So I think I'm going to get a lot of flak for throwing this out there, but I figured it was a topic worth discussing.
I'm not sure how everyone feels about how prizes works and, in my opinion, how much of an advantage going 1st is in this TCG (especially the mirror match), but I think both of them are problematic and I wanted to discuss the possibility for change.
If nothing else, these changes could be applied at a casual level as "house rules."
Altering Prize Rulings and Potential Benefits
Everyone is familiar with the current prize rules. Draw 7, if you or your opponent don't mulligan, top 6 into prizes. Now, I believe the fun part of this is that neither player knows, for the time being, what those prizes are and how they will affect the game, and that introduces some variance that makes things a little more lively as well as the blind opportunity to beat your worst match up if they get bad prizes and you get good prizes. I believe this is fine at a casual level, but I don't think it's fine at a competitive level. And no, I'm not just someone who's salty after prizing Brigette at a League Cup. I legitimately think that changing things around can be healthier for the game and introduce more strategy and deck building variety.
My proposition is that for any competitive event, all players will submit their 60 card deck list as well as their 6 card prize list. Taking a step back, this means that each player is allowed to choose what their 6 prizes will be in advance, and that prize pool, much like your deck list, cannot change throughout that tournament. To be clear, this is not a 60 card deck and 6 prizes. This is picking 6 prizes from your 60 card deck that you separate in advance.
Now, the major issue that this introduces is the unbelievable opportunity for cheating, so let me get that out of the way first.
At a League Cup level, when you are given your match slips at your table, your prize list is printed beside your name. Before you even draw your opening 7 cards, both players will show their prize cards to one another to confirm that they are list accurate, and then each player will shuffle their prizes and set them face down in the prize area.
At higher level events, a judge would perform this operation for the players to make it "official."
I think this operation accomplishes several things:
1. Even though the prizes are not random, the order that you receive them in is still random since they are shuffled. When you take a prize, you have a 1/6 chance to get what you want, and 1/3 when you take two, so on and so forth. Variance is still a factor, but you absolutely cannot open a game with Lele and just scoop because you prized 3 basics in your stage 2 deck.
2. By having the prizes out of your deck before you open 7, games will be able to start more consistently and less time is wasted on mulligans. You will open from a 54 card deck instead of a 60 card deck.
3. 9 out of 10 games begin with an Ultra Ball or a Lele to search the deck. This search is always used to confirm your own prizes before you actually search for the card(s) that you are looking for. This saves even more time since people will no longer dabble in their decks on the first search. You already know what your prizes are.
4. Your opponent knows what your prizes are but they don't know what you're going to get. Prizes can now be a pivotal factor in turning the tide of the game because you can set up your prizes to work that way if you wish. More on this in a second.
5. 1/1 lines of Pokemon no longer have any risk, meaning deck building can include more splashable tech and less linear deck building based around the concept of knowing that you're going to prize things. Builds can be more unique, personal, and adaptive.
I'd like to take a moment to elaborate more on point number 4, as point 4 is one of the biggest reasons why I think hand-picked prizes can make things a lot more interesting.
Prizing Strategies
The number one thing that I find interesting about this is that the honest truth is no one wants to prize anything just like how people wish they could fit just 3 or 4 more really good cards into their deck, but now you have to approach this with some sort of strategy involved. I'd like to run through some examples.
1. Let's say you are a spread deck who runs Espeon EX as a potential win condition. This can be a very valid prize choice since you never want to open Espeon EX and is a Pokemon that you don't usually play until the middle or end of a game. At the same time, prizing your Espeon EX might mean it's stuck in the prizes that you didn't take when you're down to the wire and you really needed that Espeon EX to win. It becomes a risk reward decision.
2. Guzma is one of those supporters that we love to use in the mid to late game. Prizing one on purpose is probably a good idea so that after you take a knock out and your opponent tries to protect something on their bench, you will have grabbed a Guzma from your KO to continue your pressure.
3. Everyone hates starting Lele, but you need 2 to 3 copies to get your supporters. Do you intentionally prize 1 so that you reduce your odds of starting it with the risk of not opening Lele/Brigette? Do you prize an Ultra Ball instead?
