my thoughts out my curiosity to see the response and will to learn the logic of PTCGO's design a little better.
So where I live, Pokémon TCG has gone almost extinct. Those few who still haven't quit PTCG in favor of healthier alternatives like Magic the Gathering aren't enthusiastic about playing. Rather, those who still play do so mostly out of the power of habit, less actively than before and even then they are desperately waiting for a breakthrough to happen in the game's nature. it seems everyone feels that the game is:
1) Too fast for most cards to keep up with and leave room for enough decision-making options (Basics attack too hard and too fast)
2) Way more luck based than this type of a trading card game ever should ever be (most notable examples: the uneven and donk-encouraging first turn rules and the unfair power of laser sleep flip)
That is the main part of the message. The rest of this message will consist of arguments that explain the main causes of the problem, giving both real and hypothetical examples of what impact certain EX Pokémon cards and trainer cards have on the game.
I originally planned to write a longer text that would deal with other issues than just EX, but upon writing it, I realized that the issues with energy acceleration and catcher, and even the luck element, really come down to the issues with EX that attack so fast and hard. The weird numbering of headings is a relic of that and nothing more, please pay it no mind (and also a proof of my laziness :/)
EDIT: I made a cute little survey to accompany this thread, because everyone loves surveys. I'm not sure if I found the correct questions to ask but I thought it would be interesting to see what you guys actually like or dislike seeing the most.
https://docs.google.com/forms/d/1w0s0Km3XgZWV3tdA6pLsd_s0QY1U70TUrsaS73S3_LU/viewform
1.1.1)
Let's assume a situation with two different cards, Pokémon A EX and Pokémon A.
Pokémon A EX, Basic Pokémon
Type: Colorless
HP: 170
Attack: 100 damage for 3 Colorless (any) energy
Retreat Cost, Weakness, Resistance: None
Pokémon A, Stage 2 Pokémon
Type: Colorless
HP: 170
Attack: 100 damage for 3 Colorless (any) energy
Retreat Cost, Weakness, Resistance: None
Both have the exact same stats. The only difference is that A EX is a Basic Pokémon. This gives the card considerable advantages over its counterpart that I will go over now.
a) All cards you need to draw in order to play the card
Pokémon A EX:
1. This EX card or another card that searches for it.
Pokémon A:
1. A Basic Pokémon for this card or another card that can search for it.
2. A stage 1 Pokémon for this card or a card that can search for it/ a Rare Candy or another card that can search for it.
3. This card or another card that can search for it.
Meaning: Using Pokémon A EX requires much less deck space (1 vs 3) and is more consistent to get into play (less correct draws needed).
b) Steps of getting the card in play
Pokémon A EX
1. turn: If you have this card in your hand, you can play it if you have room on your bench / it's in your opening hand
Pokémon A
1. turn: Have the Basic of this Pokémon in play
2. turn: If you have a rare candy and Pokémon A, evolve it/ If you have Stage 1 of Pokémon A, evolve into it instead.
3. turn: (if you didn't rare candy)Evolve the Stage 1 Pokémon into Pokémon A.
Meaning: It takes considerably more time to get Pokémon A into play. And that is not factoring your opponent using a combination of Pokémon catcher and strong EX attacks to knock out any of your Stage 1 and Basics during turns 1 and 2!!
c) Getting the card ready to attack
Pokémon A EX:
If you draw EX on your first turn: Attach an energy card, or possibly more if you have Ether/Colress Machine/Dark Patch. You can attack right away the same turn.
Pokémon A:
You draw the basic of Pokémon A on your first turn: Attach an energy card to it, possibly more if you have Ether/Dark Patch. The Basic and all energy attached to it are very vulnerable and can only use very weak attacks.
In short, being a basic Pokémon with strength equal to Stage 2 in itself is a huge advantage that could already considered something worhty of a 2 prize penatly.
