Pokémon TCG: Sword and Shield—Brilliant Stars

Why Catcher Is Not Bad For The Game

^^^^

All theorymon, don't forget Shaymin+Pachirisu will be getting catchered making it harder to power up Zekrom for the 2nd/3rd time. BTW there is the Jirachi/Shaymin which works for Psychic/Colourless decks and Pachirsu can be used in Magnezone so it's not like these cards can only ever be used with Zekrom. You don't seem to take account the future decks that ZPS+Yanmega will have to compete against in EP and the Red Collection, it certainly won't be as easy as you make it out to be.
 
^^^^

All theorymon, don't forget Shaymin+Pachirisu will be getting catchered making it harder to power up Zekrom for the 2nd/3rd time. BTW there is the Jirachi/Shaymin which works for Psychic/Colourless decks and Pachirsu can be used in Magnezone so it's not like these cards can only ever be used with Zekrom. You don't seem to take account the future decks that ZPS+Yanmega will have to compete against in EP and the Red Collection, it certainly won't be as easy as you make it out to be.

Not all theorymon at all. I've spent a lot of time testing the deck.

Usually in my testing (Note that their are exceptions) I only use 1-2 of each in a game, making catcher more or less of a problem after I get the first Zekrom up. In my original post I did mention P/S can be used by other decks. You do raise a good point about EP/Red Collection.
Let's not discuss it in the thread anymore, since it's kinda off topic. You can PM me about it you'd like.

Still, the only good thing I can see out of Catcher is eliminating the luck factor of reversal.
 
It's Lost World all over again.

Remember how that turned out?
Except lost world was just for lne single deck while virtually every deck will be able to incorporate catcher into themselves. Actually I do not know why we are arguin this since it will come and we can't help it. Be what it is, we will have to sit by and wait until it comes along, just like we had to for lost world amnd every other hyped card.
Posted with Mobile style...
 
Everyone's complaining about how it ends slow decks. You realize slow decks aren't even viable in THIS format?

The only changes I expect to happen are MegaZone and MagneBoar dropping off the radar (good riddance) and zekrom becoming more popular.

And I don't think there's anything wrong with that. Stage 2's are a huge contributor to the dominance of luck in this game. Either you open well and steamroll or you open bad and lose, their lack of consistency combined with their late game power create an element of luck whenever you play one. With stage 2's gone and with the amount of coin flips lowered drastically, I think this format will be a lot better as a whole.

That's just my opinion though
 
Are you serious?
You...entire...freakin...post...was theorymon.
You can't use "That's theorymon" as a valid argument. It's Hypocritcal.

StormFront presented seven reasons why Pokemon Catcher would be good for the game. Yes, since it isn't out it is all still theory. His response to King Piplup was worded in an inflammatory manner and he would be wise not to casually dismiss counter arguments. So at this point it is all theorymon. However it is possible that StormFront, like myself, is reminding everyone this isn't fact yet. People moan and groan that it will be impossible to play a large Stage 2 line, save perhaps Trainer/Item denial thanks to Pokemon Catcher. While rarely worth it, in the much more brutal days when the Standard Format was Unlimited (Standard Format is a term that refers to whatever is the primary format for Organized Play).

It is completely possible that this is another terrible mistake on the part of TPC. It also completely possible that this will be another old card we thought was broken, but now isn't due to the different card pool. Players can no longer try to get by with hiding a Benched Basic behind an opening Cleffa. It is somewhat sad that the Sweet Sleeping Face "baby" Pokemon are now risking being obsolete, but then again they were annoying and perhaps TPC is using Pokemon Catcher to correct for them. The same could be said of many of the Bench-Sitters in this format.

The only argument that seems to withstand reasoning that gives me concern is that we might enter a new format where your choices are Stage 1 Beatdown decks (like Four Corners), Basic Beatdown decks (like Haymaker), or "Rules are made to be broken" Stage 2 decks (Potent Ability/Power decks). It might be a little sad that we can't have a Bench-sitting Basic or Stage 1 with less than 90 HP without having to write it off as a free Prize. Then again... what I described isn't actually a bad format. Once players get more sets, plan, and play-test they'll find more deck variants. It is possible that every deck will have to fall into one of the three categories I listed above but... is that really that bad? Do we want control/disruption decks built around Basics and/or Stage 1 Pokemon? Isn't that part of what made Pokemon SP so infuriating?

tl;dr: This is also my summary. ;) In the end all we can do is try to predict how the game will change, which is theorymon even when supported with personal deck testing. This article presented seven reasons why Pokemon Catcher could be good for the game. It overreaches to state that Pokemon Catcher will be good for the game, but the original intent appears to be to calm the panicky players down, not to erase all fears.
 
Everyone's complaining about how it ends slow decks. You realize slow decks aren't even viable in THIS format?
They are. Wasn't Tyranitar/Serperior Top 8 at US Nationals? Isn't Machamp/Reuniclus still a competitive deck? And even MagneBoar is tendencially a slower deck.

And I don't think there's anything wrong with that. Stage 2's are a huge contributor to the dominance of luck in this game. Either you open well and steamroll or you open bad and lose, their lack of consistency combined with their late game power create an element of luck whenever you play one. With stage 2's gone and with the amount of coin flips lowered drastically, I think this format will be a lot better as a whole.
Uhm... wait, so it's less luckbased if the player who goes first steamrolls the player who goes second because there only are speed deck mirrors where the opening coinflip decides everything?
 
