(1) Rules Changes Coming with X/Y TCG [9/27]

I'd still say decks like Blastoise now would want to go first since they want that T2 Blastoise setup while aggressive decks like Plasma and Virgen would love to go second since it grants them the ability to attack first. At least now there's variety in who wants to go first.

I've said this before and I'll say it again.

"Whoever in this current format voluntarily decides to go second in a tournament match should just pack up his cards and quit playing Pokemon."


They should have just turned Sycamore into a PONT reprint. That would have been better. Shuffle and draw 6 outright still isn't bad.
 
Riskbreakers said:
"Whoever in this current format voluntarily decides to go second in a tournament match should just pack up his cards and quit playing Pokemon."
Now we're doing best out of three in tournaments these days, isn't that actually an option?

Riskbreakers said:
They should have just turned Sycamore into a PONT reprint. That would have been better. Shuffle and draw 6 outright still isn't bad.
I would've love to see another PONT-like card. But I'm pretty sure that would nullify N entirely. I do think we need some different drawing-supporterst hough. I feel that the just combination of Juniper/N/Colress isn't enough.
 
daoneandonly said:
Riskbreakers said:
"Whoever in this current format voluntarily decides to go second in a tournament match should just pack up his cards and quit playing Pokemon."
Now we're doing best out of three in tournaments these days, isn't that actually an option?

Riskbreakers said:
They should have just turned Sycamore into a PONT reprint. That would have been better. Shuffle and draw 6 outright still isn't bad.
I would've love to see another PONT-like card. But I'm pretty sure that would nullify N entirely. I do think we need some different drawing-supporterst hough. I feel that the just combination of Juniper/N/Colress isn't enough.

It is an option now. I'm telling those who voluntarily choose to go second to quit playing Pokemon because I don't see the point of going to a tournament to shoot yourself in the foot. (Well this is only applicable pre-rule change the new rule changes allow strategic choosing of whether going first or second)

PONT is sorely needed. Roseanne's, Holon Mentor and Celio's Network are also cards I would love to see come back.
 
In my opinion, the first turn rule change is a godsend since it pretty much eliminates donks. I think it would better if they said: "You can't select attacks that do damage", but it's better than nothing. The only thing that sucks more than losing on a coin flip is losing to a donk. Speaking of coin flips...

The Catcher errata won't take place until the XY set comes out, so I don't know what to think of it, I just find people's overreaction to it funny.

I don't even understand why people are upset with the third one. To me, it looks like they want to to keep the effect "Discard your hand and draw 7 cards" to the Professor supporters.
 
Tell that to Birch (Bianca of the past) and Elm.(Shuffle hand and draw 7, can't use trainer for rest of turn)
 
scuba steveE said:
In my opinion, the first turn rule change is a godsend since it pretty much eliminates donks. I think it would better if they said: "You can't select attacks that do damage", but it's better than nothing. The only thing that sucks more than losing on a coin flip is losing to a donk. Speaking of coin flips...
I thought of something alike myself only it'd go with something like this. "The player who goes first can attack, but their attack won't do any damage to the Opponent's defending or benched Pokémon."

scuba steveE said:
The Catcher errata won't take place until the XY set comes out, so I don't know what to think of it, I just find people's overreaction to it funny.
You do have a point, and I'd like to see how this all works out when the X&Y sets are actually here. But it does show TPCi has a poor way of fixing 'problems' in their game.

scuba steveE said:
I don't even understand why people are upset with the third one. To me, it looks like they want to to keep the effect "Discard your hand and draw 7 cards" to the Professor supporters.
It's more of a waste a good (new) name actually. Prof Juniper is already card in itself that is in no danger of being rotated out at the moment. To make a new Supporter card that has the exact same effect of a card that's already in format is just a waste of (precious) set-space and a waste of the Professor Sycamore card itself which could've been something on it's own.
 
