Cities In Review and Looking Ahead to States

Celebi23

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Cities In Review and Looking Ahead to States​

Before jumping into this article, I should properly introduce myself since most writers on other sites do it. My name is Kennan, and I'm a competitive Master from Washington. I just got back into the game this year, but I managed to win one of the Fall Regionals and get a good number of top cuts/wins in Cities and Battle Roads. By writing for PB, I'm hoping to make myself more identifiable than writers on other sites, since PB currently has so few writers. I've already written a few articles about Regionals and Cities, so feel free to check them out if you haven't already (unfortunately, they're pretty outdated now.)

Anyway, cities are over, and States are still very far away, so there's no real rush to write about anything. States are probably the main topic of discussion, but we don't know what cards will be legal yet so it's risky writing a full article about the HS-ND format. Today, I'm just going to talk about my Cities experience, give a brief opinion on what the States format will look like, and offer a few general playing tips. Hopefully, I will have a Prerelease article coming out sometime next week.

Cities in Review

My Cities run could be summed up by one word: disappointing. I only made cut three times, and sunk from around 23rd in North America to being somewhere around 90th. I'll just recap what happened at all of the Cities I went to. Nine City Championships in one season is a personal record for me, and I had fun at all of them.

Cities 1 & 2

In the first week of Cities, I wanted to play my rogue Druddigon/Yanmega lock deck I talked about in my article a long time ago. However, I didn't think the format had defined itself enough to play it yet. So, I went with straight TyRam since it's a consistent deck. I think consistency is the most important factor to consider while deciding on what to play in an untested format.

It didn't take me long to learn that TyRam is outdated. At this point, Typhlosion is basically a worse Eelektrik, and Reshiram is just a worse Zekrom/Magnezone. I went 3-2 and 3-3 for the two Cities I played it in. After the second Cities, I decided I wanted to play Eelzone even though I had absolutely no experience with it. I borrowed about 80 dollars worth of cards, built a list without seeing any skeletons or anything, played three games against TyRam and Zekrom, and went into Cities with it the next day.

Cities 3

I was immediately surprised by just how good Eelzone was. If it gets setup without going down too many prizes, it's going to win. The one thing about the deck I've always hated is how dead of opening hands it tends to get. Those pre-Magnezone turns are scary. Anyway, I lost once to Charlie's Mewbox and again to Tyler Nimoura's "dreamkiller" Chandelure deck. I played horribly against Tyler, having no idea what the idea behind Chandelure was. I left an energy-less Eel on the bench and he used Lampent to bring it up. I didn't draw any energy the rest of the game.

However, Charlie went undefeated, I got paired up to David who went 5-1 (his loss being to me), and Tyler went 5-1 as well. I make cut in the 6th seed, with opponent's opponent's win percentage cursing me into playing Tyler again. He gets a really bad start game one, and I win with Thundurus before he can get any good setup. Game two he goes first and nails a Turn 2 Vileplume, just like he did in our swiss game. I scoop early since my Magneton was prized. Game three we both get bad starts, but I take a few prizes with Thundurus before time gets called. Basically, his only chance to win the game is if I flip tails twice on burn. He attacks me, and I flip tails. Ugh. He won't let me borrow his Dodrio for a turn, so I just have to pass. I flip tails again, ending the game. Tyler ends up getting second, losing to David's 19-energy Zekrom in the final.

Cities 4

I do much better at this Cities, starting 4-0 then getting downpaired to another Eelzone. I'm in a godly position, and basically have the guaranteed win. However, I play a Collector and an N in the same turn and get a game loss for it. Fortunately, I win the final round of swiss and make cut, finishing 5-1. I beat the opponent who I got a game-loss against in top eight, barely catching up on prizes in game three before time gets called. Then I beat Polo's TaKE/techs in top four with a well-timed N. In top two, I get two unplayable hands against Zekrom and lose twice, getting donked in one of those games.

Cities 5

I start this Cities 0-2, losing to a Kyurem/Feraligatr deck round one that ran much hotter than I did. Kyurem is a great card because if your opponent can't consistently OHKO it, you're going to win. Glaciate can just wreck any field if you can get a chain of them going. Round two I end up scooping to Zane Nelson after we both forgot he used Iron Breaker and I Lost Burn, draw a prize, and watch him play half his turn out. Chances are he would have had the game anyway. I then win the next two matches against newer players before getting donked by Kenny's Zekrom. I win the final round against another Eelzone, but finish 3-3.

