Pokémon TCG: Sword and Shield—Brilliant Stars

Thoughts on Pokémon EX: Searching for the best method of leaving behind the EX era.

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This might be a wild theory, but maybe, just maybe, you aren't supposed to completely recoup the money you put into the game. Maybe, like most other hobbies, there's a cost to the game that you'll just never get back. Maybe if people just started having fun and enjoying what we currently have right now we wouldn't have topic after topic complaining about things that the designers obviously wanted to be a part of the game. Maybe if people really don't feel like playing Pokemon anymore they could go on to other hobbies. I hear there are other card games out there along with a multitude of other recreational activities that could be done instead.

Yeah that would all make sense except for these factors:

1) Pokemon is an expensive game usually. The best cards aren't cheap. Next set we are going to have another dominant deck that will cost at least 200-300 easily.

2) The game has a limited amount of competitive decks and if you cant play on par with them, prepare to get beat down every game. Its not a fun game when you have to run mostly EX's just so you can play past turn 2-3.

3) Not everyone has it here they can just drop all this money and not be able to get it back. Speak for yourself in that "well if you cant afford it you should go do something else" since we all don't have it as well as you do. Sometimes people have to hustle to enjoy the things they want to do. Also, don't you want other people to play this game? The way your talking to me sounds like you don't want people to make any effort to keep playing.

4) Pokemon is an evolving hobby. This game plays with rotation, so your pressed to keep spending money. Other hobbys dont keep changing and make you keep spending more money to participate. Some hobbys require some maintenance to stay in them like repairs of things, refills of certain things, but most don't require you to keep buying brand new equipment almost every 2 months.

5) I hate to say it but the Pokemon TCG is hardly even fun at the moment. I just played online last night and I thought it was a complete joke. Any evolution that isn't Blastoise or Klinklang is terrible and everyone plays big basics. If you can't draw a supporter card you essentially lose the game. Mewtwo EX is unstoppable once he keeps rolling, I could go on but the main thing I notice in this game is how much luck you need. If your opening hand isn't good, your done unless your opponent has an equally bad hand or plays N. IMO I feel thats incredibly stupid since it takes away any control on your part.

If you want people to have fun and enjoy the game, the game itself needs a lot of changes. People shouldn't have to force difficulty on themselves to make the game interesting.
 
Let us cover one point first:



Yes, I read your whole post.

I do believe we are struggling with the upper limit of how much information a single post should contain, especially as we both admit to holding back. This could be where some of our difficulties in communication are coming from; quite frankly there are some things that I haven't said because they have been established all the other times this subject has been debated.

No, really, this debate happens about every other month on these boards, and last anywhere from a few days to a few weeks. If you "dig" you'll actually find them. :wink:

So for clarification, some background on myself:

I am not a world class player, and in fact right now due to financial struggles I've had to sell off my collection and no longer live near a League I could attend even if I had the cards to play with. Of course, even when I had my former collection, I was still not a world class player; I am just the kind of guy who chokes in a tournament setting plus I have certain Pokémon and game mechanics I favor, and prefer not to rely on a currently dominant archetype if I can avoid it.

Even then, my skills are generally just enough to be a tricky match at League or when you let your guard down in a tournament, but if you're some form of Spike you'll probably have me beat. Fortunately, I really enjoy other areas of the game, like the actual mechanics of it. I've been studying it for quite some time now; I began playing the Pokémon TCG either with its earliest U.S. release or at least an early U.S. release (if I didn't quite make the Christmas of '98, the slowest I picked it up would have been March of 1999).

Life doesn't always allow me to stay involved with the TCG; before I was online I got some bad information about the then upcoming Gym Heroes and Gym Challenge sets (that they were a reboot of the game, incompatible with what came before), so I sat them out and not until I joined the online community (by which point Neo Genesis was already out) did I return.

Between college and work, I've had one or two other stretches with minimal play and exposure to the cards. Still, with the oldest cards I've got 14 years of experience tinkering with them. This is quite important, as you can learn a lot from plugging in and removing cards from say the Base Set through Fossil era... like how much Team Rocket really added.

So forgive me for leaving out some things that have been well established in previous debates; it isn't your fault if you either are unaware of them or realize that unless you expressly omit them, they tend to be "ground rules" for serious discussion... and omitting them can be a debate in and of itself.

When trying to "fix" the game, the two biggies are:

1) Don't alter the game rules.
2) Don't add new game mechanics, nor bring back that which has already been abandoned, nor even fiddle much with what currently is.

I know, I know; sounds like I am "moving the goalposts" by saying this, but hopefully this explains why some of your proposals fall flat when they reach me. Point number one has been established by the rather circuitous path of game rules. Simply put, several changes to the core rules built up over the years - especially the first turn rules - and were intentionally undone by the powers-that-be. So while most agree that the first/second aspect of the game is unbalanced, "fixing it" needs to be done with the cards and not with altering the in game rules... because it has been made clear the latter is at best a long-shot for what actually would be allowed.

This is why, for example, I favor the designers stop creating Pokémon that (with their card pool) can attack for damage on the first or second (overall) turns of the game; it makes attacks that set-up your own field or disrupt your opponent useful during this period, but without altering the core rules would (after enough rotations) have the same effect as a rule that has been proposed in the past:"You can't damage your opponent's Pokémon with an attack first turn."

So adding a "Stage 3" form is a pretty serious step, even before we examine whether what you propose would actually work. The previous "Level Up" cards didn't seem to streamline game play. Some people loved them, some hated them, but they were pretty challenging to get out for Stage 2 decks.