Sadly, this was only the beginning:
1.1.2) The Strength of EX cards
The previous example assumed the Stage 2 and Basic to be equal in stats. However, this is not the case. EX Pokémon in general have more HP and stronger attacks, and extremely useful abilities on top of that. To make things even worse, they have access to Eviolite, Skyarrow Bridge and Prism Energy, unlike any Stage 2 Pokémon.
In reality, Darkrai and Keldeo KO Stage 2 Pokémon way faster than they can be knocked out in return. So despite the 2 prize penalty, these decks are much more likely to win by prizes.
Darkrai and Keldeo are also much more sustainable than Stage 2. These decks never run out of attackers. Even if you have to discard some of your EX, they are much easier to get back from the discard pile than everything you need to play Stage 2. They can also be played right after they are returned, unlike Stage 2 that can't evolve the same turn. Not to mention, EX last longer due to their huge HP stat.
In most cases, Keldeo with enough water energy and Darkrai with Dark Claw and Virbank-booster Hypnotoxic Laser (or previously spread damage to the bench) knock Stage 2 Pokémon out in one turn. So even after taking all the risks of getting these cards in play, they most likely don't even get to do anything significant. If they get to attack once, it's not enough to knock out an EX, and the Stage 2 is knocked out immediately after. If you have another Stage 2 in queue, it can finish the EX out. But by this time, they have another EX to KO your next Stage 2. The Stage 2 user has run out of attackers at this point, even if your luck overcomes all the risks and you get Stage 2 in fighting condition, the cards aren't strong enough to compete.
Examples: Some of the strongest Stage 2 attackers
a) Empoleon: Thanks to Diving Draw that can complement draw supporters you can't fit into a deck with Stage 2. Very energy-efficient at attacking.
Problem: It doesn't do enough to knock out EX before it's knocked out. Keldeo most certainly attacks for at least 140 if Blastoise is in play.
Darkrai with Dark Claw and Virbank-boosted Laser hits for exactly 140 HP, which is needed to knock out an Empoleon.
Not to mention Darkrai attacks faster most of the time thanks to Dark Patch and being a basic. it can also spread damage to knock out benched Piplup and the like, or at least lower reliance of Laser.
b) Garchomp: Because of Gabite's Dragon Call, you need very few search and draw cards to get it out. It's an extremely energy-efficient attacker that is reliable to get out.
Problem: The exact same. It doesn't do enough to knock out EX before it's knocked out. Keldeo most certainly attacks for at least 140 if Blastoise is in play.
Darkrai with Dark Claw and Virbank-boosted Laser hits for exactly 140 HP, which is needed to knock out a Garchomp.
Not to mention Darkrai attacks faster most of the time thanks to Dark Patch and being a basic. it can also spread damage to knock out benched Gible and the like, or at least lower reliance of Laser.
And this is only the first part of strong EX cards. Some of them specialize in dealing a lot of damage since turn 1, and despite this they remain very potent even after that point.
Tornadus EX deals 60+ damage on the first turn with favorable conditions, contributing to the donking problem. 100 damage is nothing to sneeze at either since it allows Tornadus to exchange blows evenly with any Stage 2 and emerge victorious.
Landorus EX is even more problematic. If the player with Landorus EX goes first, it has a huge chance of knocking out two of their opponent's evolving basic Pokémon before that player reaches the first turn they could evolve. Any energy attached possibilities are wasted as they would get discarded alongside these cards upon KO. And then there's land's Judgment, which is not phenomenal but it gives Landorus presence later as well, and has an amazingly strong added effect that will outright KO pretty much anything Stage 2.
Mewtwo EX not only is capable of knocking out evolving Basics on turn 1 particularly with HTL, but it is an example of a Pokémon that can destroy all advantage Stage 2 user has the moment it is benched. It has unlimited damage cap and it attacks for just one DCE. Because of its high HP, it wins exchanges against Stage 2 just like any EX and you can set up other Mewtwo much faster than your opponent can set up new attackers. They run out of cards or fail to draw them in time eventually.