Cities 6 & 7

Before these two Cities even start, I can tell Eelzone has become a bad play. Everybody realized it's the deck to beat, so the majority of the field is a bad matchup. However, I get lucky and am paired against new players most of the day. I finish 4-1, with my one loss being to Issiah where I deck myself. I'll talk about this game in more detail later. Anyway, I lose to Zekrom in top eight, staring down a T1 Tornadus or Zekrom two out of the three games. Catcher after Catcher prevents me from getting any foothold in games two and three. I don't even get a Magnezone out game three.

Cities seven only confirms my fears about Eelzone. I finish 3-2, losing to a Zekrom and a Six Corners. Basically the entire field was Zekrom, Six Corners, Chandelure, or Durant. All of these decks can give me a hard time if they run hot.

Cities 8 & 9

I finally switch decks for my last two Cities. I play the rogue Druddigon/Yanmega deck I wanted to play at the start of Cities. However, I run a lot of other techs to deal with Zekrom and other popular decks. The big issue is that it struggles against Durant, which seems to be the deck to beat at this point.

The first Cities I finish 3-3, losing by one prize to a Truth deck that gets a T2 Vileplume and Duosion, a Durant, and a Zekrom where I run cold and whiff everything I need. If I had played a Catcher a turn earlier against the Zekrom, I might have won that match. I tilted because of how bad my hand was in such a key game, and didn't think my turn through.

I stick with my deck for the last Cities, being convinced it's the BDIF. I finish 3-2, getting donked by Zekrom twice before I even get to draw a card.

I took these last two Cities too seriously. I knew I needed a lot of points badly, so I went in feeling like I had to win every game. This made me make a few misplays I probably wouldn't have otherwise. For example, I took a Juniper instead of a Judge off a Pokegear against the Durant deck on Saturday. That alone could have cost me the game, since he had been using Twins for a couple turns.


Review

It's incredibly frustrating to know that five of my nineteen losses at Cities happened because I either didn't get a turn or got a game loss while in an amazing position. That's over 25% which, in my opinion, is ridiculous. It's been said many times before, but the card creators/rule makers in Japan should give serious consideration to making it so first turn wins are impossible. I haven't met anybody who finds these wins good for the game. I believe I stared down a Turn 1 Zekrom/Tornadus 10 times at Cities if you don't count the times I got donked. I won seven of those games, so the issue is not with Zekrom, but with the rules of the game.

On the topic of bad win conditions, let's talk about Durant. This little ant created the most plain and straightforward deck I have ever seen in this game. Before Durant was printed, the idea of decking out was more a check on playing skill than anything else. If you decked out, you probably played too many draw cards and didn't use your resources sparingly. Durant changed that. Each time you play against Durant, you're playing against nothing more than a timer. If you get a good enough opening hand to set up an 80+ HP attacker capable of OHKOing a Durant every turn and they don't get good Crushing Hammer flips, you're probably going to win. Otherwise, you're going to lose. The Durant mirror is arguably worse.

The worst part about it is that Durant became the deck to beat at the end of Cities. The meta in my area last weekend was Vileplume decks running multiple Victini, Zekrom, TyRam, and of course Durant. The decks incapable of running with Durant did not see play (CaKE, Eelzone, most 6 Corners, etc.) Fortunately, this created a bad environment for Durant, and it didn't cut much. However, the simple threat of it dramatically limits deck choice.

Outside of Durant and first turn wins, this format was fairly enjoyable for me. Most decks' matchups were fairly even or 40-60/60-40. There were some exceptions, like Eelzone vs Chandelure and Zekrom vs Truth. However, there weren't a lot of situations where "people lost as soon as the pairings went up." Those types of matchups were much more common in HS-EP. However, the opening hand was a huge deciding factor in a lot of games I played. Maybe I didn't lose when the pairings went up, but I lost as soon as I drew my opening hand. However, this format is behind us. The question now is what Next Destinies will do the format.