Rule 1:

YAY! :D (At least the person who goes first isn't at a huge advantage anymore.)

Rule 2:

NOOO! D: (I do firmly believe that catcher was keeping the game from being more unbalanced than it was, nerfing it like that would make the format more luck based like when Pokemon Reversal was around.)

Rule 3:

So professor Sycamore is just a fancy way of saying Juniper then?

This is just imho... xD
 
So my VirGen deck just got stronger since I don't run Badge Engine.
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scuba steveE said:
I don't even understand why people are upset with the third one. To me, it looks like they want to to keep the effect "Discard your hand and draw 7 cards" to the Professor supporters.

One of the major reasons the Sycamore and first turn rules are bad (maybe not terrible, but bad) is that this is the TCG equivalent of releasing a buggy, malfunctioning game and about two years and 10 pieces of DLC later... don't actually fix the bugs/glitches, but put in a work around that just removes the affected section.

Okay, so I am not completely thrilled with that comparison, but it was the best I've got. Sticking directly to facts, the Sycamore rule means:

1) A confusing new rule for players to remember.
2) Wasted slots (it is likely to get multiple releases) in future sets.
3) Wasted potential for another Supporter, especially another great primary draw supporter.
4) A major concern with Trainer balance; Professor Juniper is so potent at least a few people said it was broken. I believe it to overall be safe, but other Supporters need to be tweaked accordingly, and natural combos need to be controlled e.g. maybe cards like Ultra Ball and Dark Patch have too much synergy to be in the same format as Professor Juniper.

The problems with the previous format (which still likely wasn't the worst format we've ever had) are mostly from several cards being overpowered... but at the same time a portion of it comes from so many cards being underpowered filler. Both the new first turn rule and the Sycamore ruling aren't fixing a problem and I fear are indicative of changing the rules to suit the cards instead of making cards to suit the rules.
 
Riskbreakers said:
Run more scrapper. Garbodor is going to get even better just to shut down those Blastoise decks.

Yeah except isn't Tropical Beach like a 3-4 of staple card for decks nowadays to stand a competitive chance in the current format because of the new X/Y Rulings? I don't own any copies of Tropical Beach and the price tag for it is going to be shooting through the roof past $200+. Good thing I stocked up on Tool Scrapper's for this occasion as Empoleon/Garbodor seems like a solid play right now. I've noticed a few players in my meta running budget Blastoise/Keldeo builds without Tropical Beach cause it's too expensive to get ahold of.

Instead of errating Pokemon Catcher the best solution would've been to ban Tropical Beach while getting the new 1st turn rulings. That way you have less people complaining about the TCG becoming more luck based than it already is with a card that's held the format together into becoming a functional Pokemon Reversal that only rewards those with luck to win. The big issue with the new 1st turn rulings for X/Y is that there's no Supporter in the current format that gets out multiple Basics like Roseanne's Research and Pokemon Collector to make up for not being able to use Call for Family on your 1st turn.
 
My take on the new rulings.

A. the 1st turn deal - this is lame. I like attacking on the 1st turn. If anything, they should have it so that 2 opponents flip/dice roll to decide playing order. Whoever gets heads/evens, may choose to go 1st or 2nd. The player who goes 1st can attack but can NOT play any supporter NOR stadium cards.
This evens it out, and this is basically the old ruling.....I mean from years ago.

B. catcher rule -- NO coin flip/dice roll. The card was not intended for such. Warp point, gust of wind, etc all had similiar effects. I also want to see the old rare candy ruling - where the player who has 1st turn could, use rare candy and skip from charmander to charizard, all in that 1st turn. The original rare candy ruling, bring it back please.

C. Professors Juniper and Sycamore, you should be able to play both in deck. If the card makers didnt want this, then should have made Sycamore different. Plenty of cards are basically the same as a different named card. This may be the lamest ruling yet.
 
The original rare candy ruling, bring it back please.
First get rid of the ability to make a T1 Black Ballista with the old Rare Candy ruling.
Then we'll talk about reversing the errata.
 