Otherwise, that second rule I gave? That hits me crazy hard. The TCG is an adaptation of the video games; it doesn't need to nor can it actually be an exact translation of them because the total mechanics from video games are too complicated for a TCG to express. Obviously, we have the difference of a game that has a one-player, JRPG quest mode as well as versus play, being turned into a 2-player TCG... but there even on some basic mechanics, things get pretty crazy pretty fast. What creates problems are what is been "cut" and what hasn't.

My short list of TCG mechanics that I don't believe were adequately converted from the video games is:

1) Pokémon Types
2) Pokémon HP scores (plus Defense and Special Defense)
3) Weakness/Resistance

So I resisted suggesting solutions like picking out all the HP/Defense/Special Defense heavy Pokémon and from X and Y and using them for the first year's worth of X and Y sets while finally giving us HP scores with a more appropriate, video game like range (still keeping everything in increments of 10, though), as well as returning to the +X/-X (where X is a variable number) Weakness/Resistance scores we saw in the Diamond & Pearl era of sets. Plus I'd shuffle a few video game Types around within the TCG Types for better fit (current, untested hypothesis is Poison moves to Darkness and Rock to Metal).

The idea is to create the foundation for a new format without an instant cut to it (because the counters we have for the current problem cards will outlast them by at least a format); by focusing on Pokémon with poor offensive capacity we create a bunch of "punching bags" for the current overpowered cards to wail on... that can take the beating and hit back just enough to even things out without the new (hypothetical cards) dominating the old (that is the current) cards.

That isn't a realistic solution, unfortunately; I think it is a good approach, but we have no indication that it will happen. Past HP creep seems to be met with as much or more damage creep. While Types have been shuffled around in the past, it isn't a "regular" thing and is viewed as pretty extraordinary. We just returned to the "damage x2" formula for Weakness, so that also is not going anywhere. =/

So for a serious discussion, I try to work within those parameters.

Now, this post is long enough and I am sorry I didn't get to address the specifics of your post. Perhaps I can later. I do believe, as stated earlier, that due to the sheer volume of ideas some things are getting "lost", but at the same time see how much of my posts wouldn't have been made had, as you yourself pointed out, a slightly different approach would have made your actual points much, much clearer. So those points will have to wait so I don't repeat my own communication mistakes.

I will just conclude by pointing out I want a balanced format, where as long as a Pokémon is designed for a function (early game set up, stalwart Bench-sitting support, main attacker, etc.) they can be utilized regardless of Stage, and I fear your suggestions run contrary to that; while your suggestions might reign in the power of Pokémon-EX I don't see how they wouldn't force everyone to run an Evolution-centric deck and thus imbalance remains. I also don't believe Evolutions are that "weak", just that what should be their natural support mechanism (their lower Stages) are.


I won't comment on your self-introduction here that much. It's nice to hear where you are coming from and sad to hear you can't play the game that much at the moment. And although I didn't doubt your 'credibility' in the first place, hearing about your experience still improves it.

I picked up how you are interested in the mechanics of the game and tend to prefer using something other than the dominant archetype. I'm kind of the same at the moment. Evolution is pretty much the most interesting mechanic of the game and vastly underutilized. But still, at the moment I only uses decks without basic Pokémon attackers. That hobby should become much easier with Plasma Freeze, though I still don't see any stage 2 attacker deck becoming a competitively viable option.

I think you have misunderstood my intentions here a little bit. I'm looking for the theoretically best way of fixing a game that is under the burden of big basics that will remain modified-legal for a long time. The purpose is to find a method that would solve the issues without too much power creep and new issues taking the place of the current ones by targeting the issues directly and leaving as much as possible as it is. Rule changes and new mechanics seem to be the only way unless we go with your earlier suggested methods, my concerns for which I already wrote about.

It's quite impossible to tell what the agenda of TPCi and PCL is, and the direction they have chosen has proven to be something so incomprehensible to me I have no idea what I should expect to happen next.

But still, if they want to fix donks, I feel they'd prefer to do it with a rule change for practical reasons. Rotations are supposed to change the game, and when this time's rotation would not really change the dominating decks of the format to change at all, this would be one approach to do it. It's also a matter of opinion concerning patience with changes. I'd prefer a quick change as I can't really find any flaws in it, and the biggest obstacle seems to be the past trend of the people in power not giving us what we want.

Stage 3's purpose would be to directly address the issue of big basics by being a specialist type against them. They wouldn't even need to become the next big thing unlike I wrote (I wrote that because I think they need a marketable new/resurrected concept for X&Y sets). It would also be effective as something that current metadecks would need to tech or adjust their playstyle against, and that would bring their relative power down as they drop a couple luxury trainers.

Concerning your list of inadequately adapted mechanics, I agree particularly on 1) and 3).

1) is an issue particularly for dark, fire and grass. Pretty much everything there has the exact same weakness. Shuffling things around a bit is a good idea, but in addition to that, I think there should be Pokémon that are certain type (primary type) but use the energy of another type (secondary type) for their attacks. That would be a way for even those decks to mitigate their weakness. I actually feel rock is fine at the moment, it might be better to give some steel-types a different weakness instead or to use primary/secondary type mix to give such variety to steel decks.

3) But if +weakness and -resistance were returned, it wouldn't matter that much. It would be a type-advantage rather than type-steamroll with fixed numbers. Together, when in balance, these would be a great thing for the game indeed, and it would give the next set a big advantage over the current ones with 2x weakness.