Next Format

Before Next Destinies had been released, the format's matchups looked something like this:

EelzoneChandelureZPSTTruth6 CornersCaKEReshiramDonphanDurant
Eelzone50%30%50%60%40%70%60%30%40%
Chandelure70%50%60%50%60%30%65%65%20%
ZPST50%40%50%15%40%?60%40%70%
Truth40%50%85%50%90%55%90%90%15%
6 Corners60%40%60%10%50%60%?65%30%/70%
CaKE30%70%?45%40%50%40%75%60%
Reshiram40%35%40%10%?60%50%65%80%
Donphan70%35%60%10%35%25%35%50%20%
Durant60%80%30%85%70%/30%40%20%80%50%

This might not feel relevant anymore, but it's a nice tool to have when deciding on what decks might be good next format. When it comes down to it, there are a couple matchups I just haven't played, so those are marked with a question mark. Durant vs CaKE depends a lot on what techs the CaKE deck is running (namely Landorus). Honestly, many of Durant's matchups depend on techs, but CaKE in particular since Kyurem can't do anything to Durant. I would post a matchup table for next format instead, but I just haven't played enough games in it to make it worthwhile and accurate.

Anyway, the card creators decided to bring back ex's and the two-prize rule. All in all, I believe this was a good decision. Hopefully they'll also errata Catcher to be Pow! Hand Extension and bring back Scramble Energy, Double Rainbow Energy, Castaway, Holon cards, etc. But that's really wishful thinking.

All of the new EX's have a huge amount HP. With Eviolite, the only popular card capable of knocking all of them out in one hit is Magnezone. This automatically makes almost all of them very playable, and some of the best cards in the format. Outside of Magnezone, the best way to beat the EX's is to run them. In general (with exceptions such as Durant), if everybody is running the same deck, the format becomes much more skill-based. My hope is that everything will simplify with the release of the next set, leaving the format with two types of decks: Eelektrik-based and basic beatdown. Both of these decks appear to be very skill-based, and generally go about 50-50 with each other.

The EX cards bring a risk-reward factor to the game that hasn't existed to the same extent since the last time we had ex's. They tried to do it with Legends, but the risk generally outweighed the reward. This factor should be great for the game, since it takes a lot of playing skill to manage the risk. I've lost many games in testing just by dropping Mewtwo-EX a turn early. I truly believe this coming format will be the most skill-based the game has seen since the rotation to HS-on.

Next Destinies is probably the most hyped set the game has ever seen. The big reason for the hype surrounding it is obviously the EX cards, but in particular Mewtwo-EX. This card has an amazing first attack and a godly 170HP. The card design behind Mewtwo is great, because it balances itself. If you attach more than two energy to a Mewtwo, you leave it open to being revenge killed by an opponent's Mewtwo. However, this forces each and every deck in the format to run Mewtwo because the card is simply too powerful if one player is using it and another isn't. I'll be doing a set analysis article very soon covering the rest of the playable cards in the set, but I wanted to give a special shout-out to Shaymin-EX. This is a late-game attacker in its truest form, which we rarely see. Shaymin simply can't be used early-game since it doesn't do enough damage and will probably be knocked out for two prizes right away. It's clearly designed to be used only in the late-game, which is great card design in my opinion. I'm sure it will see a lot of play as a tech.

A lot of people like the diversity in the HS-NV format, but I dislike how a lot of the decks function. Games against Truth are generally decided within the first three turns. Games against the dragons are generally decided by what deck you use and how hot they run. If Reshiram and Zekrom don't take a big prize lead early, they usually lose. CaKE is luck-based because of Electrode. I could go on, but that's just my view of the format. Many people will inevitably end up hating a basic-beatdown format. Unfortunately, it's impossible to please everybody.

Tips and Tricks

This article felt a little skimpy, so I decided to add a few general tips and tricks to wrap up.

Don't get cocky.

Players who think they're the best usually aren't even close to it. Most of you probably haven't seen me play in person, but those of you who have may have noticed that I never look comfortable. I'm always on edge. Even if I'm up three prizes against a "poke-mom" and have a full setup, I'm always looking to see if my opponent has a way out. If I catch it before they do, I generally have enough wiggle room to modify my strategy and make sure they can't come back. A player who goes up a couple prizes and assumes they have the win automatically puts them self at a great risk for losing.