1.1.3) A summary of problems these advantages create together
Problem: EX require less search/draw/retrieval cards than Stage 2 attackers to get played reliably. Yet, EX take much less deck space than Stage 2 lines and therefore. This creates a huge gap in consistency of EX centered decks and Stage 2 centered decks.
Problem: The first-turn rules greatly favor EX and places much less risk upon them than upon use of Stage 2 attackers.
Problem: The speed of EX gives them additional edge in exchanges against Stage 2, because not only can they knock basics before they can get evolved, but this also makes EX much faster to resupply if the active gets knocked out AND they get just as strong at full potential, if not stronger. And since it generally takes more than 1 Stage 2 to take down an EX, the Stage 2 user will run out of cards even if they are lucky enough to get their field full of Stage 2. EX are better both in terms of getting prizes and emptying your opponent's field.
1.1.4) A list of some solutions to these problems that would mitigate these problems
Problem: EX require less search/draw/retrieval cards than Stage 2 attackers to get played reliably. Yet, EX take much less deck space than Stage 2 lines and therefore. This creates a huge gap in consistency of EX centered decks and Stage 2 centered decks.
EX-dependent decks need more direct threats that they can't solve with just HTL or big non-EX Basics. Safeguard, Gold Breaker anad Plasma Steel aren't enough to force EX decks to get rid of their 'luxury cards', and to get the closer to the same level of consistency as Stage 2 attacker decks. Adding a couple of non-EX basics isn't a big deal to their deck structure, but being forced to use Evolved attackers to complement their EX to respond to some risks definitely would have that effect.
Special case: Garbodor. It requires a lot of cards to play when you consider the tools. But then again, the tools can also be used by EX. And by far the most important thing: Garbodor doesn't need to attack to function, so using it doesn't involve enough tough decision-making in deckbuilding or gameplay.
Problem: The first-turn rules greatly favor EX and places much less risk upon them than upon use of Stage 2 attackers.
The problem of donks is not only limited to EX, but let's face it, certain EX are the ones who donk by far more than anything else. Either way, the best way to approach the issue of EX donking basics before they even get a chance to evolve is a change the very rules of the game: The player who goes first can't use attacks to inflict damage on the defending Pokémon (Special conditions and all other effects still apply, and the effects of Abilities as well). The first-turn advantage is too big at the moment. If the player who goes second relies on evolutions, particularly evolved attackers, they WILL get severely damaged by a starting Landorus EX before the other player can evolve. But with this rule change, the odds would even out a little. It's still something unverified and a big change that would require a lot of playtesting to perfect, but the current situation isn't sustainable considering Virbank-boosted HTL and certain EX attackers like Mewtwo, Landorus and Tornadus in particular.
Problem: EX decks can power up their next Active Pokémon much faster and more reliably than Stage 2 Pokémon.
Solution (?): This is something that cannot be changed, and it shouldn't be changed. Making evolution faster would just make energy acceleration even more broken and speed up the already too fast game even further. And it wouldn't solve the problem with the impossible difficulty of keeping a constant stream of Stage 2 attackers coming anyway.
That's why this problem needs to be looked at from another angle, by looking at another problem.
Problem: Stage 2 can't evenly exchange with EX even if they manage to set up. This leads to running out of attackers and loss by either prizes or getting every Pokémon knocked out.
This is the problem. Even the best Stage 2 options get knocked out by Darkrai or Keldeo in one hit. So they last less although they take more time to get into play and the fact they have abysmal earlygame! How is this logical? Well, it definitely isn't fair. And to make the exchanges more even, there are a couple of ways to mitigate this problem:
Solution 1: Give Stage 2 Pokémon support (tools, support Abilities, specialized attackers, etc.) that makes it more likely they OHKO EX like EX OHKO them.
