Keeper of Night said:This is easy. Limit each deck to 4 max special energy. That way, in decks that would use, say, DCE and Plasma, they have to choose and they wouldn't be as fast due to lack of acceleration. Decks that only use DCE... I don't know if they're imbalanced or not. So far, it seems fine to me.And currently I'm really thinking about DCE. What is your opinion about that card? Is it balanced? Should it get some kind of limit?
Hmm... I'll think about that. At the moment, DCE is not that dangerous, but it can change anytime if a new booster comes out with a new list.
Keeper of Night said:Lets fix this real fast.•Vileplume (UD): Pokémon Power works only if it's the Active Pokémon. (Also treated as an ex.)
Vileplume, when having to be active, is just a much much worse version of Gothitelle. Yet I don't see Gothitelle listed as an ex. Vileplume stops both players from playing trainers, Goth only stops the opponent.
I would either:
Make Vileplume an ex (or cost 2 stars?) and change the errata back.
Make Gothitelle an ex, and put Vilepume back to normal status with the change that it needs to be active.
Before we continue that, we need to make sure if the rules are consistent. And the problem here is the wording. For Ex-series (and before), it's obvious that Trainers are all kind of Trainers (Items, Supporters, and Stadiums). But for DPP sets, it's not. That's why I made Vileplume an ex and errata'd it, because I treated it as if it disabled all kind of trainers. Items, Supporters, and Stadiums too. In fact, I treated (almost) all DPP cards to work on all kind of Trainers, even if they mentioned other cards, like Gengar.
I'll fix it, and I'll write in the Errata that it only works for Items.