I truly believe that the second you think you're better than somebody, you are more likely to make bad or risky decisions, and consequently more likely to lose the game. When I played as a Senior a few years ago, I was the Colorado player to beat. And I knew it. When I sat down to a match, I sat down thinking I would win. When I ended up being in a losing position, I usually wouldn't divert from my original game plan. I assumed my opponents would misplay their way into giving me a win, and this usually happened. However, in reality it was me misplaying by not making moves to put myself in a better position.

When I did lose, I would tilt instantly. I was terribly hard on myself. This would impact my decision making skills in future rounds. For this simple reason, I ended up having countless top cuts, but very few wins. I also believe this is the main reason I quit the game a few months later before I got to test my skills against out of state players in the "big" second half of the season. I just wasn't having fun anymore, because I was so worried about losing.

Coming back into the game last year, I had a much better attitude. This was not intentional, but I guess as I got older I better understood that I would lose some games. Pokémon is incredibly luck-based, so it's impossible to win every game, even if you're the best player in the world. This realization lead to me making better in-game decisions, playing better every round, and just enjoying myself more.

In Pokémon, it's very easy to dilute yourself. If you play chess and you lose a game, you know it's because your opponent played better than you. If you lose a game of Pokémon, luck has probably come into play in some way or another. There's no real way to know if you were outplayed or if you got unlucky. For the sake of self-improvement, it's best to assume you've been outplayed. Then, look for ways to avoid getting a similar loss in future rounds. I frequently hear players say, "my tournament finishes don't reflect my playing skill. I'm just unlucky in tournaments." Chances are that if you're saying this, you have a lot to improve on, even if you are somewhat unlucky. I even fall into this trap sometimes. When I got donked twice in a row at Cities, it was pretty frustrating. I kept complaining to my friends about how donks were illegitimate wins and how they were unfair. Honestly, I still can't think of anything I could have done better in those games since I never got to make a play. But it's very possible that's because I had a bad attitude about it.

Don't play to take the next prize. Play to win the game.

This is probably the one thing almost every player struggles with, or has struggled with at some point in their playing career. While Catchering that Magnemite for a free prize might let you take the lead in a game, it might not secure the win as well as conserving that Catcher and taking a bigger knockout this turn. Always rethink every move you make before doing it. Try to predict what the gamestate will look like a few turns later if you make the move, and if you don't make it.

A couple weeks ago at a Cities, I was playing against Isaiah M (I probably just butchered the spelling on that.) He's a great player, and we usually have pretty good games. If you haven't already, you should check out his YouTube channel, Fried Chicken N' Rice, where he and Tyler N record matches and do commentary on them.

Anyway, we were both using Eelzone. Early in the game, things went downhill for me quickly. I did a prize check on the first turn, revealing that one of my Eels was prized. The next turn, I played a Sage's Training and ended up having to decide between discarding a Tynamo or an Eelektrik. I opted to discard the Tynamo, since that at least gave me a chance at getting two Eels out this game. Discarding the Eelektrik would leave me with one Eel in my deck.

However, the next turn, he kills my Tynamo with a one-energy Lost Burn from his Magnezone (his build didn't use Thundurus, so he lacked a better early-game attacker.) This strands me with one Eelektrik for the whole game, and I haven't taken any prizes. The standard way to play this game would be to Catcher his Eels and hope he doesn't hit any Catchers or other cards to knock my last Eelektrik out.

However, it's quite obvious I'll lose if I do that. He has two Eels out to my one, and he's already up on prizes. Those Catchers need to be saved for later in the game, where they can be used for cheap one-energy kills. I won't be able to power a lot of heavy Lost Burns with just one Eelektrik.

Instead, I see an opening. He only has one Magnezone in play, and it's active. Furthermore, his only energy in play is on that Magnezone, and he only has about four cards in his hand. He does have a Magnemite benched, so it's possible he can get another Magnezone out. But even if he does, Lost Burning my active would once again leave him without energy on the field.

I'll be able to get two three-energy Lost Burns in the next two turns, but it will leave me without energy in play. This would put both of us on even footing, since it would also remove all of his energy from play. Chances are he'll take one more prize in the time I take two, so we would each be at four. However, he'll recover much faster with his two Eelektriks to my one. Still, with my Magnezones in play, I'll be able to draw my resources and he won't be able to. 140HP also means he can't OHKO my Magnezones if he doesn't have any of his own. This gives me great board control and prize denial if I can hit my Switches. These Magnezones also let me target the areas of his field he puts energy with Catcher and Lost Burn.