Now this would make the situation more even if Stage 2 get on the field. But even if this makes the game more even between these two alternatives ,would it be good for the game? I think not. The game is already way too fast for the liking of the majority, and this would speed up at least some Stage 2 to the level where they can OHKO EX. So it contributes to the problem that has been caused by power creep: All or nothing. Do you really want to just keep throwing cards on the table like that? This type of gameplay removes a lot of interesting decision-making possibilities since if everything gets KO'd anyway, the only thing you can do is pay back. This leads to the other solution.
Solution 2: Give Stage 2 Pokémon support (tools, Abilities, stadiums, items, etc.) that increase their survivalibility.
So they would become more difficult to OHKO, the other approach to letting Stage 2 exchange effectively with the strongest EX. Once more Pokémon have support that raises their HP above the danger zone of OHKO by fast-attacking EX in certain likely scenarios, the value of each Stage 2 in play increases significantly. But this has so many counters that are already used. Tools get scrapped to get the Pokémon back on OHKO area, Stadiums get countered, Abilities face Garbotoxin and so on. It's too many unreliable and counterable factors, so these are most likely not enough. So let's take this a step further.
Solution 3: In addition to Solution 2, introduce Lvl. X (differently named equivalent since levels no longer exist in cards) of Stage 2 Pokémon.
These cards would have more HP, some might even have immunity to damage from basics or attacks that inflict extra damage and effects if the defending Pokémon is EX (or any other basic Pokémon, possibly). Using EX would be risky again. They would still have the advantages they have always had to win games by prizes or knocking everything out. But the new coming of "Lvl. X" of Stage 2 would change the very definition of lategame. They would make evolutions stronger without making Stage 2 attack faster, slowing down the game. At least some of them would have attacks that are more effective against EX/other basics than all other Pokémon, slowing the later stages of the game down, meaning that the level of damage they deal to each other would be less than that. So end game fights between these would at least have the potential to favor subtle decision-making rather than pure power. EX would now have a different significance and the game would generally become slower after you get enough "Lvl. X" into play.
For now, I see this as the only possible QUICK solution to the EX problem. And even so, it only works if combined with a new first turn rule that would make donks way less likely and make luck a smaller factor of the game.
Still, some examples of other, tiny alternatives that are not mutually exclusive with Solution 3:
Mini-solution 1: Energy efficiency for Stage 2 without energy acceleration.
Shift Gear and Dark Trace are pretty good. What about a variant that can swap Energy between Stage 2 Pokémon? It wouldn' speed up the game and it would add decision-making elements.
Mini-solution 2: Do the Wave á la Stage 2/Stage1, either an attack that can be used by any Stage 2 via a Tool or something that has a couple of different users (or even just one). An end-game attack that deals damage based on Stage 1 and Stage 2 Pokémon you have in play, dealing massive damage for little energy as long as you have a full set of Stage 2 in play. It is definitely a problem as it risks making mirror matches between these quite luck-reliant. But on the good side, it would provide opportunities to make you bench into a toolbox. And Stage 2 or Stage 1 that has an Ability that alone's not enough to make them playable could find a role as a benchsitter in this formation.
So what all this comes down to is the concept of risk and reward. Rather than overcentralizing all good qualities of a card on so few options, all cards need to fall short somewhere in their core design. Evolved Pokémon should have the power that makes up for lack speed, and EX, for all their strength, should have considerable walls later in the game to make up for becoming powerful so fast. Pokémon with powerful Abilities should have lower HP or weak attacks, particularly if they are EX/other basics.
Thanks for reading! (or at least skimmin or otherwise interacting with this post enough to reach down here!). Like I said at the beginning, I'm kind of unsure about the purpose of this text, even though I spent almost three hours writing it. I'm not deluded enough to think this would change anything, but I just feel a little bit better after sharing my thoughts about what I think this game has the potential to become even now when it seems to be more problematic than it has been since Haymaker and Neo Genesis days.