4. Let's say you run a handful of 1 of tech cards in a tool box style deck. You can opt to prize some of those one ofs to make your core strategy more consistent and aim to grab prizes early to have access to your strategies later.
5. Playability of cards like Gladion, Counter Catcher, and Counter Energy increase substantially. Prizes matter a whole lot more, meaning more people want to take them and have access to them. Playing Gladion is incredibly powerful under an environment like this so that you have full control over your resource pool, and since people will be taking prizes with the intent of digging up cards they want or need, the counter cards can help you directly counter the advantage your opponent gets from taking their prizes.
These are just a few examples, but I think these examples are all it takes to help people get where I'm going with this, assuming you agree with my logic up to this point.
All in all, I do think that a system like this would make the game more interesting. You have 2 levels of deck building where you have to build a "60" card deck and choose 6 cards from amongst them that you think will give you the greatest advantage if/when you take them from your prizes. The same deck list can be played differently by choosing 6 different prizes, and builds could change altogether now that you open your hand from a 54 card deck instead of a 60 card deck.
The other thing I wanted to bring up briefly is "buffing" the player who goes second. I know the rules for this have changed several times in the past, and I'm not sure if what I'm about to suggest has been done before, but feel free to call me out if it has.
Right now, I think going 1st has a noticeable advantage and that advantage can be reduced with one small change. I think it would be completely fair to allow the player going second to have the choice of either attacking with their active or choosing to evolve one Pokemon on the bench. This also means that if you can managed to switch your active to the bench, that Pokemon can be evolved.
Doing this offers more freedom on turn 1 going second and the ability to be flexible with more decks. If you're playing something like fire and you want to swing with baby Volcanion going second, then you can still do so. If you're playing a mirror match of Gardevoir and you want to evolve up to protect your bench, you can choose to do so. The main advantage that the player has going first is that they can evolve AND attack on their 2nd turn before the player going second even has a chance to set up their defenses. With a system like this, you have the option of either offense or defense, not only offense, and you won't be as "behind" against other evolution decks.
These ideas have been in my head for a while since I wanted to take some time to think about what I think the "optimal" changes would be.
I'm interested in hearing other people's thoughts.
I'm not sure how everyone feels about how prizes works and, in my opinion, how much of an advantage going 1st is in this TCG (especially the mirror match), but I think both of them are problematic and I wanted to discuss the possibility for change.
If nothing else, these changes could be applied at a casual level as "house rules."
Altering Prize Rulings and Potential Benefits
Everyone is familiar with the current prize rules. Draw 7, if you or your opponent don't mulligan, top 6 into prizes. Now, I believe the fun part of this is that neither player knows, for the time being, what those prizes are and how they will affect the game, and that introduces some variance that makes things a little more lively as well as the blind opportunity to beat your worst match up if they get bad prizes and you get good prizes. I believe this is fine at a casual level, but I don't think it's fine at a competitive level. And no, I'm not just someone who's salty after prizing Brigette at a League Cup. I legitimately think that changing things around can be healthier for the game and introduce more strategy and deck building variety.
My proposition is that for any competitive event, all players will submit their 60 card deck list as well as their 6 card prize list. Taking a step back, this means that each player is allowed to choose what their 6 prizes will be in advance, and that prize pool, much like your deck list, cannot change throughout that tournament. To be clear, this is not a 60 card deck and 6 prizes. This is picking 6 prizes from your 60 card deck that you separate in advance.
Now, the major issue that this introduces is the unbelievable opportunity for cheating, so let me get that out of the way first.
At a League Cup level, when you are given your match slips at your table, your prize list is printed beside your name. Before you even draw your opening 7 cards, both players will show their prize cards to one another to confirm that they are list accurate, and then each player will shuffle their prizes and set them face down in the prize area.
At higher level events, a judge would perform this operation for the players to make it "official."
I think this operation accomplishes several things:
1. Even though the prizes are not random, the order that you receive them in is still random since they are shuffled. When you take a prize, you have a 1/6 chance to get what you want, and 1/3 when you take two, so on and so forth. Variance is still a factor, but you absolutely cannot open a game with Lele and just scoop because you prized 3 basics in your stage 2 deck.