So, I opt to Lost Burn his active for the knock out. He does get another Magnezone out, but it goes as I planned where I remove it from play, leave both of us without energy on the field, but me with Magnezone and Magnetic Draw and him with just one extra Eelektrik. I don't remember how the next few turns play out, but I think he whiffs on the Switch, forcing him to sacrifice a Magneton or something to my Zekrom. He revenge kills with his Zekrom, but that gives me a cheap two energy Lost Burn to once again leave his field without energy. He's also whiffing on manual attachments while I'm hitting them because of Magnetic Draw.

I'm now at two prizes to his three and all I have to do is maintain this lead. It's my turn, and I'm taking a long time to think everything through. I can take a prize this turn, but I have one card left in my deck. So it's critical I seal the game next turn. I'm trying to figure out everything he can do, and I'm trying to remember if my last Catcher is the last card in my deck or if it's prized. This takes awhile, and the judge tells me to hurry up and make a move. I do the only sensible thing I can, which is Dynamotor. However, I'm rushing, and I stick the energy on Thundurus instead of on Eelektrik. I take the prize and have enough energy to win next turn, but he Catchers my energyless Eelektrik and I deck.

So, I diverted from my original strategy and came up with a gameplan that allowed me to take the win. However, one simple misplay on my part combined with him diverting from his original strategy allowed him to steal the win. In fairness to myself, I do believe that if I was given more time to think my turn through, I would have played the Dynamotor correctly. However, there's nothing you can do about those time limits.

In conclusion, it's important to check every action you do to make sure you're playing to win, not just mindlessly using the strategy that worked in your testing games.

Random result first.

This is just common sense, but I often see people who don't stick to this rule. Always play the cards with a reliable outcome last, so you can play your turn around an unfavorable outcome from unreliable cards. How (the order) you play your turn out is just as important as what you do on your turn.

For example, always use your Dynamotors after using Magnetic Draw. You know you can pull an energy from the discard with Dynamotor, but you have no idea what you'll draw off of Magnetic Draw. It might seem like a great play to Lost Burn and KO their active. However, if you draw five energy off Magnetic Draw, you might not want to risk losing your only Magnezone without a good way to draw cards.

Some less noticeable examples include using Sage's Training, Dual Ball, even a turn one Pokémon Collector, before using your manual attachment. Whiffing on the Dual Ball or drawing a Switch off the Sage might change where that attachment goes. I still make these types of mistakes sometimes, just because I dislike playing those risky cards in the first place.

However, there are times where it makes sense to do the opposite. In the event you have a choice to make, it's always best to do everything that could modify your choice before making it. For example, if you're using Typhlosion/Reshiram, always use Roast Reveal before playing a Sage's Training, even though Roast Reveal has the more guaranteed outcome. The cards you draw off the Roast might modify what you choose to discard with Sage. Obviously play your Afterburners after doing all of this in case you draw exceptionally well/badly.

Thinning the deck vs resource conservation.

This could very well be the hardest thing about playing. During each game, a player should be focused on discarding cards they don't need anymore. This improves the chances of drawing what you do need.

A great example of this is a hand on the first or second turn with Pokémon Communication, Magnezone, and Professor Juniper. The worst play is to just use Juniper. This discards one of your Magnezones, which you need to get out as quickly as possible. An average play is to use Pokémon Communication to put Magnezone back into the deck, then take nothing back out before using the Juniper. The best play is to Communicate for something like a Cleffa that you don't need for the rest of the game and then use Juniper to discard it. If you didn't discard the Cleffa and it was in the top seven cards of your deck, you would draw have drawn it with Juniper instead of drawing a possibly more valuable card.

However, play enough games, and you'll start to second guess yourself. I've lost many games by playing too recklessly and discarding cards I end up needing later. Games can take unpredictable turns, and it may turn out you do need the Cleffa after all. Therefore, it's impossible to put a "number" on when a card should be burned and when it should be conserved. For example, it may seem like a great play to burn a Dual Ball for nothing before playing Professor Oak's New Theory. However, if you end up desperately needing a basic later, conserving that Dual Ball could have won you the game.