ShadowGuard: I'd try supporting my statements with more facts. Glad you mentioned some slower decks but look at your third point: Emboar/Magnezone Prime! A deck that some might argue should not exist. Nothing to do with power level, everything to do with "that just shouldn't work as a concept". Separate, dual Stage 2 lines didn't really become viable until after Rare Candy... that is, with its original wording. So without that, they may not remain viable and that isn't necessarily a bad thing, since that is how some really sick decks came about.

The second part of your response wasn't really backed by facts, though I think I get what you were trying to go after. I can build my deck to take into account a beatdown deck going off first/second turn, be it based on Basic or Stage 1 Pokemon. I can build my deck to even take advantage of opening down a Prize or two. With Pokemon Reversal, it came down to spamming them enough that the odds of getting "heads" was in your favor. Against Sweet Sleeping Face, you had to look at specific counters or rely on the flippy generalist, Pokemon Reversal.

With what we know right now, the Pokemon Catcher based format does hold greater promise, though not by much.
 
Three words:

BUILD

BETTER

DECKS


I can't wait until Catcher releases. It'll change the game, most definitely, but not in the way everyone is expecting. Bad players will whine about not being able to set up and having their basics Catchered blah blah... and GREAT players will learn how to counter the "Catcher" and conversely, use it to their advantage. Some decks will become less playable, while other decks will begin to emerge with new strategies better utilizing Catcher in their game plan.

Most importantly, Catcher increases the predictability of the game and decreases the importance of coin flips, something I'm sure everyone can agree is great for the game. There's nothing worse than whiffing on Reversal, Reversal, Junk Arm - Reversal while your opponent flips 2-3 in a row and decimates your setup. With Catcher, everybody flips heads, and everyone can PREDICT and PREPARE themselves to being Catchered.

This means thicker basic lines, TIGHTER decks, and the need for more correct play making decisions. If you ask me, catcher will require an INCREASED level of skill and will ultimately weed out the weaker deck builders and weaker players in favor of those who can prepare and maximize Catcher's potential.

I just fell in love.
 
^^ yep k2 nailed it.
most of those who are complaining, imo, are just upset because a card that requires us to actually THINK more than 1 turn in front of our faces, build better decks, and work harder on play-testing is about to be released.

do work

---------- Post added 08/06/2011 at 11:11 PM ----------

the only thing im upset about is the name change, because now i cant use my sweet 1st edition base set gust of winds lol X)
 
Actually I am happy about the name change: in a worse case scenario it gives TPC more options to balance it out without ruining GoW for Unlimited play. Well, casual Unlimited play since even I am now aware of all the Yu-Gi-Oh-esque escapades the game is now capable of. @_@
 
Well, casual Unlimited play since even I am now aware of all the Yu-Gi-Oh-esque escapades the game is now capable of. @_@

Yugioh has gotten alot worse with the insane combinations it can do.

but back to catcher, i cannot wait for its release. it stops people complaining about 'luck of the flip' how he/she didnt get heads and the other person kept getting heads etc.

Build better decks as mentioned earlier is the best way to go about it.

bench sitters are too good, it will affect them but can also promote heavier use of switch and defender.
 
I find the most enjoyable part of this discussion the part where people are comparing Reversal to Catcher. Reversal is a luck based card, and granted people saying people affecting flips for it is a big deal. However Reversal has been in and out of the format for nearly 9 years. It was printed in Expedition. I have NEVER EVER seen anyone complain about how broken the card is. It was only when it finally became mainstream (after 9 years) that we have a problem with it? Give me a break. There is a reason Reversal was chosen to replace GOW. There is a reason that ER2 was made instead of ER. I think that you don't really understand the power of GOW until you actually play in a tournament and start losing because they draw their Catcher and you don't.

I'm still trying to figure out why Warp Point isn't legal, I mean there is a card that had been legal since Gym Challenge that is currently out of the format for the first time since it's release.