2) Different levels of + and - in weakness and resistance could be one way to bring in the special defense and defense stats, aside from damage reduction Abilities that come every now and then. But if I understood it right about "giving us HP scores with a more appropriate, video game like range", would that mean bringing the HP well over 200? I can see how that would help against the current problem cards, but it seems to be overdoing it. But then again, I guess I misunderstood something.

I'll address your overall vision you summarized now.

So it seems like this is your version of a dream fix with no hopes of it ever becoming reality. I see the logic of it, but it seems to have some practical issues in the game. Catcher makes walling rather hopeless. And if the walls with higher than ever HP can even take prizes from something like Keldeo EX or Black Kyurem EX then they are too strong. I feel those are problem cards that need unique measures to fix without power creep. I actually think the speed of draw, search and energy acceleration are adequate at the moment. The relationship between speed and power of certain basic Pokémon attacks creates all the issues, even Blastoise would be just fine if the cards that abuse it weren't all basics.

I might need to adjust the numbers of my suggestions for it to reach the goal of making big basics generally the strongest cards, Stage 3 the strongest cards against basics, Stage 2 and Stage 1 the strongest against Stage 3 and big basics the strongest against Stage 2, Stage 1 and NFE. So since big basics are the strongest thing on the field until Stage 3 enter, and since Stage 3 are weak to Stage 2 and Stage 1, it would force all-basic decks that are strong from the beginning to the end(something I definitely think the game shouldn't have) to change. And regarding energy efficiency increase for evolutions, I don't believe it would be broken if it's done as a measure the current, extremely unfavorable conditions where Stage 1 and Stage 2 just can't exploit energy acceleration like big basics, on top of taking more deck space anyway.

I also don't believe Evolutions are that "weak", just that what should be their natural support mechanism (their lower Stages) are.

That's a pretty good way to put it. I still think you underestimate Keldeo and Black Kyurem a little bit here as Stage 2 getting OHKO'd is something that just can't be overcome so easily, but generally I agree that getting the helpless basics and sometimes stage 1 catchered before I can evolve them is a huge problem.

Having an abilty to stop EX's won't do much good right now with Garbodor in the format. I think a stadium is whats really needed. The only problem with evolved pokemon with extremely energy efficient attacks is that that it stores up problems in the future. Whoever gets that first evoloution out will be able to cripple the opponents setup as they can knock out the unevolved basics like we initially had with HGSS-ON. The lack of evoloution support has been shocking in recent times. They even have the cheek to give basic pokemon cards like Eviolite, Sky Arrow Bridge and Prism Energy. Some have said they want a Take Out Machamp card, but thats too extreme IMO as it will turn the format into a Neo Slowking one i.e. play this card or lose.

As for when the release of X+Y. I hope we get...

Return of +weakness system
Player who goes first can't play a supporter
Unevolving basics geared more towards helping setup.
Evolving basics to have more HP, ideally 80hp to cope with HTL+cheap attack shenanigans.

Of course, Garbotoxin would disable that ability. But Garbotoxin decks are clunky either way, and if the opponent's deck can be energy efficient with their attacks against big basics even without relying on Abilities and has the aid of Trainers to boot, then I feel it should be enough. One of the most important purposes of Garbodor is to disable energy acceleration. Most of the time, anyway.

Evolution support options are definitely needed. Stadiums would definitely be neat to either power up evolutions or weaken basics. Another idea I have is replacing DCE with a new special energy that gives 1 (c) if attached to a basic Pokémon but 2 (c) if attached to an evolved or restored Pokémon.

That's a very good concern to raise about fast-attacking evolutions. It could be mitigated if catcher didn't exist and we could get dependable walls, but that is not very likely to happen. That's why it makes makes me doubt the idea of improved energy-efficiency and think the power of evolutions compared to big basics should maybe be done by improving their durability with support Trainers/Abilities and better pre-evolution card design in the future.


That list of fixes you gave seems very practical and effective. If only it included some miracle magic solution that stops Keldeo and Kyurem from sweeping everything, it would probably be enough to improve the game greatly.

I never did like the no supporter rule because the player going second had a advantage of playing one first but there was never a threat of being donked. Also the draw cards were not as powerful as they were now and normally ended at TV reporter.

The huge advantage of going first was being able to get the first energy attachment and the first "setup" attack. The advantage of going second was playing the first supporter. Its was good because their was card balance. The most powerful draw card back then was Steven's Advice. Everything else was draw 3 and discard 1 or shuffle draw but the format had place for other supporters like Lady Outing and Wally's Training. The supporters not are almost exclusively powerful draw and shuffle draw with the rest of them being ok under some obscure, hard to pull of combo or lock.

A first turn no supporter rule now with the game the way it is will destroy it.

Sorry for butting in, but I don't think you thought this through.

I'll show why:

Current rules:

1st: Energy attachment advantage, evolution advantage, support use advantage, safer from donks, greater chance to donk your opponent.
2nd: Nothing.

The proposed rule:

1st: Everything except supporter
2nd: Supporter only

The way I see it, the second one is closer to balance no matter how strong supporters are.

But I'll demonstrate even further.

Now, let's assume that there's a hidden turn in the game. The player who loses the coinflip goes first, but he can't do anything, not even draw a card.

1st: Nothing
2nd: Energy attachment advantage, evolution advantage, support use advantage, safer from donks, greater chance to donk your opponent.
3rd: Nothing.