This interaction between deck size and resources is something all players should be aware of and constantly thinking about while playing.

Conclusion

While playtesting for States, keep all of my playing tips in mind. They're bound to help a lot of players out. Also, be on the look out for my next couple articles. Anybody attending a Prerelease or going to States can benefit from them. Thanks for reading, and feel free to leave comments.
 
Great read, Celebi!

At some point in the article, you stated the multiple problems this format has, and that it's impossible to please anyone. Well, each format (ever since I've started playing competitively, at least), always has its own problems. DP-UL and MD-CL (to a greater extent)was too stale of a format. MD-BW was just awful all around, considering going affects the outcome of the match too strongly. HS-BW was too flippy, and carried the MD-BW's going first problems (but just not to its extent). HS-EP was the RPS format, and you stated the problems with HS-NV. But, I do believe HS-NV is better than what we've had since MD-BW, so there's a plus.

I'm hoping, though, that any future rotations and the release of ND doesn't mark the beginning of Basic Pokémon dominating the metagame.

Thinning the deck is something that all players should be doing. It helps you draw into better cards, rather than drawing into cards that you don't need. But, just like what Celebi said, don't just dump the cards: I've lost so many games by doing so.
 
Futachimaru said:
I'm hoping, though, that any future rotations and the release of ND doesn't mark the beginning of Basic Pokémon dominating the metagame.

lol, the beginning of the "era of the Basic Pokemon" started when we saw Reshiram and Zekrom with 130 HP doing 120 damage.

But Pokemon is going back to their roots with Catcher, Juniper, and Archeops all being very similar to cards released in the early sets. The big Basics kind of represent the Haymaker decks back then.

I am excited for the EX era though. Games are a lot more skill based, and, while the decks are very good, you can't pick one up and run on autopilot. You have to know the deck well, know how to play well, and think though all of your actions.
 
Futachimaru said:
Great read, Celebi!

At some point in the article, you stated the multiple problems this format has, and that it's impossible to please anyone. Well, each format (ever since I've started playing competitively, at least), always has its own problems. DP-UL and MD-CL (to a greater extent)was too stale of a format. MD-BW was just awful all around, considering going affects the outcome of the match too strongly. HS-BW was too flippy, and carried the MD-BW's going first problems (but just not to its extent). HS-EP was the RPS format, and you stated the problems with HS-NV. But, I do believe HS-NV is better than what we've had since MD-BW, so there's a plus.

I'm hoping, though, that any future rotations and the release of ND doesn't mark the beginning of Basic Pokémon dominating the metagame.

Thinning the deck is something that all players should be doing. It helps you draw into better cards, rather than drawing into cards that you don't need. But, just like what Celebi said, don't just dump the cards: I've lost so many games by doing so.

Ok I feel obligated to reply to your post because I disagree entirely on some of your views on formats. DP-UL was easily the best format we've had in a while. It was diverse, interesting fun, involved skill, it had room for creativity, and it wasn't very unbalanced. The MD-on season as a whole was pretty much as good, with a slightly smaller card-pool at first. MD-BW was a pretty screwed-up format due to the rule changes but I still think it was more fun than HS-BW. You called DP-UL and MD-CoL stale, but they were not that at all. HS-BW was the sheer definition of stale, and it remained pretty stale until NV. Even now, it's more stale than DP-UL or MD-CoL ever were.

Other than that, I do agree with your main point, being that no format can be perfect. However, we have been much closer to perfect before, and I can't understand how someone would find DP-UL or MD-CoL stale (There were many playable options other than SPs, they did not dominate as much as people hyped them up to.)

Hope this isn't getting off-topic...

Great article overall Kennan, it was a good analysis of the Cities of this season, and it had some great tips on deck choice, playing and tournaments in general.
 
Meaty said:
You called DP-UL and MD-CoL stale, but they were not that at all. HS-BW was the sheer definition of stale, and it remained pretty stale until NV. Even now, it's more stale than DP-UL or MD-CoL ever were.

It's hard for me to really remember since this stuff was like a year ago, but I remember only seeing Luxchomp, Vilegar, and Gyarados at tournaments, and anything else did not do very well.
 