So this is my first post on PokeGym, and it's a really long one at that, but please bear with me. In this thread, I'm sharing my observations and opinions about the power of Pokémon EX and why I feel they are bad for the game, followed by my ideas of quick solutions that would give new options at least a reasonable fighting chance against their dominance. This thread has no particular goal since I'm not deluded enough to expect it to change a thing, I just feel like sharing my thoughts out my curiosity to see the response and will to learn the logic of PTCGO's design a little better.
So where I live, Pokémon TCG has gone almost extinct. Those few who still haven't quit PTCG in favor of healthier alternatives like Magic the Gathering aren't enthusiastic about playing. Rather, those who still play do so mostly out of the power of habit, less actively than before and even then they are desperately waiting for a breakthrough to happen in the game's nature. it seems everyone feels that the game is:
1) Too fast for most cards to keep up with and leave room for enough decision-making options (Basics attack too hard and too fast)
2) Way more luck based than this type of a trading card game ever should ever be (most notable examples: the uneven and donk-encouraging first turn rules and the unfair power of laser sleep flip)
That is the main part of the message. The rest of this message will consist of arguments that explain the main causes of the problem, giving both real and hypothetical examples of what impact certain EX Pokémon cards and trainer cards have on the game.
I originally planned to write a longer text that would deal with other issues than just EX, but upon writing it, I realized that the issues with energy acceleration and catcher, and even the luck element, really come down to the issues with EX that attack so fast and hard. The weird numbering of headings is a relic of that and nothing more, please pay it no mind (and also a proof of my laziness :/)
EDIT: I made a cute little survey to accompany this thread, because everyone loves surveys. I'm not sure if I found the correct questions to ask but I thought it would be interesting to see what you guys actually like or dislike seeing the most.
https://docs.google.com/forms/d/1w0s0Km3XgZWV3tdA6pLsd_s0QY1U70TUrsaS73S3_LU/viewform
1.1.1)
Let's assume a situation with two different cards, Pokémon A EX and Pokémon A.
Pokémon A EX, Basic Pokémon
Type: Colorless
HP: 170
Attack: 100 damage for 3 Colorless (any) energy
Retreat Cost, Weakness, Resistance: None
Pokémon A, Stage 2 Pokémon
Type: Colorless
HP: 170
Attack: 100 damage for 3 Colorless (any) energy
Retreat Cost, Weakness, Resistance: None
Both have the exact same stats. The only difference is that A EX is a Basic Pokémon. This gives the card considerable advantages over its counterpart that I will go over now.
a) All cards you need to draw in order to play the card
Pokémon A EX:
1. This EX card or another card that searches for it.
Pokémon A:
1. A Basic Pokémon for this card or another card that can search for it.
2. A stage 1 Pokémon for this card or a card that can search for it/ a Rare Candy or another card that can search for it.
3. This card or another card that can search for it.
Meaning: Using Pokémon A EX requires much less deck space (1 vs 3) and is more consistent to get into play (less correct draws needed).
b) Steps of getting the card in play
Pokémon A EX
1. turn: If you have this card in your hand, you can play it if you have room on your bench / it's in your opening hand
Pokémon A
1. turn: Have the Basic of this Pokémon in play
2. turn: If you have a rare candy and Pokémon A, evolve it/ If you have Stage 1 of Pokémon A, evolve into it instead.
3. turn: (if you didn't rare candy)Evolve the Stage 1 Pokémon into Pokémon A.
Meaning: It takes considerably more time to get Pokémon A into play. And that is not factoring your opponent using a combination of Pokémon catcher and strong EX attacks to knock out any of your Stage 1 and Basics during turns 1 and 2!!
c) Getting the card ready to attack
Pokémon A EX:
If you draw EX on your first turn: Attach an energy card, or possibly more if you have Ether/Colress Machine/Dark Patch. You can attack right away the same turn.
Pokémon A:
You draw the basic of Pokémon A on your first turn: Attach an energy card to it, possibly more if you have Ether/Dark Patch. The Basic and all energy attached to it are very vulnerable and can only use very weak attacks.