Compare this to the proposed rule. Notice something? Yeah, this one has way bigger imbalance. And it's identical to the current rules in practice since we are only talking about theoretical turns of nothing. You can make and endless string of them, but in the end the effect is the same. The player who can do something first is what matters.

If they decide to remove Pokemon Ex from sets, then they need to put something in its place. They are the chaser cards and help keep a sets value. Without them, sets because awful and not worth anything.

They need to just make evolutions of Ex Pokemon and stop sticking to just legendary and basics.

Drew

EX 2 prize rule is a price to pay for their power (but some of them have too much power relative to this penalty). I feel they should just make Stage 2 that are strong without the 2 prize rule as they take the most risk and resources to get in play. Those weaknesses are their price for their power, rather than some EX rule (but they don't have enough power relative to this penalty..)

Awesome article and great points!

I hope for the good of the game, that the XY TCG expansions gives us very weak and underpowered Pokemon, so that eventually in a rotation the game allows for skill once again.

Thanks! Letting the current problem cards rampage for a year would be a safe way to handle the problem, but I doubt that would do very good to the sales of X&Y sets

There is a ton to read here, and I have a headache so excuse me if somebody addressed this already. I do not think 1 of each EX would really fix anything. A deck of 1 Tornadus EX, 1 Landorus EX, 1 Mewtwo EX, 1 Terrakion EX, 2 Terrakion, 1 Ho-Oh EX would still stomp the entire metagame (probably throw in 1 Lugia EX + Scramble Switch just to make it even better). So the metagame would turn into a war between Eels, Blastoise, Garbodor decks, something like this abomination, and Klinklang...would that really be that much better? :( (and Klinklang or Garbodor would have just autowon this format).

Garbodor decks might even end up terribly broken.

Re-fixing first turn rules seems like a much, much better way to deal with all the problems. I mean maybe something in my theories up above is wrong, I am just thinking this out quickly, but it honestly sounds like what we have now with LESS competitive decks and even wackier EX decks, and while it might be fun for some, it would make it hard to really learn the ins and outs of your EX decks.

Big basics + energy acceleration = death. But while that deck would still be relatively strong, I think I'd find it much less problematic than a focused Blastoise + Keldeo/Kyurem deck or a Darkrai lasers deck. And in the end, if EX are banned, restricted or somehow nerfed, other big basics would likely take their place in energy acceleration decks. They would still be a lesser problem, admittedly. They would probably lose against Empoleon and Garchomp, and be easier to fix in future sets. Anyway, I'm agaist EX bans as tempting as it sounds.
 
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I'm really hoping that the Pokemon X & Y TCG series continues on the Exs with the addition of stage 2 Exs because I really liked the Exs of this format and their much better than any power card thats come out before (Primes, Legends, older exs, etc). I really hope they continue on the Ex series.
 
Are you certain of this? Pokémon-EX have value, it is true... but does that raise the price of everything else? If anything, doesn't it diminish the price because so much of the set has been rendered "filler" (even the cards where it is clear the designers were trying)? I remember when individual card prices were good, and that was when there was more balance between the cards.

Jumping to the business side of things, we know that the actual product is sold not directly to players, collectors, or even those just buying it in lieu of a toy for a kid, but the retailers that sell to such people. From there, the bulk of purchases are the last of those three groups, so are they the one's that are really after the Pokémon-EX?

You are going to sit and tell me that Emerging Powers or the original Black and White is worth anything? They aren't. The fact is the resell value on both of those sets is awful, prevent people from buying it. The problem arises is I'm sure that the company doesn't worry about the resell ability of a set, but they should. The more a set can be sold on the secondary market, the more likely that more people will buy it and they will sell out. I wouldn't say that the holos are worth less. Holos (normal ones) are usually value based on who it is, and is it playable, nothing more. So if you don't have chaser cards, you'll just dilute the market with more of these, which means they go down in price, which means the set is worth even LESS. It's simple economics and supply and demand.

They had LV'x and Primes that were also worth cash. Being an "EX" doesn't mean anything. What matters is scarcity and the demand. If rare cards are hard to get and are needed, it doesn't matter what type of cards that they are, they will be worth money then.

If OP gave out better prizes and the game was more balanced, then it wouldnt matter how valuable the cards. You would actually want to play the game and would feel like you earn your keep instead of having to hustle just to make some cash.

Okay, first off Prime Pokemon aren't anything special. They are worth MAYBE a $1 more at most. They were printed in a way that was no rare than the holos. I'd even like to say that if it wasn't for the "border" they'd be worth the same as normal holos. Prime weren't chaser cards. You can't be when the rarity of those cards are actually less then the holos.

Secondly, Lv. X were absolutely the same as Ex, but they don't have the same value because of the extension they have, of being put on top of the Pokemon.




I really feel that what needs to be done, is a slow reduction in both HP and Power for Ex Pokemon. I'd like to believe that the new set that was released in Japan has started to do that. The new Ex don't blow anything out of the water (maybe Virizion, but that's it). I expect that eventually we will see some type of evolution Ex again, the question is when. The only think I'd like to come back along with Ex Pokemon is the dual types. Those were very good for the game, and were really cool.

I'll be very sad if Ex Pokemon leave. They just need to diversify them and make them less powerful overall. The two prize cards doesn't always balance out. That or you need to make some Pokemon that are not Ex that can compete with them. There are a few out there, but not many, especially with Laser legal now.

Drew
 
People don't realize that this past year has solely focused on ex's. Every year has a different type of trend. I think it's heading towards Plasma Pokemon now, and with each new set we are seeing more anti-ex cards. Tools that prevent damage from ex's, stadiums that penalize attaching a lot of energy to your ex, etc. By November or so with XY, I'm sure ex's will still be prominent, but in a more balanced way.
 