2. By having the prizes out of your deck before you open 7, games will be able to start more consistently and less time is wasted on mulligans. You will open from a 54 card deck instead of a 60 card deck.
3. 9 out of 10 games begin with an Ultra Ball or a Lele to search the deck. This search is always used to confirm your own prizes before you actually search for the card(s) that you are looking for. This saves even more time since people will no longer dabble in their decks on the first search. You already know what your prizes are.
4. Your opponent knows what your prizes are but they don't know what you're going to get. Prizes can now be a pivotal factor in turning the tide of the game because you can set up your prizes to work that way if you wish. More on this in a second.
5. 1/1 lines of Pokemon no longer have any risk, meaning deck building can include more splashable tech and less linear deck building based around the concept of knowing that you're going to prize things. Builds can be more unique, personal, and adaptive.
I'd like to take a moment to elaborate more on point number 4, as point 4 is one of the biggest reasons why I think hand-picked prizes can make things a lot more interesting.
Prizing Strategies
The number one thing that I find interesting about this is that the honest truth is no one wants to prize anything just like how people wish they could fit just 3 or 4 more really good cards into their deck, but now you have to approach this with some sort of strategy involved. I'd like to run through some examples.
1. Let's say you are a spread deck who runs Espeon EX as a potential win condition. This can be a very valid prize choice since you never want to open Espeon EX and is a Pokemon that you don't usually play until the middle or end of a game. At the same time, prizing your Espeon EX might mean it's stuck in the prizes that you didn't take when you're down to the wire and you really needed that Espeon EX to win. It becomes a risk reward decision.
2. Guzma is one of those supporters that we love to use in the mid to late game. Prizing one on purpose is probably a good idea so that after you take a knock out and your opponent tries to protect something on their bench, you will have grabbed a Guzma from your KO to continue your pressure.
3. Everyone hates starting Lele, but you need 2 to 3 copies to get your supporters. Do you intentionally prize 1 so that you reduce your odds of starting it with the risk of not opening Lele/Brigette? Do you prize an Ultra Ball instead?
4. Let's say you run a handful of 1 of tech cards in a tool box style deck. You can opt to prize some of those one ofs to make your core strategy more consistent and aim to grab prizes early to have access to your strategies later.
5. Playability of cards like Gladion, Counter Catcher, and Counter Energy increase substantially. Prizes matter a whole lot more, meaning more people want to take them and have access to them. Playing Gladion is incredibly powerful under an environment like this so that you have full control over your resource pool, and since people will be taking prizes with the intent of digging up cards they want or need, the counter cards can help you directly counter the advantage your opponent gets from taking their prizes.
These are just a few examples, but I think these examples are all it takes to help people get where I'm going with this, assuming you agree with my logic up to this point.
All in all, I do think that a system like this would make the game more interesting. You have 2 levels of deck building where you have to build a "60" card deck and choose 6 cards from amongst them that you think will give you the greatest advantage if/when you take them from your prizes. The same deck list can be played differently by choosing 6 different prizes, and builds could change altogether now that you open your hand from a 54 card deck instead of a 60 card deck.
The other thing I wanted to bring up briefly is "buffing" the player who goes second. I know the rules for this have changed several times in the past, and I'm not sure if what I'm about to suggest has been done before, but feel free to call me out if it has.
Right now, I think going 1st has a noticeable advantage and that advantage can be reduced with one small change. I think it would be completely fair to allow the player going second to have the choice of either attacking with their active or choosing to evolve one Pokemon on the bench. This also means that if you can managed to switch your active to the bench, that Pokemon can be evolved.
Doing this offers more freedom on turn 1 going second and the ability to be flexible with more decks. If you're playing something like fire and you want to swing with baby Volcanion going second, then you can still do so. If you're playing a mirror match of Gardevoir and you want to evolve up to protect your bench, you can choose to do so. The main advantage that the player has going first is that they can evolve AND attack on their 2nd turn before the player going second even has a chance to set up their defenses. With a system like this, you have the option of either offense or defense, not only offense, and you won't be as "behind" against other evolution decks.
These ideas have been in my head for a while since I wanted to take some time to think about what I think the "optimal" changes would be.
I'm interested in hearing other people's thoughts.
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