In short, being a basic Pokémon with strength equal to Stage 2 in itself is a huge advantage that could already considered something worhty of a 2 prize penatly.
Sadly, this was only the beginning:
1.1.2) The Strength of EX cards
The previous example assumed the Stage 2 and Basic to be equal in stats. However, this is not the case. EX Pokémon in general have more HP and stronger attacks, and extremely useful abilities on top of that. To make things even worse, they have access to Eviolite, Skyarrow Bridge and Prism Energy, unlike any Stage 2 Pokémon.
In reality, Darkrai and Keldeo KO Stage 2 Pokémon way faster than they can be knocked out in return. So despite the 2 prize penalty, these decks are much more likely to win by prizes.
Darkrai and Keldeo are also much more sustainable than Stage 2. These decks never run out of attackers. Even if you have to discard some of your EX, they are much easier to get back from the discard pile than everything you need to play Stage 2. They can also be played right after they are returned, unlike Stage 2 that can't evolve the same turn. Not to mention, EX last longer due to their huge HP stat.
In most cases, Keldeo with enough water energy and Darkrai with Dark Claw and Virbank-booster Hypnotoxic Laser (or previously spread damage to the bench) knock Stage 2 Pokémon out in one turn. So even after taking all the risks of getting these cards in play, they most likely don't even get to do anything significant. If they get to attack once, it's not enough to knock out an EX, and the Stage 2 is knocked out immediately after. If you have another Stage 2 in queue, it can finish the EX out. But by this time, they have another EX to KO your next Stage 2. The Stage 2 user has run out of attackers at this point, even if your luck overcomes all the risks and you get Stage 2 in fighting condition, the cards aren't strong enough to compete.
Examples: Some of the strongest Stage 2 attackers
a) Empoleon: Thanks to Diving Draw that can complement draw supporters you can't fit into a deck with Stage 2. Very energy-efficient at attacking.
Problem: It doesn't do enough to knock out EX before it's knocked out. Keldeo most certainly attacks for at least 140 if Blastoise is in play.
Darkrai with Dark Claw and Virbank-boosted Laser hits for exactly 140 HP, which is needed to knock out an Empoleon.
Not to mention Darkrai attacks faster most of the time thanks to Dark Patch and being a basic. it can also spread damage to knock out benched Piplup and the like, or at least lower reliance of Laser.
b) Garchomp: Because of Gabite's Dragon Call, you need very few search and draw cards to get it out. It's an extremely energy-efficient attacker that is reliable to get out.
Problem: The exact same. It doesn't do enough to knock out EX before it's knocked out. Keldeo most certainly attacks for at least 140 if Blastoise is in play.
Darkrai with Dark Claw and Virbank-boosted Laser hits for exactly 140 HP, which is needed to knock out a Garchomp.
Not to mention Darkrai attacks faster most of the time thanks to Dark Patch and being a basic. it can also spread damage to knock out benched Gible and the like, or at least lower reliance of Laser.
And this is only the first part of strong EX cards. Some of them specialize in dealing a lot of damage since turn 1, and despite this they remain very potent even after that point.
Tornadus EX deals 60+ damage on the first turn with favorable conditions, contributing to the donking problem. 100 damage is nothing to sneeze at either since it allows Tornadus to exchange blows evenly with any Stage 2 and emerge victorious.
Landorus EX is even more problematic. If the player with Landorus EX goes first, it has a huge chance of knocking out two of their opponent's evolving basic Pokémon before that player reaches the first turn they could evolve. Any energy attached possibilities are wasted as they would get discarded alongside these cards upon KO. And then there's land's Judgment, which is not phenomenal but it gives Landorus presence later as well, and has an amazingly strong added effect that will outright KO pretty much anything Stage 2.
Mewtwo EX not only is capable of knocking out evolving Basics on turn 1 particularly with HTL, but it is an example of a Pokémon that can destroy all advantage Stage 2 user has the moment it is benched. It has unlimited damage cap and it attacks for just one DCE. Because of its high HP, it wins exchanges against Stage 2 just like any EX and you can set up other Mewtwo much faster than your opponent can set up new attackers. They run out of cards or fail to draw them in time eventually.