Futachimaru said:
I'm hoping, though, that any future rotations and the release of ND doesn't mark the beginning of Basic Pokémon dominating the metagame.[color]

It does look like most of the big decks in the coming formats will be mostly basic. They chose not to make evolution EX cards (at least for now), and that decision really hurt evolutions since at least the next format will revolve around the EX cards.

That being said, I don't necessarily believe that is bad for the game. A common misconception is that the more setup a deck takes, the harder it is to play. This is generally true, but lately there's been a new style of deck - the "Six Corners" deck. These types of decks that require literally no setup are (in my opinion) the hardest to play, since you can't go into a game thinking, "okay, by Turn 3, I hope my setup will have cards X, Y, and Z." You have to play with what you draw. So basically, I believe no setup > complex setup > simple setup. For this reason, I do believe the big basics have ended up being fairly good for the game; they make decks with no setup very playable.

Meaty said:
Ok I feel obligated to reply to your post because I disagree entirely on some of your views on formats. DP-UL was easily the best format we've had in a while. It was diverse, interesting fun, involved skill, it had room for creativity, and it wasn't very unbalanced. The MD-on season as a whole was pretty much as good, with a slightly smaller card-pool at first. MD-BW was a pretty screwed-up format due to the rule changes but I still think it was more fun than HS-BW. You called DP-UL and MD-CoL stale, but they were not that at all. HS-BW was the sheer definition of stale, and it remained pretty stale until NV. Even now, it's more stale than DP-UL or MD-CoL ever were.

Other than that, I do agree with your main point, being that no format can be perfect. However, we have been much closer to perfect before, and I can't understand how someone would find DP-UL or MD-CoL stale (There were many playable options other than SPs, they did not dominate as much as people hyped them up to.)
I think that this can be traced back to the bigger cardpool. As you have more available cards, you naturally have more options for deckbuilding. We also got a bunch of filler; CL, EP, and arguably most of the other sets were almost entirely filler, which didn't help for deckbuilding options. Any card with a 30HP basic, or any attacker that doesn't have 130+HP is very hard to play because of the dragons; they created a lot of magic numbers. This ultimately creates even more filler cards. These factors do make a format less enjoyable, but I think how good a format is should be measured by how much it promotes the most skilled player winning, and not by how many decks you can run. HS-ND seems like it will be the most skill-based format we've had since the rotation.
 
Futachimaru said:
It's hard for me to really remember since this stuff was like a year ago, but I remember only seeing Luxchomp, Vilegar, and Gyarados at tournaments, and anything else did not do very well.

I loved that format...

Magnerock immediately pops into my mind as a good rogueish deck. Vilepluff also got 3rd at a States, and there were a few other good decks.


Celebi23 said:
I think that this can be traced back to the bigger cardpool. As you have more available cards, you naturally have more options for deckbuilding. We also got a bunch of filler; CL, EP, and arguably most of the other sets were almost entirely filler, which didn't help for deckbuilding options. Any card with a 30HP basic, or any attacker that doesn't have 130+HP is very hard to play because of the dragons; they created a lot of magic numbers. This ultimately creates even more filler cards. These factors do make a format less enjoyable, but I think how good a format is should be measured by how much it promotes the most skilled player winning, and not by how many decks you can run. HS-ND seems like it will be the most skill-based format we've had since the rotation.

I hate all the filler.


The thinning the deck tip is very important, and all players should do this when possible.

Very nice article.
 
You make me want to go back to playing. ;-; Cards just got to expensive to actually play. Especially when you just stepped up from Seniors to Master where everyone has more money to spend than you. This was when a Reshi was like, $8 or $9 mind you. And it dominated my area.

Anyways, great article. I enjoyed reading it. I highly agree with you on thinning your deck. I won so many things doing that, and no one else seemed to. They always wondered why I had good hands later in the game.
 
SotS said:
You make me want to go back to playing. ;-; Cards just got to expensive to actually play. Especially when you just stepped up from Seniors to Master where everyone has more money to spend than you. This was when a Reshi was like, $8 or $9 mind you. And it dominated my area.