DNA said:
The original rare candy ruling, bring it back please.
First get rid of the ability to make a T1 Black Ballista with the old Rare Candy ruling.
Then we'll talk about reversing the errata.

amen to that lol. the original rare candy ruling would just give blastoise an even greater power boost than these rules already grant.
 
One big word: *insert musical notes*OOOOOOHHHHHHHHHHHH *insert musical notes*!!

See, in my opinion, it gives a lot of those previous Donk capable Decks a challenge in adjusting to this no 1st turn attack rule. What sort of things CAN we do on the first turn then? For one thing it means that Pokémon with Abilities you can work with on the first turn could see more play, and that makes me pretty happy. It also means that the player going first is better off spending effort in setting up,since he can't attack on that turn, meaning Stage 2 Decks have more of a fighting chance! Virbank and Laser may rise in popularity, along with Virigen, since Red Signal compensates for Catcher needing a coin-flip.

As for the Juniper vs. Sycamore issue,its just encouraging players to buy the new cards for another reason. Its just a marketing strategy really, I mean, Pokémon IS a business. I'm not to fussy about it.
 
Binx345 said:
I also want to see the old rare candy ruling - where the player who has 1st turn could, use rare candy and skip from charmander to charizard, all in that 1st turn. The original rare candy ruling, bring it back please.

This came up over on another forum. If you want a good, balanced game, you don't want Rare Candy how it used to be.

Evolutions are meant to enter play at a certain pace; this allows them to have effects and attacks that would be broken on Basic Pokémon... or at least it used to. The designers seemingly forgetting this over the last few years it what led the the issues with the last few formats. If you have a universal form of Evolution acceleration, then all Stage 1 and 2 Pokémon will have to be designed with the assumption it is being used, because if not then you'll almost certainly find them overpowered when they are used together.

The real secret is three fold:

1) Non-Evolving Basic Pokémon meant to be the main attacker of a deck shouldn't be designed so that they have a good, offensive attack before the player's second turn (possibly the third). They might have a "so-so" filler attack. This means the real advantage to them is that they require two less slots... and if they aren't so universally good then that isn't even true: you'll need a different Basic Pokémon to function as your opener.

2) Evolving Basic Pokémon and Stage 1 Pokémon should support the deck and have their HP "front-loaded". If the Stage 2 form is supposed to have 150 HP, the Stage 1 should have like 120 and the Basic 100 - combine that with the above and they aren't so easy to take out premature. The Basic should be useful for set-up (or early game disruption), while the Stage 1 may be a good alternate attacker or contribute a Supporter-like effect. Doing this makes it so that the two slots that go to Evolving are basically as useful as the cards a non-Evolving Basic can choose to run (but less flexible).

3) No attacks that hit for damage should be designed to work first/second turn of the game, and any Energy acceleration used first/second turn needs to be extremely limited and end said turn. This ties into the above two.

Now you've got a format where you'll have 2-3 turns to get set-up. Balancing things between going first and second is a separate issue I can address later, if anyone is interested.
 
Otaku said:
scuba steveE said:
I don't even understand why people are upset with the third one. To me, it looks like they want to to keep the effect "Discard your hand and draw 7 cards" to the Professor supporters.

One of the major reasons the Sycamore and first turn rules are bad (maybe not terrible, but bad) is that this is the TCG equivalent of releasing a buggy, malfunctioning game and about two years and 10 pieces of DLC later... don't actually fix the bugs/glitches, but put in a work around that just removes the affected section.

Okay, so I am not completely thrilled with that comparison, but it was the best I've got. Sticking directly to facts, the Sycamore rule means:

1) A confusing new rule for players to remember.
2) Wasted slots (it is likely to get multiple releases) in future sets.
3) Wasted potential for another Supporter, especially another great primary draw supporter.
4) A major concern with Trainer balance; Professor Juniper is so potent at least a few people said it was broken. I believe it to overall be safe, but other Supporters need to be tweaked accordingly, and natural combos need to be controlled e.g. maybe cards like Ultra Ball and Dark Patch have too much synergy to be in the same format as Professor Juniper.