Relevant point #1 In a perfect TCG, every card should have worth, no matter how situational.
Cards that are easily played and take less deck space should not be one-shoting cards that aren't and take more without seriously help, or extreme Draw Backs. Two Prizes aren't enough when they wipe the floor with any thing that isn't an EX, or took several turns and resources preparing just to take down one. Ace Specing them (one to a deck) would be a good start. However balance is not a concern here...clearly.

Relevant point#2 Take EXs out of the game completely. Look at all the different cards that become playable. Look at how much more varied and interesting the game becomes. So much more creative imagination at work with the non-EXs. The game clearly caters to the idea that Basic are weaker and need help against the bigger evolutions. Why in God's name do cards like Evolite not read "Excluding Pokemon EX". They had no problem doing this the first time around...

It seems to me. EXs were a marketing mandate to boost sales. Because they just seem so slapped in with little thought given beyond...ZOMG they so uber!
This is nothing new, and will not change. Expect it to get worse. Sets will have bigger and bigger gaps in power and usability between the Ultra Rares and the rest of the set. These cards will also become harder to pull, again in order to boost sales. They been gradually doing this for years. This was just the first time they were bold enough to be so blatant about it...
 
People don't realize that this past year has solely focused on ex's. Every year has a different type of trend. I think it's heading towards Plasma Pokemon now, and with each new set we are seeing more anti-ex cards. Tools that prevent damage from ex's, stadiums that penalize attaching a lot of energy to your ex, etc. By November or so with XY, I'm sure ex's will still be prominent, but in a more balanced way.

I should probably be glad the next sets seem to be at least trying or pretending to do something, but it's so little it doesn't really help. Plasma Freeze and Megalo Cannon follow the same old principle; a couple of EX cards are made much stronger than they need to be to make sure the expansion has demand. The anti-EX those expansions give is obviously insignificant. Aside from maybe Silver Bangle whose full effect is kind of hard to judge. It doesn't generally help stage 2 attackers since the fundamental design issues of being slow and easily disrupted and with too little HP andoverprized attacks remain unaddressed and set filler seems to be thrown together without any thought for where anyone would possibly want to use them even situationally. It's not going to be possible to make any of the currently unplayable Stage 2 main attackers usable. But it could help them indirectly if non-EX big basics (and maybe Weavile, Empoleon and Garchomp) can pressure EX to adjust their decks with the help of that tool, but that's unlikely.

Relevant point #1 In a perfect TCG, every card should have worth, no matter how situational.
Cards that are easily played and take less deck space should not be one-shoting cards that aren't and take more without seriously help, or extreme Draw Backs. Two Prizes aren't enough when they wipe the floor with any thing that isn't an EX, or took several turns and resources preparing just to take down one. Ace Specing them (one to a deck) would be a good start. However balance is not a concern here...clearly.

Relevant point#2 Take EXs out of the game completely. Look at all the different cards that become playable. Look at how much more varied and interesting the game becomes. So much more creative imagination at work with the non-EXs. The game clearly caters to the idea that Basic are weaker and need help against the bigger evolutions. Why in God's name do cards like Evolite not read "Excluding Pokemon EX". They had no problem doing this the first time around...

It seems to me. EXs were a marketing mandate to boost sales. Because they just seem so slapped in with little thought given beyond...ZOMG they so uber!
This is nothing new, and will not change. Expect it to get worse. Sets will have bigger and bigger gaps in power and usability between the Ultra Rares and the rest of the set. These cards will also become harder to pull, again in order to boost sales. They been gradually doing this for years. This was just the first time they were bold enough to be so blatant about it...

Indeed. I can understand why they would make certain cards more prevalent than others, and EX are not bad per se, for both variety and marketing reasons. But this... the gap between the best and the rest is so huge most cards can barely enter the field. So much wasted potential, so little sense.
 
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Relevant point #1 In a perfect TCG, every card should have worth, no matter how situational.

So true! It should be at least somewhat difficult to pick cards to put in your deck. Cards should not be so broken as to automatically warrant 4 spots on a deck - regardless of a what a deck's strategy is.
 
You are going to sit and tell me that Emerging Powers or the original Black and White is worth anything?

No.

Now ask "why"?

I am sure some collectors would buy box after box to get that last Secret Rare or Full Art they need, but a lot would just buy/trade for it instead. That isn't going to keep boosters a good commodity, is it?

Most of those sets are filler. There were a few excellent cards (or at least cards that did have time to shine), but said cards were eventually made available elsewhere.


They aren't. The fact is the resell value on both of those sets is awful, prevent people from buying it. The problem arises is I'm sure that the company doesn't worry about the resell ability of a set, but they should. The more a set can be sold on the secondary market, the more likely that more people will buy it and they will sell out. I wouldn't say that the holos are worth less. Holos (normal ones) are usually value based on who it is, and is it playable, nothing more. So if you don't have chaser cards, you'll just dilute the market with more of these, which means they go down in price, which means the set is worth even LESS. It's simple economics and supply and demand.

How about "no"? Your conclusion is based on very, very shaky assumptions. First, while it can be annoying, the bulk of sales aren't targeted to players or collectors, so pleasing us just helps expand sales some. Second, the reason those older sets don't sell well is because they don't have many good cards. Third, in the past sets sold well by having not just several good cards, but several good cards across multiple rarities.