Drew
 
TheDarkTwins

  1. It is natural to compare Pokemon Reversal to Gust of Wind to Pokemon Catcher. The effect of Pokemon Reversal (despite slight wording variants) is just the effect of either of those cards, albeit with a coin toss to determine if the effect goes through as intended or if the card does nothing. In most formats, this effect is so potent that getting "heads" will set-up for you to take a Prize, sometimes with your attack that very turn. While Pokemon Reversal is certainly much less powerful than either Pokemon Catcher or Gust of Wind, the underlying effect is still amazingly potent and well worth playing in the vast majority of decks.
  2. Luck is an inherent part of any TCG, with skilled players learning how to properly manipulate (in a legal manner) the odds to their favor. This is usually done with careful deck building and proper players, making sure "lucky" events benefit you and in the case of "unlucky" outcomes you have a fall back.
  3. When we got Pokemon Reversal the format still had Double Gust, a card that proved almost as potent as Gust of Wind despite hitting both players with a Gust of Wind-effect when used. Players quickly learned how to use it until in the average deck it was almost as potent as Gust of Wind, and in fact the same set to give us Pokemon Reversal gave us back Switch, allowing the two card combination of Double Gust and Switch (still useful independently) to function as a Gust of Wind. As stated earlier, some people even preferred Double Gust to Gust of Wind, because they could build their deck to maximize the effects under the older rules.
  4. People have complained about Pokemon Reversal being broken during its nine year run. The amount is just less owing in part to the previous point, Pokemon Reversal being released when something stronger was still legal. When Pokemon Reversal fails you're out a single Trainer card, when it succeeds you're usually drawing a Prize, setting up to draw a Prize, or ruining your opponent's plans so that they don't draw a Prize or at least are delayed in drawing a Prize. In short, it is still considered widely to be a bargain. Only certain decks have managed to run well without running it, and those simply ran alternatives to it. I'd also like to add that it seems like draw power is as a whole far better than when the card debuted.
  5. Energy Removal 2 regularly failed to see play because it usually did not net you a Prize. To make a serious ding in an opponent's strategy you either had save them up, drop multiples, and hope more than one worked. In general, as the game progressed you needed to discard two Energy cards at a time to really set your opponent back. Pokemon are just better designed on average now than back then. It is expected that a Pokemon will have an inexpensive one or two Energy attack and a larger attack, even on Stage 2 Pokemon! That is why Pokemon Reversal has long been a much better, more useful card than Energy Removal 2, Mail From Bill, and several other "tails fails" cards that on paper look pretty good.
  6. I have played in a tournament and faced Gust of Wind, and both lost and won due to it. Most the people I see panicking, I mean panicking about it are those who have little to no experience playing the game without pre-erratum Rare Candy or with Gust of Wind. Conversely, those of us who are concerned but trying to honestly ask ourselves if this could be good for the game did experience losing because of Gust of Wind... or PlusPower. TPC has brought back cards I thought were broken before based on experience and proven me wrong, that it was more than just a single rule or card but an entire format that "broke" so much of the past.
  7. What is this about losing at a tournament because your opponent drew Pokemon Catcher and you didn't? That has been true of many if not all the best cards in the game, broken or balanced. This isn't me trying to nitpick but help you get your argument back on track: I've never met you but I've read what you've written on the boards long enough to know you know that if you're regularly losing because your opponent is drawing into a card before you unless it is the first turn of the game, that's either rotten luck or poor deck building. Both are things I know intimately (as in I've lost because of both). :rolleyes:
  8. I too wish Warp Point were still with us. I consider it to be one of those "format staple Trainers" that whether you run it are not, you expect to remain legal.
 
Three words:

BUILD

BETTER

DECKS


I can't wait until Catcher releases. It'll change the game, most definitely, but not in the way everyone is expecting. Bad players will whine about not being able to set up and having their basics Catchered blah blah... and GREAT players will learn how to counter the "Catcher" and conversely, use it to their advantage. Some decks will become less playable, while other decks will begin to emerge with new strategies better utilizing Catcher in their game plan.

Most importantly, Catcher increases the predictability of the game and decreases the importance of coin flips, something I'm sure everyone can agree is great for the game. There's nothing worse than whiffing on Reversal, Reversal, Junk Arm - Reversal while your opponent flips 2-3 in a row and decimates your setup. With Catcher, everybody flips heads, and everyone can PREDICT and PREPARE themselves to being Catchered.

This means thicker basic lines, TIGHTER decks, and the need for more correct play making decisions. If you ask me, catcher will require an INCREASED level of skill and will ultimately weed out the weaker deck builders and weaker players in favor of those who can prepare and maximize Catcher's potential.



Sounds great unless you realize pokemon isnt chess. Even "great players" cant change their opening hands, I love how people always act like if you play enough consistency youll never have shaky openings.

You can build your deck as tight as you want, sometimes you have very little resources and then catcher murders you. Catcher also hands close games to the player who gets the first attacker up because he can just prevent his opponent from doing stuff. Catcher increases the advantage of going first by a ton, it also increases the advantage of having a better opening hand yb a ton

Thicker lines make decks more clunky which, against catcher, will come back to bite you anyway. Watch me play a 312 alakazam-clone-thing or a 3-1-3 magnezone line because I want to get ONE! copy up. Great deckbuilding indeed... You can either be effective and pray or clunk your deck up to the maximum at which point it becomes totally unflexible and stuffed with deaddraws.

So what does catcher do:

increasy reliance on opening hands - check
increase advantage of going first - check
kills any sort of tech / bench sitter - check
forces players to build incredibly clunky decks - check



But I guess with great players you mean those players that stack thewir decks to prevent non-great opening hands, right? In this case I absolutly agree, great players will love these changes.

The thought that people think "great players" can prevent bad opening hands gives me a headache...



IMO the game should be as un-opening hand focused as possible. If I have a bad hand Ill have a disadvantage but Ill be able to fight myself back in. With catcher, catching up (HA HA HA) is way way harder cause your opponent can just control you at will. Opening hands will decide even more games.

Reversal is a bad card for the format either but its flippyness prevents it from being played in every deck and makes it somewhat unattractive, people know they cant rely on it so they try to go without it.
Catcher is just unfair and stupidly broken.


- A good and skillful game has as little of a luckfactor as possible.
- Catcher makes opening hands extremly important because you can punish subpar openings so hard and will always be a step ahead
- Even good players with good and solid decks cant prevent bad opening hands, they might be able to fight their way out of it under normal circumstances but catcher can (just like sp) crush every chance of a comeback.
- A good portion of cards will become completly unplayable because they need some sort of build up time / preparation, this isnt possible with catcher and pokemon like chincino / donphan / yanmega / etc.

Just imagine this:

I play an incredible good deck against some sort of beatdown. I have a bad hand but I can make a comeback after saccing 1 or 2 pokemon and taking some damage. I sac some stuff then fight back and can still prevent him from running over me with my strategy. Not imagine the same thing with catcher.

lol comeback *insert trollface*

Catcher will make opening hands incredible important, it will also make comebacks really hard and ruin a big part of the card pool. Trainer lock is clunky and absolutly no fun but will be the only option.


And yes, people will adapt, but what does that even mean? People wouldve adopted to sablelock as well, by playing sablelock, "people will adapt" is such a no-argument. If everyone plays sablelock everyone will have adapted so everything is fine I guess...?! Thought so.