The problems with the previous format (which still likely wasn't the worst format we've ever had) are mostly from several cards being overpowered... but at the same time a portion of it comes from so many cards being underpowered filler. Both the new first turn rule and the Sycamore ruling aren't fixing a problem and I fear are indicative of changing the rules to suit the cards instead of making cards to suit the rules.
I'm sorry, but I completely disagree. Now this is my opinion, but I think first turn donks are one of worst things that has ever been apart of tcg and a rule that eliminates them is good. Anything that allows you to win before your opponent can do anything is bad, plain and simple. Again, is it perfect? No, but I think it does more good than bad.

Confusing? You can't play both cards in the same deck, how is that confusing? Juniper will eventually be rotated out, I'm guessing in the next rotation, so Sycamore will take it's slot. So it's not really a wasted slot, it's like they are updating the theme from Black and White to X and Y. I only remember hearing very small talks about Juniper being broken, but it's never been anything to write home about.

See this is what I don't get about a lot of people that play competitively. People act like this TCG is a extremely unbalanced game that has a ton of flaws, which absolutely dumbfounds me since I think it pretty balanced compared to other TCGs. There will always be overpowered cards and underpowered filler cards, but Pokemon does a good job in making the overpowered cards in check. I don't know, maybe it's because I've played the Yugioh before the ban the list(now if you want to talk about a broken and nearly unplayable card game...), but I find a lot of the problems that people complain to be blown out of portion. But what do I know?
 
We all agree a YGO field is a field full of bad card design but it doesn't mean that Pokemon doesn't have its nutty flaws. Catcher errata for one is dumb. Energy acceleration without a way to penalize it is also dumb. Pokemon is a speed game. Energy acceleration and OHKOs will win more often than not. There is still no such thing as a control deck here which needs some change.
 
scuba steveE said:
I'm sorry, but I completely disagree. Now this is my opinion, but I think first turn donks are one of worst things that has ever been apart of tcg and a rule that eliminates them is good.

I never said they were good, and I spent a good deal of time explaining how they should be dealt with. If you don't want to read my posts, okay skip them... but that means responding to them is probably a bad idea. In the specific post you quoted, I was complaining because attacks that aid in set-up or go for early game disruption are now useless; this was once a major part of the game, before it got stupid fast. If that wasn't clear from the post, it certainly should have been from later comments.

Also be careful with absolutes; the-powers-that-be could easily mess this game up even more if we aren't careful.. Changing the rules of a game is always bad; the rules define the game. Sometimes they are necessary, but they are never "good", just better than the alternative. If change happens to often, it makes the game meaningless. If the company needed a rule change to prevent donks... just require players have two Pokémon in play to begin with. Unless you insist on running 30 HP Pokémon, nothing can double KO two Pokémon on the first turn.

Big thing to remember is that all of these changes mean the designers screwed up big time, one way or the other. Either the original things being changed were wrong, or changing them is wrong. The TCG is under the control of those manufacturing and distributing it. No card is created and released that they didn't choose to create and release.

scuba steveE said:
Anything that allows you to win before your opponent can do anything is bad, plain and simple. Again, is it perfect? No, but I think it does more good than bad.

Like I said, did you read other comments that were posted after the one you quoted (which was focusing on the Sycamore/Juniper thing)? I've been over this. You're criticizing me for agreeing with you, only I was more thorough in my analysis and thus came up with a more honest conclusion instead of "Yay! Major rules change that complicates the game, removes one of the best aspects of the game (using attacks to set-up), and really only solves a small problem (donks aren't fun, but they aren't as bad of a problem right now as several other concerns).