Crazy thing; if a whole set is more or less good... players want to get the whole set. When just chase cards are good... players find the best way to get those chase cards, and usually that is buying or trading for them second hand.

Okay, first off Prime Pokemon aren't anything special.

Yeah, they merely helped define the format for a time. Nothing special about that. :lol:
 
No.

Now ask "why"?

I am sure some collectors would buy box after box to get that last Secret Rare or Full Art they need, but a lot would just buy/trade for it instead. That isn't going to keep boosters a good commodity, is it?

Most of those sets are filler. There were a few excellent cards (or at least cards that did have time to shine), but said cards were eventually made available elsewhere.




How about "no"? Your conclusion is based on very, very shaky assumptions. First, while it can be annoying, the bulk of sales aren't targeted to players or collectors, so pleasing us just helps expand sales some. Second, the reason those older sets don't sell well is because they don't have many good cards. Third, in the past sets sold well by having not just several good cards, but several good cards across multiple rarities.

Crazy thing; if a whole set is more or less good... players want to get the whole set. When just chase cards are good... players find the best way to get those chase cards, and usually that is buying or trading for them second hand.



Yeah, they merely helped define the format for a time. Nothing special about that. :lol:

I don't know why I even debate with you, no matter what anyone says, they are wrong. I've almost never seen you concede a point. I'm done with this. I not going to debate with someone who obviously only wants to play Devil's Advocate for everything.

Drew
 
When you get down to it, 5th gen really is a repeat of the mistakes (in my opinion) from first gen:

Focus on discard draw (Professor Oak->Professor Juniper)/Lack of good shuffle draw (Gambler->N)
Readily available energy discard (Energy Removal/Super Energy Removal->Crushing Hammer/Enhanced Hammer)
Easy bench access (Gust of Wind->Pokemon Catcher)

Even if you make the argument that this is designed to account for the Japanese tournament structure, it doesn't seem like a very fulfilling way to do it.
 
When you get down to it, 5th gen really is a repeat of the mistakes (in my opinion) from first gen:

Focus on discard draw (Professor Oak->Professor Juniper)/Lack of good shuffle draw (Gambler->N)
Readily available energy discard (Energy Removal/Super Energy Removal->Crushing Hammer/Enhanced Hammer)
Easy bench access (Gust of Wind->Pokemon Catcher)

Even if you make the argument that this is designed to account for the Japanese tournament structure, it doesn't seem like a very fulfilling way to do it.

Lets also not forget

Energy Acceleration - Blastoise BS = Blastoise BCX
Easy Damage - Lando = Hitmonchan
Damage stacking - Mewtwo EX = Wigglytuff (in terms of stacking damage)
Deck searching - CPU Search = Cpu search but only at per deck
Lockdown abilities - Garbador = Muk

Very true how gen 5 is just like gen 1 in terms of game play.

---------- Post added 04/07/2013 at 12:58 PM ----------

You are going to sit and tell me that Emerging Powers or the original Black and White is worth anything? They aren't. The fact is the resell value on both of those sets is awful, prevent people from buying it. The problem arises is I'm sure that the company doesn't worry about the resell ability of a set, but they should. The more a set can be sold on the secondary market, the more likely that more people will buy it and they will sell out. I wouldn't say that the holos are worth less. Holos (normal ones) are usually value based on who it is, and is it playable, nothing more. So if you don't have chaser cards, you'll just dilute the market with more of these, which means they go down in price, which means the set is worth even LESS. It's simple economics and supply and demand.



Okay, first off Prime Pokemon aren't anything special. They are worth MAYBE a $1 more at most. They were printed in a way that was no rare than the holos. I'd even like to say that if it wasn't for the "border" they'd be worth the same as normal holos. Prime weren't chaser cards. You can't be when the rarity of those cards are actually less then the holos.

Secondly, Lv. X were absolutely the same as Ex, but they don't have the same value because of the extension they have, of being put on top of the Pokemon.




I really feel that what needs to be done, is a slow reduction in both HP and Power for Ex Pokemon. I'd like to believe that the new set that was released in Japan has started to do that. The new Ex don't blow anything out of the water (maybe Virizion, but that's it). I expect that eventually we will see some type of evolution Ex again, the question is when. The only think I'd like to come back along with Ex Pokemon is the dual types. Those were very good for the game, and were really cool.

I'll be very sad if Ex Pokemon leave. They just need to diversify them and make them less powerful overall. The two prize cards doesn't always balance out. That or you need to make some Pokemon that are not Ex that can compete with them. There are a few out there, but not many, especially with Laser legal now.

Drew

Actually primes were expensive for their time because they were some of the dominant cards in the game. When opening a box you were only going to get a few and people needed multiples of certain primes, so they had decent value. Similar to why EX's at the moment are worth anything.

Luxray LvX and Yanmega Prime was going for 60+ while it was legal since everyone needed multiple copys to dominate the meta. Similar to how we had Keledos and Mewtwo EX's really high at a certain point. Most of these cards dont show up after buying a box or two, that is why they end up being so high since they are scarce and most of the other cards you pull arent that useful.

What really dictates market value is the usefulness of the a set. If most cards are useful, but easy to get, then the value of the cards is just divided up. If the best cards are the rarest ones and everything else is bad, then the value just goes into the better cards instead of a majority of the set.

You have to remember that Pokemon is game played in rotation, meaning that the card values change in due time. Once a format is over, most cards drop dramatically in value. Like right now Pokemon Catcher is at least 20 dollars, when the format ends it will be worth less than a dollar. Having the "EX" Title doesnt mean anything realistically. Its just what the current generation is putting its attention into. Come next gen there will be a new mechanic (hopefully more balanced) that can easily make sets valuable.
 