People will adapt, everyone will play beatdown because with overly powerful basics/cheap attacks and the concept of a bench completly gone you dont have much of a choice...

Rare Candy nerf was a GREAT step in the right direction, stopping the powercreep from the sf-pt sets was a great step, and one card will nullify all the effort. I wish I knew what those people in japan think when they decide this kind of stuff.

+++++++++++++++++++

So in the end we all have to accept that pokemon will become pretty basic and beatdownish for the next 2 years (cause I doubt theyll release anything that could counter this, looking at the last few sets).

I mean, maybe, and Im serious about this, this is the way they wanted this game to be played, short beatdown matches and prize races, some things really make it look that way. But I also know that I started playing pokemon back then because the game was the exact opposite of this, the exact opposite of ygtopdecko, a game with incredible consistency, incredible teching and "this might be a nice trick" options and a game with a good balance between beatdown and setup.

Maybe delta was a fluke, idk, if you enjoy this beatdown style then thats good for you, but its absolutly not what I want to play. But I guess it took people 2 years to realize that sp decided a lot of games with opening hands because it did exactly what I described above.

---------- Post added 08/08/2011 at 06:17 AM ----------

^^ yep k2 nailed it.
most of those who are complaining, imo, are just upset because a card that requires us to actually THINK more than 1 turn in front of our faces, build better decks, and work harder on play-testing is about to be released.


"Well I can try this and put down my 1 magnemite, I cant get a second one right now because my opening hand was bad so I guess Ill just pray he cant ko it immediatly and I can actually draw some cards. Its not like I can do anything else"

Yeah thinking ahead, great idea...


How does GoW make you think ahead more?! You cant oredict if he can kill yout stuff, you can play with the thought that he might do it in mind, but if you cant do anything about it, whats the point of thinking about it to begin with. If your opponent has all the catchers and kos youre dead, no point in thinkign ahead, once youre behind you can only get out of it if your opponent whiffs on the catcher.

Build better decks as in, "build incredible clunky decks with tons of twins so I can atleast atempt a comeback, therefore stripping my decks of all clever techs, cute plays etc because theyre a liability"?!

Work harder on playtesting as in "well this game was worthless because I couldnt fight back, the game before you did the same too me so wel have to play 100 games so that we can get some results that arent obviously decided by opening hands. Awesome, I love testing for 4 hours and get 2 real games down...
 
Reversal is bad for the game. In some ways catcher increases the skill component of the game because it discourages the use of reversal.

The difference is that you can junk arm a catcher knowing you will get the effect. That is purely bad imo, and will merely cause the gow effect to be played more and more.
 
I have to say Yoshi-, you're making it a challenge to remain civil. I say this because we agree on many points. This may not seem so based on many of my posts, but I find myself playing devil's advocate to counter the panicking I see many players doing or the sloppy arguments, because both do more harm than good.

Sounds great unless you realize pokemon isnt chess. Even "great players" cant change their opening hands, I love how people always act like if you play enough consistency youll never have shaky openings.

You can build your deck as tight as you want, sometimes you have very little resources and then catcher murders you. Catcher also hands close games to the player who gets the first attacker up because he can just prevent his opponent from doing stuff. Catcher increases the advantage of going first by a ton, it also increases the advantage of having a better opening hand yb a ton

Perhaps some act like that. Most just accept that luck of the draw is an inherent part of TCGs. You can build your deck to improve consistency, but you can only do so much. Bad hands happen. This is why players periodically push for Pokemon to adopt a best two of three style of play, but as has been pointed out, that is too time consuming for large scale tournaments.

Perhaps it is time to revisit the mulligan rule. Either upping it to a minimum of two Pokemon in the opening hand, or another page taken from the Magic: The Gathering playbook, allowing players to declare a mulligan, shuffle their hand back into their deck, and draw a new one, with an appropriate penalty. The "appropriate penalty" has been the best reason for not including this rule which seems to be the best way to decrease extreme luck in the opening hands. In Magic, it is my understanding that player's draw one less card each time they use this rule, but with the raw draw power of Pokemon that might be too negligible a penalty.

Now here is some food for thought: if you have a bad hand and Pokemon Catcher "murders" you, is that better or worse than say an opponent winning because they got heads on Pokemon Reversal in the same situation? Has it occurred to you that bad luck is bad luck and this is just getting it over more quickly? We are not talking about a virgin format where we had no sniping or cards that could force the opponent to change their active. In fact, both are fairly common and most decks will run one or the other. So while I will not dismiss your point entirely, I will counter by saying that in such a sad state most players are hoping for extreme luck on their end after the fact, or an opponent bungling things or being plagued by their own bad luck.

Yes, it is most tempting to say Pokemon Catcher removes all chance of a comeback but before we lament and groan about it being introduced, how much hope was there really? Is it as one-sided as some claim? We have ample "revenge" cards that make an aggressive opponent charging head first slam into a brick wall.

Thicker lines make decks more clunky which, against catcher, will come back to bite you anyway. Watch me play a 312 alakazam-clone-thing or a 3-1-3 magnezone line because I want to get ONE! copy up. Great deckbuilding indeed... You can either be effective and pray or clunk your deck up to the maximum at which point it becomes totally unflexible and stuffed with deaddraws.

You realize you have to justify your point if you want it to matter, yes? Stating that a player can no longer try to TecH a Stage 2 Pokemon so their deck can run with a single copy requires convincing us this is both part of the intent of the game and good for the game. I allow for it on occasion, but based on my experiences it should be hard to do!