We have to see if the new first turn rules make a real difference in balancing out the overly fast, overpowered Pokémon of the format. I think a few will be hurt, a few will easily adjust, and a few will adjust so well that they'll be better off... but the bulk of the card pool will remain essentially useless for competitive play.

scuba steveE said:
Confusing? You can't play both cards in the same deck, how is that confusing? Juniper will eventually be rotated out, I'm guessing in the next rotation, so Sycamore will take it's slot. So it's not really a wasted slot, it's like they are updating the theme from Black and White to X and Y. I only remember hearing very small talks about Juniper being broken, but it's never been anything to write home about.

Maybe I just needed to quote your text and underline or put in bold some of your own comments to refute. When teaching a new player, this is one extra rule. When you're a returning player, this is one extra rule and unprecedented. Even if you're experienced, it is just one extra thing to keep track of. You can be "confused" over something that is relatively simple; whether it is trying to find a cure for cancer or forgetting why you just entered a room... you can be "confused".

Unlike some extra rules, odds are this one will matter quite a bit and so far, it seems like it won't be printed on the cards in question. Professor Juniper is either the best or second best form of draw power currently available; its only serious rival being N which suffers because it can help the opponent and the exact results are more variable. Any card that is a name-change functional reprint for a card we already have, is a wasted space. There is apparently so much demand for another good draw Supporter that they expect players would want to run both "Professors" in the same deck.

As for the potency of Professor Juniper, she has shaped the format. I don't know if she is overpowered, but she is definitely powerful and influential.

scuba steveE said:
See this is what I don't get about a lot of people that play competitively. People act like this TCG is a extremely unbalanced game that has a ton of flaws, which absolutely dumbfounds me since I think it pretty balanced compared to other TCGs.

That's because you have a sliding standard: other TCGs. We aren't talking about peak human capacity here, but products that are made. You can have what is currently the "best" relative TCG in the world... but objectively it could be terrible. So many of us, be we competitive or casual, just so long as we are experienced and/or capable of solid analysis, notice the flaws in the game. If you want an actual list, I can compose one for you. I've had almost 15 years to observe some of them, after all.

As a reminder, the previous format was largely a "return" to what it was like in the early days of the game. Some things were better; Trainers had sub-classes that governed usage so you couldn't run four Computer Search or play four copies of Professor Juniper in a single turn like you could the original Professor Oak.

scuba steveE said:
There will always be overpowered cards and underpowered filler cards, but Pokemon does a good job in making the overpowered cards in check.

Only if you have too low of standards. During the best periods of this game, while there were still cards with little hope of winning an tournament, they weren't so numerous or when they were, it wasn't so obvious.

scuba steveE said:
I don't know, maybe it's because I've played the Yugioh before the ban the list(now if you want to talk about a broken and nearly unplayable card game...), but I find a lot of the problems that people complain to be blown out of portion. But what do I know?

Remember... Yu-Gi-Oh has never had anything close to as balanced a game as Pokémon has at its best. At Pokémon's worst, it still tends to be better balanced than Yu-Gi-Oh as Yu-Gi-Oh's best. Most of the diversity in the competitive sphere of Yu-Gi-Oh comes from its vast card pool; it doens't rotate, it bans. The list of Forbidden and Restricted cards may be huge, but it is not the same as rotating out older sets. So while there are many decks in the best of Yu-Gi-Oh formats, they are still a fraction of the card pool, and often rely on what would be the equivalent of allowing players to run one of each Ace Spec in Pokémon.

Note that the actual underlying mechanics of Yu-Gi-Oh are fine, give or take a few that need tweaking (minimum deck size is way too small for a game that lacks a "resource" card) and the questionable idea of adding more and more mechanics (Synchro, XYZ) instead of refining what was already present (Fusions, Rituals). The game itself never properly valued the difficulty of playing a card versus what it could do, so that the cards that were easiest to play often have some of the best effects.
 
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