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I have to largely agree with what yoshi1001 and FSULugia are saying; the main points at least (I question some of the specifics). Granted, it is what I've been trying to say but apparently failing to. ¬_¬

There are a lot of mechanics right now that are "safe" (or at least "safer") on their own, but when they occupy the same format (as they do now), they amplify each other. Take the draw power of Professor Oak and Professor Juniper. While still great cards, that discard cost is a much bigger deal in a deck running a Stage two or multiple Stage 1 cards.

I'll give you another; I was so happy to see Virbank City Gym in the spoilers from Japan; something to help Poison really be worthwhile. Then... we got Hypnotoxic Laser (or rather, Japan did) and we got both cards at the same time. The handful of creative ideas that needed Virbank City Gym stop being the best way to use it with the "better PlusPower" status the Hypnobank combo possesses.
 
The thing is, in the early years of the TCG, while it was still under Media Factory, balance was clearly a huge concern. The cards followed strict rules in there design. And I think they did very well, all thing considered. The only times they really tripped, were when they first got started, that's forgivable. And when they introduced new mechanics like Dark & Metal energy and Babies. Which is, again, forgivable. Because they tried really hard fix their mistakes.
The game play was there number one concern, not sales. Because they knew the best way to sell cards, was to make a good game. There was a lot of passion back then. They always tried to give every card a propose, and make the game as varied and fun as possible. Cards of any rarity could be good, just look at fossil Magmar which was a mere uncommon. In fact their only ultra rares, the shinnings were so hard to use and risky, it turned lot of people off. So they didn't see much serious competition, if any. Though they are fun as anything.
 
The game play was there number one concern, not sales. Because they knew the best way to sell cards, was to make a good game.

This is a business. Sales is always the #1 concern. There are many good games that are discontinued because of the lack of sales. The best way to sell cards isn't necessarily to make a good game. Baseball cards sell, and there isn't even a game associated with it (MLB Showdown got canceled already). If sales was not the number one concern, the game wouldn't be around today.

That's not to say you can't have sales and a balanced game. Just look at the States results. At any given tournament, 6 decks could win: big basics, speed Darkrai, Blastoise, Eels, Klinklang, and Garbodor. There aren't 1 or 2 decks that are outright BDIF, and there's a lot of balance between decks in Tier 1.

There was a lot of passion back then. They always tried to give every card a propose, and make the game as varied and fun as possible.

In the first 4 years of the game (1998-2002), there were basically 1-2 decks that were BDIF. Other decks didn't even come close. First was the era of Haymaker/Blastoise, then came Rocket's Zapdos, then Slowking, etc. (The reason why there was a wide selection of decks that were "playable" wasn't because the format allowed for a diverse Tier 1, it was because players were bad and lists weren't on the internet.)

You're right though, every card did have a purpose. The purpose was to generate revenue.

Cards of any rarity could be good, just look at fossil Magmar which was a mere uncommon. In fact their only ultra rares, the shinnings were so hard to use and risky, it turned lot of people off. So they didn't see much serious competition, if any. Though they are fun as anything.

Let me rephrase: Cards of any rarity can be good, just look at Bouffalant DRX, which is a mere uncommon.

You give the Fossil Magmar example, but every single other playable final evolution in that format was rare/promo: Blastoise, Articuno, Hitmonchan, Electabuzz, Scyther, Wigglytuff, Mewtwo, etc.
 
I don't know if this has been brought up, but I think the big thing EXes have going for them is the timing of the drawback. \

In theory, EXes and evolutions should be balanced. The player using evolutions has the disadvantage of needing to wait a turn to set up. The player using EXes has the disadvantage of giving up two prizes when they're knocked out. Each has it's pros and cons which is what any TCG needs to be balanced. The thing is, EXes don't have to worry about their disadvantage until after the opponent takes them out. Players using evolutions don't even get the benefit of their powerhouse until they set up. During that time, the EX player has the advantage of an insanely overpowered basic turn one. Meanwhile, the evolution player is stuck with ridiculously underpowered basics that are lucky to survive long enough to evolve.

And even if they do, they are still no match for EXes. EXes have higher HP, much higher damage output, and much better support cards (since they're basic). Sure, you got broken things like Blastoise, but the typical evolution is going to struggle to keep up with 180HP powerhouses.

I see that there are attempts to balance out EXes by giving us more cards safeguard like abilities (and things like silver bangle come Megalo Cannon), but as it is now, EXes are broken.
 
That's not to say you can't have sales and a balanced game. Just look at the States results. At any given tournament, 6 decks could win: big basics, speed Darkrai, Blastoise, Eels, Klinklang, and Garbodor. There aren't 1 or 2 decks that are outright BDIF, and there's a lot of balance between decks in Tier 1.

Your definition of "balance" differs from others. I can't speak for MarxForever, but I assumed he was looking more at balance between not just decks but the card pool. The number of competitive decks does not prove balance, at least not in its entirety. It is definitely good that there isn't "one deck to rule them all"... but that would simply be a total failure of game design/management, just as it is in other TCGs where there is a single deck that completely dominates.

Notice I didn't disagree that this was a business; the kind of balance I favor (as many Pokémon as possible being useful to competitive play with several distinct methods of winning) are selected to widen game appeal (and hopefully sales). There are some other things to consider as well, as if this was purely about generating revenue; for some reason clearly the powers-that-be want organized play for the game and for it to be a game (instead of just dumping the TCG or even normal trading cards onto the market).