So what does catcher do:

increasy reliance on opening hands - check
increase advantage of going first - check
kills any sort of tech / bench sitter - check
forces players to build incredibly clunky decks - check

Decreases reliance on coin flips - check
Increases advantage of going first - check (now explain why that is bad!)
Forces Bench Sitters to be a real part of the deck - check
Forces players to follow good deck building - check

Yes when we only take our own opinions into account, it can dramatically alter an argument. I agree Pokemon Catcher makes going first more of an advantage... but I also disagree about how much of an increase this truly grants, and whether a balanced opening is possible within the Pokemon TCG. All the same stuff you can do with Pokemon Catcher, you could do with Pokemon Reversal so long as you flipped "heads". Reliability in these combos is a huge deal, but I know when I build a deck I already had to take most of this into account; all I've lost is the occasional "lucky" open when an opponent would fail at these coin tosses. You will encounter it much more frequently because it no longer depends on a coin toss, but it wasn't the kind of thing you could rely on no one playing and thus not prepare for anyway.

I'd also point out that its the current damage output of certain Pokemon that makes a first turn Pokemon Catcher so devastating. Think about it: if we didn't have the likes of Zekrom or its ilk, most of the time using Pokemon Catcher to force up something like a Tepig and go for the FTKO would require drawing into and using up several PlusPower. What happens if a player doesn't play or can't draw into those PlusPower. Its almost funny when you think of what it would mean to the game.

"Oh no, you forced my Tepig meant to Evolve into Emboar Active. It is never meant to be Active unless I am desperate and/or need to attack with it for game. I guess I'll just use Switch to force it to the Bench and Evolve it anyway since you'll have to burn a second Pokemon Catcher and attack at a later turn to finish it off. Plus you ignored my opening attacker who will now last another turn and probably take another Prize because of this."

Now, while the "problem Pokemon" were released in the US first, I thought they came out at the same time as Pokemon Catcher in Japan and either way, it would just be an act of incompetence for TPC to have designed all the "problem Pokemon" and then randomly said to themselves "Let's reprint Gust of Wind, or actually just release an Item with the same effect but a new name!" on a whim. They have to have tested this and if they couldn't remember what the game was like 12 years ago, that's a bad sign. With the strong Basic Pokemon that are good to go first turn (albeit usually with a combo) that can OHKO most any Basic, it does make me worry a little.

But I guess with great players you mean those players that stack thewir decks to prevent non-great opening hands, right? In this case I absolutly agree, great players will love these changes.

The thought that people think "great players" can prevent bad opening hands gives me a headache...

As do people that resort to petty insults instead of arguing the substance. There are most definitely reasons to be concerned about Pokemon Catcher, and instead of voicing them I end up putting down the bad arguments that would, by their existence, distract from the real issues. It is clear reading your words that what I consider solid deck building, you consider bad, "clunky" for example. Where as I do allow for innovative Pokemon builds where someone might include a 1-0-1 line of a Stage 2 or something similar, I do not feel a player should be able to rely on a build that uses less than three of the final Stage Pokemon. That is to say, if you run a 2-X-2 line (where X varies depending on things like Rare Candy usage), you should not consider it a reliable part of your deck but a daring risk. Now if you are arguing that it isn't even a daring risk anymore but a wasted effort, I can see your concern but notice I have had to put words in your mouth and assume to get to this point: your hyperbole has muddied your point so it is unclear.

IMO the game should be as un-opening hand focused as possible. If I have a bad hand Ill have a disadvantage but Ill be able to fight myself back in. With catcher, catching up (HA HA HA) is way way harder cause your opponent can just control you at will. Opening hands will decide even more games.

I am not sure I follow your point. A TCG is a TCG: the luck of the draw is there. I agree that a well designed game shouldn't find a good opening hand unbeatable or a poor one a death sentence. You really missed your shot at reviving the old "optional mulligan" discussion, ya know? ;) Of course Pokemon Catcher can totally ruin a good player's set-up as well, it is just naturally harder for the struggling player to do that as it should be. The game is no fun when anyone can top deck into a "power play" that reverses the game. Your statement that opening hands will decide even more games is unfortunately true, but again the question is how much of an increase will it be?

Reversal is a bad card for the format either but its flippyness prevents it from being played in every deck and makes it somewhat unattractive, people know they cant rely on it so they try to go without it.
Catcher is just unfair and stupidly broken.

Like many, my main (perhaps only) problem with Pokemon Catcher is the lack of cost in using it. Otherwise the nature of Pokemon requires something to disrupt the Bench that can be easily run in most decks. Pokemon Reversal tried to do this by being based on a coin toss, and was still very nearly a deck staple. Did every deck use it? No. Does its unreliable nature make it less attractive? Yes. Was it still widely used and rare not to see in a deck, unless they had something that was a viable alternative? Yes. It really is hard to tell whether it is better to have a this kind of effect based on a coin toss or not. I used to think it obvious until I experienced it. Realistically you shouldn't build your deck assuming your opponent will rarely or never succeed with Pokemon Reversal, but in doing so you leave yourself vulnerable to other problems, so at least with Pokemon Catcher the changes are justified and odds are will become standardized.