1.1.3) A summary of problems these advantages create together
Problem: EX require less search/draw/retrieval cards than Stage 2 attackers to get played reliably. Yet, EX take much less deck space than Stage 2 lines and therefore. This creates a huge gap in consistency of EX centered decks and Stage 2 centered decks.
Problem: The first-turn rules greatly favor EX and places much less risk upon them than upon use of Stage 2 attackers.
Problem: The speed of EX gives them additional edge in exchanges against Stage 2, because not only can they knock basics before they can get evolved, but this also makes EX much faster to resupply if the active gets knocked out AND they get just as strong at full potential, if not stronger. And since it generally takes more than 1 Stage 2 to take down an EX, the Stage 2 user will run out of cards even if they are lucky enough to get their field full of Stage 2. EX are better both in terms of getting prizes and emptying your opponent's field.
1.1.4) A list of some solutions to these problems that would mitigate these problems
Problem: EX require less search/draw/retrieval cards than Stage 2 attackers to get played reliably. Yet, EX take much less deck space than Stage 2 lines and therefore. This creates a huge gap in consistency of EX centered decks and Stage 2 centered decks.
EX-dependent decks need more direct threats that they can't solve with just HTL or big non-EX Basics. Safeguard, Gold Breaker anad Plasma Steel aren't enough to force EX decks to get rid of their 'luxury cards', and to get the closer to the same level of consistency as Stage 2 attacker decks. Adding a couple of non-EX basics isn't a big deal to their deck structure, but being forced to use Evolved attackers to complement their EX to respond to some risks definitely would have that effect.
Special case: Garbodor. It requires a lot of cards to play when you consider the tools. But then again, the tools can also be used by EX. And by far the most important thing: Garbodor doesn't need to attack to function, so using it doesn't involve enough tough decision-making in deckbuilding or gameplay.
Problem: The first-turn rules greatly favor EX and places much less risk upon them than upon use of Stage 2 attackers.
The problem of donks is not only limited to EX, but let's face it, certain EX are the ones who donk by far more than anything else. Either way, the best way to approach the issue of EX donking basics before they even get a chance to evolve is a change the very rules of the game: The player who goes first can't use attacks to inflict damage on the defending Pokémon (Special conditions and all other effects still apply, and the effects of Abilities as well). The first-turn advantage is too big at the moment. If the player who goes second relies on evolutions, particularly evolved attackers, they WILL get severely damaged by a starting Landorus EX before the other player can evolve. But with this rule change, the odds would even out a little. It's still something unverified and a big change that would require a lot of playtesting to perfect, but the current situation isn't sustainable considering Virbank-boosted HTL and certain EX attackers like Mewtwo, Landorus and Tornadus in particular.
Problem: EX decks can power up their next Active Pokémon much faster and more reliably than Stage 2 Pokémon.
Solution (?): This is something that cannot be changed, and it shouldn't be changed. Making evolution faster would just make energy acceleration even more broken and speed up the already too fast game even further. And it wouldn't solve the problem with the impossible difficulty of keeping a constant stream of Stage 2 attackers coming anyway.
That's why this problem needs to be looked at from another angle, by looking at another problem.
Problem: Stage 2 can't evenly exchange with EX even if they manage to set up. This leads to running out of attackers and loss by either prizes or getting every Pokémon knocked out.
This is the problem. Even the best Stage 2 options get knocked out by Darkrai or Keldeo in one hit. So they last less although they take more time to get into play and the fact they have abysmal earlygame! How is this logical? Well, it definitely isn't fair. And to make the exchanges more even, there are a couple of ways to mitigate this problem:
Solution 1: Give Stage 2 Pokémon support (tools, support Abilities, specialized attackers, etc.) that makes it more likely they OHKO EX like EX OHKO them.