Given the size of the card pool and the cards that do prove useful often being so similar, six decks seems pretty low to me. Running the top decks also feels somewhat homogenous.

In the first 4 years of the game (1998-2002), there were basically 1-2 decks that were BDIF. Other decks didn't even come close. First was the era of Haymaker/Blastoise, then came Rocket's Zapdos, then Slowking, etc. (The reason why there was a wide selection of decks that were "playable" wasn't because the format allowed for a diverse Tier 1, it was because players were bad and lists weren't on the internet.)

I don't disagree that the early days of the game were very unbalanced. I do want to be clear on the facts of the matter. I do disagree in what really caused the most problems (at least compared to many) based on my own testing, and especially when you observe someone who isn't already skilled with TCGs in general approaching Pokémon, that the early design was indeed meant to be balanced. It was just the usual "error" where some cards performed better than expected and some worse.

Oversimplifying the format of the time is a bit misleading; there were multiple decks that did well and not just because of a lack of information sharing (considering I learned of most of these through places like the Pokégym). If we really hash things out, you had a similar number of decks as we have now prior to Neo Genesis. The "now" is a little more diverse, but the powers-that-be also have over a decade more of experience, hence why I am still dissatisfied.

Let me rephrase: Cards of any rarity can be good, just look at Bouffalant DRX, which is a mere uncommon.

You give the Fossil Magmar example, but every single other playable final evolution in that format was rare/promo: Blastoise, Articuno, Hitmonchan, Electabuzz, Scyther, Wigglytuff, Mewtwo, etc.

Those bygone days were the first attempt; by now it is not unreasonable to expect more as the Pokémon TCG is over a decade old. There were some very good results in the interim that put both then and now to shame. I would like to point out that the main reason Base Set Hitmonchan and Electabuzz were hard to come by was because of the general low supply of cards early on: both were available in Base Set theme decks! Every Jungle and Fossil Holo-Rare also had a normal Rare counterpart, and Base Set 2 reprinted many of these cards as well.

Now... compare that to something that is not one but two rarities beyond "normal rare" like Pokémon-EX; even the tins only take some of the sting out of them.
 
Your definition of "balance" differs from others. I can't speak for MarxForever, but I assumed he was looking more at balance between not just decks but the card pool. The number of competitive decks does not prove balance, at least not in its entirety.

My definition of "balanced" makes sense. Other definitions do not necessarily make sense, which is why my definition differs.

Balance typically has absolutely nothing to do with the size of the card pool, and I can prove it with a simple example. Let's assume that we have a format of 200 cards, and all of those 200 cards are competitively playable. This will certainly fit your definition of "balanced."

Now let's say we add 800 cards to the card pool. Out of those 800 cards, none of the cards are competitively playable, given the 200 cards already in the format. Does the format all of a sudden become unbalanced because you add more cards to it? Absolutely not. A balanced format of 200 cards doesn't become any less balanced when you add 800 unplayable cards to it. It's still balanced.

Balance is defined by balance among the playable decks. It certainly is not defined by the size of the card pool (when the card pool is already sufficiently large).
 
My definition of "balanced" makes sense. Other definitions do not necessarily make sense, which is why my definition differs.

Balance typically has absolutely nothing to do with the size of the card pool, and I can prove it with a simple example. Let's assume that we have a format of 200 cards, and all of those 200 cards are competitively playable. This will certainly fit your definition of "balanced."

Now let's say we add 800 cards to the card pool. Out of those 800 cards, none of the cards are competitively playable, given the 200 cards already in the format. Does the format all of a sudden become unbalanced because you add more cards to it? Absolutely not. A balanced format of 200 cards doesn't become any less balanced when you add 800 unplayable cards to it. It's still balanced.

Balance is defined by balance among the playable decks. It certainly is not defined by the size of the card pool (when the card pool is already sufficiently large).

I wouldnt say Balance is how many decks you can play, since if they are variants of all the same thing, your really just picking different flavors.

Balance would be if there were a lot of different types of ways you can play the game. Like in DP/HGSS format, that had to be the most balanced the game ever was. There was dozens of decks that could compete and a lot of the cards in the game were very useful. It wasnt just "pick a different color that involves only 3 Pokemon".

I'm not sure if anyone else notices this, but one of the things I really dislike currently about the game is how most decks are based around 2-3 Pokemon. IMO its extremely boring to use a deck that only uses so few cards and the rest just being draw power, some utility and energys. You have room to put 6 on the board and in the games you use 6, so why are only 2-3 really getting used?
 
I wouldnt say Balance is how many decks you can play, since if they are variants of all the same thing, your really just picking different flavors.

Balance would be if there were a lot of different types of ways you can play the game. Like in DP/HGSS format, that had to be the most balanced the game ever was. There was dozens of decks that could compete and a lot of the cards in the game were very useful. It wasnt just "pick a different color that involves only 3 Pokemon".

I'm not sure if anyone else notices this, but one of the things I really dislike currently about the game is how most decks are based around 2-3 Pokemon. IMO its extremely boring to use a deck that only uses so few cards and the rest just being draw power, some utility and energys. You have room to put 6 on the board and in the games you use 6, so why are only 2-3 really getting used?

In essence all decks are variants of the same 3 ideas, take 6 prizes, KO all opponents pokemon, deck out opponent. You just use different flavor decks to achieve one or 2 of those goals.
 
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