Pokemon Catcher is overpowered, but if you want "stupidly broken" remember Yu-Gi-Oh. If Pokemon Catcher were on the power level of the worst of Yu-Gi-Oh cards, you'd gain control of the Pokemon targeted until the end of your opponent's next turn. Or the Gust of Wind like effect would be tied to a Stage 2 Pokemon... and while it might have a big cost it would have even bigger bonus effects, like discarding attached cards to your opponent's Pokemon instead, all on top of a Stage 2 with 150 HP, reasonable Weakness, a Retreat Cost that ultimately won't matter, and solid-to-great attacks. Odds are it won't Evolve normally, but that the unusual way it does Evolve would be built into its lower Stages and actually make it faster. Think Change of Heart or Chaos Emperor Dragon - Envoy of the End, respectively. Not perfect analogues but the fundamental differences of the game make that all but impossible. Anyway, that is the "stupidly broken" level of power that began and seems to re-appear every few formats in Yu-Gi-Oh. :thumb:


- A good and skillful game has as little of a luckfactor as possible.
- Catcher makes opening hands extremly important because you can punish subpar openings so hard and will always be a step ahead
- Even good players with good and solid decks cant prevent bad opening hands, they might be able to fight their way out of it under normal circumstances but catcher can (just like sp) crush every chance of a comeback.
- A good portion of cards will become completly unplayable because they need some sort of build up time / preparation, this isnt possible with catcher and pokemon like chincino / donphan / yanmega / etc.

Not sure how much I agree with any of these.

  • I don't have to have luck reduced to an absolute minimum, just make sure it doesn't win entire tournaments or lose them for players not running the cards. I have no problem with, for example, a coin toss heavy deck that allows a Pokemon League newbie to challenge a vet. If that kind of balance proves impossible, then I do agree and the luck not inherent to the design of the TCG should be minimized.
  • Pokemon Catcher makes going first a greater advantage and makes it easier for a player with a good opening hand to establish a broad lead against a player with a poor opening hand. So far I've been given one example of it legitimately enabling a win first turn (and thus having no counter), and that requires Seeker and setting up at least a single strong attack, and doesn't work if your opponent opens with at least three Pokemon.
  • Your third point is false, or at least only true in select circumstances. I saw players fight their way back from bad hands in Unlimited facing down Gust of Wind. Until I see the opposite regularly happening in Modified, I am not going to assume it to be an impossibility.
  • This point is true, but doesn't prove Pokemon Catcher bad in and of itself: there are many cards that if we remove them, cards that perform poorly suddenly become better. I feel it good to discuss, just be careful not to assume too much or overly rely on it.

Just imagine this:

I play an incredible good deck against some sort of beatdown. I have a bad hand but I can make a comeback after saccing 1 or 2 pokemon and taking some damage. I sac some stuff then fight back and can still prevent him from running over me with my strategy. Not imagine the same thing with catcher.

lol comeback *insert trollface*

I imagined it with Pokemon Catcher the first time. :thumb: In fact it was Pokemon Catcher that allowed you, in part, to make your comeback. You see your opponent was running a simple beatdown deck so that by using your Pokemon Catcher defensively, said opponent had to either pay to retreat, wait for a Switch, Bench, Shaymin, or abandon their current attacker and build up the new Active. You fed your opponent a few Basics, and while sure enough your opponent took them down, you got your deck's main hitter underway. In the mean time, you also used cards like Twins as well a Bouffalant with Revenge, a Double Colorless Energy, and (admittedly lucky) Black Belt (obviously multiple Supporters stretched out over multiple turns) to catch (pardon the pun) your opponent completely off guard since they were only worried about the Stage 2 you were building.

In the same scenario without Pokemon Catcher, you win if they get "tails" and you "get heads" and you might still win if you both get "tails" all the time. If you both get "heads" all the time or just they get "heads", you lose.:eek:

So what does this fanciful imagining "prove"? Mostly that creative thinking and deck building, as well as outsmarting your opponent makes a comeback feasible. Against the opponent's you faced at Worlds this might not be so easy, and honestly I normally skip signature "titles" because they are so untrustworthy. If you really are a top player, I suggest you look at the flip side: lesser players won't be able to luck into a win so easily. I know it might not seem like it at first, but please ask yourself: if I get a great hand and my less skilled opponent gets a bad hand, shouldn't it be a blow out? If I get a poor hand and a more skilled player gets a good hand, shouldn't it be incredibly hard for me to win outside of them making mistakes?

Catcher will make opening hands incredible important, it will also make comebacks really hard and ruin a big part of the card pool. Trainer lock is clunky and absolutly no fun but will be the only option.

I disagree with most of this. Opening hands are already incredibly important. It will "ruin" a hunk of the card pool, but Pokemon Reversal already existed so a large portion was already out, and some of what is "ruined" was too powerful without Pokemon Catcher! You know, like Pokemon that hid behind Sweet Sleeping Face. I would have preferred other solutions (like reprinting Warp Point) but that doesn't detract that Pokemon Catcher still deals with that particular issue. I just flat out disagree about Trainer lock entirely, but I tend to enjoy such decks.:lol:

And yes, people will adapt, but what does that even mean? People wouldve adopted to sablelock as well, by playing sablelock, "people will adapt" is such a no-argument. If everyone plays sablelock everyone will have adapted so everything is fine I guess...?! Thought so.

People will adapt, everyone will play beatdown because with overly powerful basics/cheap attacks and the concept of a bench completly gone you dont have much of a choice...

Many of us saying "players will adapt" already saw players adapt to Gust of Wind. You are correct that we can't just hand-wave people's concerns, but the truth of the matter is our current way of playing is how we adapted to what came before. There are many things done now that were ridiculous in the past, and that not everyone finds fun as a part of the modern game. We are unfortunately dealing with extremes: either a format where slopping deck building becomes an asset for what it allows you to include in your deck and luck-based plays rob the better player of a win, or a format where decks have to adhere to fairly static ratios and tend to be dull or "cheap" in how they score their wins with brutal efficiency.:frown:

Rare Candy nerf was a GREAT step in the right direction, stopping the powercreep from the sf-pt sets was a great step, and one card will nullify all the effort. I wish I knew what those people in japan think when they decide this kind of stuff.