Now this would make the situation more even if Stage 2 get on the field. But even if this makes the game more even between these two alternatives ,would it be good for the game? I think not. The game is already way too fast for the liking of the majority, and this would speed up at least some Stage 2 to the level where they can OHKO EX. So it contributes to the problem that has been caused by power creep: All or nothing. Do you really want to just keep throwing cards on the table like that? This type of gameplay removes a lot of interesting decision-making possibilities since if everything gets KO'd anyway, the only thing you can do is pay back. This leads to the other solution.
Solution 2: Give Stage 2 Pokémon support (tools, Abilities, stadiums, items, etc.) that increase their survivalibility.
So they would become more difficult to OHKO, the other approach to letting Stage 2 exchange effectively with the strongest EX. Once more Pokémon have support that raises their HP above the danger zone of OHKO by fast-attacking EX in certain likely scenarios, the value of each Stage 2 in play increases significantly. But this has so many counters that are already used. Tools get scrapped to get the Pokémon back on OHKO area, Stadiums get countered, Abilities face Garbotoxin and so on. It's too many unreliable and counterable factors, so these are most likely not enough. So let's take this a step further.
Solution 3: In addition to Solution 2, introduce Lvl. X (differently named equivalent since levels no longer exist in cards) of Stage 2 Pokémon.
These cards would have more HP, some might even have immunity to damage from basics or attacks that inflict extra damage and effects if the defending Pokémon is EX (or any other basic Pokémon, possibly). Using EX would be risky again. They would still have the advantages they have always had to win games by prizes or knocking everything out. But the new coming of "Lvl. X" of Stage 2 would change the very definition of lategame. They would make evolutions stronger without making Stage 2 attack faster, slowing down the game. At least some of them would have attacks that are more effective against EX/other basics than all other Pokémon, slowing the later stages of the game down, meaning that the level of damage they deal to each other would be less than that. So end game fights between these would at least have the potential to favor subtle decision-making rather than pure power. EX would now have a different significance and the game would generally become slower after you get enough "Lvl. X" into play.
For now, I see this as the only possible QUICK solution to the EX problem. And even so, it only works if combined with a new first turn rule that would make donks way less likely and make luck a smaller factor of the game.
Still, some examples of other, tiny alternatives that are not mutually exclusive with Solution 3:
Mini-solution 1: Energy efficiency for Stage 2 without energy acceleration.
Shift Gear and Dark Trace are pretty good. What about a variant that can swap Energy between Stage 2 Pokémon? It wouldn' speed up the game and it would add decision-making elements.
Mini-solution 2: Do the Wave á la Stage 2/Stage1, either an attack that can be used by any Stage 2 via a Tool or something that has a couple of different users (or even just one). An end-game attack that deals damage based on Stage 1 and Stage 2 Pokémon you have in play, dealing massive damage for little energy as long as you have a full set of Stage 2 in play. It is definitely a problem as it risks making mirror matches between these quite luck-reliant. But on the good side, it would provide opportunities to make you bench into a toolbox. And Stage 2 or Stage 1 that has an Ability that alone's not enough to make them playable could find a role as a benchsitter in this formation.
So what all this comes down to is the concept of risk and reward. Rather than overcentralizing all good qualities of a card on so few options, all cards need to fall short somewhere in their core design. Evolved Pokémon should have the power that makes up for lack speed, and EX, for all their strength, should have considerable walls later in the game to make up for becoming powerful so fast. Pokémon with powerful Abilities should have lower HP or weak attacks, particularly if they are EX/other basics.
Thanks for reading! (or at least skimmin or otherwise interacting with this post enough to reach down here!). Like I said at the beginning, I'm kind of unsure about the purpose of this text, even though I spent almost three hours writing it. I'm not deluded enough to think this would change anything, but I just feel a little bit better after sharing my thoughts about what I think this game has the potential to become even now when it seems to be more problematic than it has been since Haymaker and Neo Genesis days.
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