If Pokemon Catcher makes the game worst than all those changes, its the player's fault. No, really: I learned this watching what dominated at a small league, and then larger and larger metagames. Sometimes what is popular isn't what is the best. The game is designed so that cards are checks and balances for each other, so when Card A is ignored, Card B (which it balanced out) becomes dominant and Card C (which Card B was to balance out) becomes unplayable. Cards D, E and F which were to be the foundation for a second triad of good decks also see less play because with the imbalance, playing Card B (and it's decks) are so far above and beyond them in terms of results.

So in the end we all have to accept that pokemon will become pretty basic and beatdownish for the next 2 years (cause I doubt theyll release anything that could counter this, looking at the last few sets).

I mean, maybe, and Im serious about this, this is the way they wanted this game to be played, short beatdown matches and prize races, some things really make it look that way. But I also know that I started playing pokemon back then because the game was the exact opposite of this, the exact opposite of ygtopdecko, a game with incredible consistency, incredible teching and "this might be a nice trick" options and a game with a good balance between beatdown and setup.

Maybe delta was a fluke, idk, if you enjoy this beatdown style then thats good for you, but its absolutly not what I want to play. But I guess it took people 2 years to realize that sp decided a lot of games with opening hands because it did exactly what I described above.

It took the Pokemon SP format to remind me of Yu-Gi-Oh. Well, and what the Unlimited format has become with the rules changes and some more recent card releases. So yet again, I think you're getting yourself worked up (and trying to work up others) for nothing. Well, perhaps not nothing but you're making a mountain out of a big hill. Even if Pokemon Catcher is a problem, there are potential counters that could be made, and hoping for them isn't a vast religious undertaking but simple "well that was stupid, but if the company wants to stay in business they'd better fix it" thinking.

"Well I can try this and put down my 1 magnemite, I cant get a second one right now because my opening hand was bad so I guess Ill just pray he cant ko it immediatly and I can actually draw some cards. Its not like I can do anything else"

Yeah thinking ahead, great idea...

Remember a bad opening hand isn't entirely the fault of luck. A good deck is consistent, and for years Pokemon has had cards that allowed players much leeway, perhaps far too much leeway, in how they built their decks. Decks that were once considered sloppy in their design became "daring builds" because of the safety net the different formats (and cardpools) provided. A good deck is going to drop multiple of an important Basic meant to Evolve on their first turn. If they can't, it is a bad build or bad luck and that is that. You'll also notice your mock example ignore that indeed, your opponent can have a bad hand too, and before we had Pokemon Catcher it would have been "pray he gets 'tails' if he (or she) has a Pokemon Reversal". Decks may not be able to rely on always getting their Stage 2 Pokemon out by their second turn, but is that bad?

Could it a problem? Yes. Is it as big a problem as you make it out to be? I doubt it. It is certainly no Magical Scientist FTK, Cyberstein OTK or spamming Umbreon* with Scoop Up in Unlimited. We are talking about a player who had some bad luck loosing. Not a player who lost because they didn't draw into the one counter card that could have saved them.

How does GoW make you think ahead more?! You cant oredict if he can kill yout stuff, you can play with the thought that he might do it in mind, but if you cant do anything about it, whats the point of thinking about it to begin with. If your opponent has all the catchers and kos youre dead, no point in thinkign ahead, once youre behind you can only get out of it if your opponent whiffs on the catcher.

Thinking ahead because you know you'll have to actually work at stuff taken for granted the last seven or so years of the game, but that players dealt with (even if while grumbling) the first five years, even during early Modified formats. I must be careful not to sound so harsh, because I do worry that Pokemon Catcher is bad for the game but the hyperbole I see so many resorting to confuses the issue, and there seems to be a general dismissal or the level of strategy required in past formats.

Build better decks as in, "build incredible clunky decks with tons of twins so I can atleast atempt a comeback, therefore stripping my decks of all clever techs, cute plays etc because theyre a liability"?!

Work harder on playtesting as in "well this game was worthless because I couldnt fight back, the game before you did the same too me so wel have to play 100 games so that we can get some results that arent obviously decided by opening hands. Awesome, I love testing for 4 hours and get 2 real games down...

Build a better deck by acknowledging what used to work reliably doesn't anymore, and that perhaps it never should have. That if I run less than a 3-X-3 line of a card, I shouldn't count on it showing up all the time. Work hard by making sure to acknowledge when a shut out happened because I tried something fancy with my card ratios that made me too vulnerable to the inevitable bad hand, and that it may no longer be a valid approach to the game, just like for years a classic Haymaker style deck and most of the skills it taught were wasted time and useless to players who started with that kind of format.
 
Otaku, I'm sorry, but I don't know what you have heard, but Reversal wasn't ever considered to be "broken" until this format. The main reason might be because Junk Arm allows you 8 chances for it, instead of the 4 it used to get. There is a reason everyone is play 4 now. Reversal was a non-factor in many decks for years. I think I've played 2 decks that had Reversal in it. Lati@s and Gyarados. That's TWO decks in the past 9 years. I don't think that makes it broken. The fact that everyone is playing it, is a little insane. The fact that you can have 8 GOW in a deck pretty much is just nuts. I don't have an issue with Reversal being legal if it wasn't for the fact that Junk Arm was legal. It would be much less of a problem.

The fact that we are talking about a card that's not broken being broken is a big deal. The fact that Catcher is being printed. There was a reason there are a select few cards that shouldn't be legal. Is Junk Arm that bad, no, is what it can cause bad, ABSOLUTELY. The same goes with Catcher. To me of the 3 cards that I would consider "broken" from Base Set, all have caused issues of some kind. Whether it be DCE cause Garchomp C Lv. X to run wild, or the other two, none have been awesome for the game. However, saying that, DCE is by far the one I'm the most okay with.

Drew
 
TheDarkTwins: I am getting a little chop happy with your post: if how I broke it down resulted in leaving out an important piece, I probably misunderstood your point. Either way, please let me know since I am not trying to set-up your post as a strawman to knockdown, but rather answer it and get to the most important points.

Otaku, I'm sorry, but I don't know what you have heard, but Reversal wasn't ever considered to be "broken" until this format.

What I heard was people complaining because they lost. My point was that it has been complained about before, but usually by two groups: "random" people who lost to it and so "if had to be broken"...

...and thoughtful types asking themselves if the underlying mechanic was sound or not, and how much a difference that coin flip really makes. I only just recently entered into the latter camp.

I think I've played 2 decks that had Reversal in it. Lati@s and Gyarados. That's TWO decks in the past 9 years. I don't think that makes it broken.

Do I doubt what you say? No. Do I feel it inadequately reflects the broader metagame? Certainly. I know I ran it in far, far more than two decks. While I am hardly a great player, there are reasons why it wasn't in "every deck"...

The fact that everyone is playing it, is a little insane. The fact that you can have 8 GOW in a deck pretty much is just nuts. I don't have an issue with Reversal being legal if it wasn't for the fact that Junk Arm was legal. It would be much less of a problem.

Would it? I keep referencing Yu-Gi-Oh, but it is because that game simply does things different than Pokemon, and when you're familiar with both the differences become glaring. You also start to learn things. Some cards become "broken" because of an unexpected combo or format shift. Some cards are always, obviously broken. Some cards are broken but it doesn't become apparent until specific circumstances bring it to the surface.

This is why I trailed off at the end of my earlier response. I ask you an honest question: how many decks where you "skipped" it just had a better option for the same effect? I ask because it is so easy to overlook. I stated earlier, Pokemon Reversal came out in the shadow of Double Gust and with similar "nerfed" cards failing, it was easy for some to dismiss without proper testing. As soon as we got Blaziken ex we got sniping that was so good Pokemon Reversal didn't add enough to your deck. Warp Point doesn't require a flip and we've had so many decks with fantastic damage that it was often an equally good or even superior choice. Things like this make it easy to ignore Pokemon Reversal, but do not balance it. With TCG design you always have to ask "what if?" to make sure the only reason a card isn't broken is because like a small mountain behind a larger one, no one is able to see beyond the larger, more immediate problem.

The fact that we are talking about a card that's not broken being broken is a big deal. The fact that Catcher is being printed. There was a reason there are a select few cards that shouldn't be legal. Is Junk Arm that bad, no, is what it can cause bad, ABSOLUTELY. The same goes with Catcher. To me of the 3 cards that I would consider "broken" from Base Set, all have caused issues of some kind. Whether it be DCE cause Garchomp C Lv. X to run wild, or the other two, none have been awesome for the game. However, saying that, DCE is by far the one I'm the most okay with.

Drew

That's just it, Pokemon Reversal may very well "be broken" yet underutilized because most formats have been dominated by decks with "better options". A broken card doesn't have to be the best card at what it does, merely do more than a balanced game environment can handle. If people leave a broken card alone, it is easy to forget about it until it does become a problem, but it isn't truly balanced. Sometimes what it does is just so much more effective than what the designers intended.

I hate resorting to it yet again, but Yu-Gi-Oh is rife with such examples. The concept of taking control of another player's monster rarely fails to produce an overpowered card, or at least that was the case when I kept up with the game. The main reason is that such cards simultaneously rob an opponent of a would-be defender/attacker and add one to your own side. As game's designers found out it didn't matter when they played with the formula: it was so powerful that giving it a cost never seemed to be enough, and restrictions on what you could do with the borrowed monster often didn't keep up with modern game changes and ignored that even if all it did was make a defending monster stand aside... that was often a game winning move!:rolleyes:

The Bench is supposed to be a relatively safe place in Pokemon, but when it is truly a safe place it leads to too much abuse. Without cutting tactics (let alone cards) that have been mainstays of the game for years, you instead end up with abuses as something "tiny" that was supposed to be so "weak" it balanced its awesome effects can just be run as a Bench-sitter. Then we get into the messy areas that have often been the blemishes on the game's history. Do we have something like Pokemon Catcher that makes it so easy to get at something on the Bench? I keep reminding people I think it was a bad move but I'll wait for it to be official before I start complaining: TPC has earned that much at least.

Still other answers have often failed: cards that snipe or spread tend to be under- or overpowered, never spot on. This is because its just such a hard thing to balance: if you don't hit the Defending Pokemon hard enough, its going to KO you and you're going to be down a Prize. Damage to the Bench has to be low in order to avoid being broken... it just ends up such a mess!

This is why I favor a wait and see attitude. This pseudo-article brings up at least some valid points, though I most definitely don't agree with it in its entirety. I mean, even some stuff I agree with I don't agree with. :lol: Take the first point, about how the relative decrease in draw power should keep the card from being bad for the game... its really a reason why it won't be as bad as some think. It doesn't ensure that it won't be bad for the game, though.
 
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