Anyways, great article. I enjoyed reading it. I highly agree with you on thinning your deck. I won so many things doing that, and no one else seemed to. They always wondered why I had good hands later in the game.
Try borrowing if you can't afford everything. That's what I do. I don't think the non-FA Reshiram ever passed five dollars, and they're still at four on TnT. There's still a couple fairly cheap decks in the format if you want to get back into it. Six corners is really cheap if you don't get the full art versions. Things will probably get a little more expensive after ND though.
 
Great article. Still helps me a lot since we have one more Cities here before ND.
And I might consider playing the Magnezone you talked a lot about :)
 
Cities 4: The reason why B/W's Supporter rule change was, IMHO, dumb. At least you did well overall with that. Great article, mate :)

I ran Sharpedo/Weavile/Tornadus/Slowking and went 4-2 one day, and 2-3 the next. Day 2 though game 1 beat Brad B. after a stalling match with possibly 12+ turns of Slowking active while alternating Second Sighting his deck and my deck at the exact perfect times, and finally ended it by sniping his Cleffa with Weavile when time was called and we were tied on prizes.
Game 2 I played Dylan Schmidt and it started out me taking two prizes real quick, along with successful Strip Bares turns 2, 3, 4, and 5 (Talk about luck :D), and I was stacking his deck the whole time with Slowking. But his Cleffa stayed asleep for WAY too long, and I didn't get the essential Strip Bare when he finally Eeeeeek'ed into a good hand. It was all downhill from there, and I in the end (He was playing Chandelure). After those two games against two of the top players in Spokane, the rest of the tournament didn't matter much. It made my day.
I did play a Zekrom/Eel build that made it into the top 4, and doing so made me realize that Tornadus is good, but not with Sharpedo (who is also weak to Lightning). When Prism Energy comes out, Tornadus is going out and Terrakion is going in.

I realize though that Sharpedo isn't reliable, but that's the exact reason I run it. I like to play high risk-high return (as I did in Battle Road Spring last year with Game over, going 3-2 both days). I don't play to win anymore, I play to troll. If I'm making them sweat at all, I've won in my own way.
 
@celebi123 have you actually played all the matchups listed on the chart ?( i feel 6c has a better matchup t google consdering i went 1-1 prizes with one and 6-0 the other if you know how to play it its not so hard )
 
Yeah, I've played the ones listed at least a few times. I admit I had to second guess myself on a couple since I either played them a long time ago or didn't play them enough to get a great feel for the matchup. I figured it was better to put something over nothing, though, since the chart was intended to be a general guide and not something to decide what the best play is.

Obviously matchups will vary player-to-player and deck-to-deck. Not everybody always agrees on every matchup; that's inevitable. If they did, we would probably all end up playing the same deck for a tournament, since there would be an obvious BDIF.

6C vs google just comes down to what cards both decks are running. Usually google has some attacker that can't be OHKO'd from weakness, even if it means attacking with Vileplume. If it doesn't it obviously tends to favor 6C, but usually they find some clever way of avoiding too many KOs. They can also switch their attackers to deal with yours as they come onto the board.
 
I agree that it is not that hard for 6C because of Catchering with Virizion and hitting for weakness, but it is still at least 70-30 for google because once google is set up with the proper attacker, it won't lose (Cobalion variants are harder though)
 
Water Pokemon Master said:
I knew I needed a lot of points badly, so I went in feeling like I had to win every game. This made me make a few misplays I probably wouldn't have otherwise.

These experiences remind me of something that happened during the Industrial Revoluton: A workshop was struggling with productivity and morale, so this young man came in. He had no managerial experience but was the only person willing to give it a shot. He asked who the hardest worker in the workshop was, and everyone pointed to this one guy. So the new manager took a wooden board and nailed it to the wall over that guy's workspace. From then on, the workshop's productivity skyrocketed and they were back as a local contender.

I don't remember what it was they made or anyone's names, but the idea here is what's most important: It's very easy to put a carrot on a stick for people. Give them proof of one's accomplishments, and they'll do practically anything to earn it. This can be a good thing, like with that workshop. It can also sometimes be absurd, like the whole raning system in the Pokémon Trading Card Game.

I don't mean it should be abolished, because I can't think of a better way to handle ranking everybody than the system they have. But I personally feel that too many people take it too seriously. Personally, I don't care about my ranking at all. I play in tournaments because it's a chance for me to play a lot of matches in one day, and that's pretty much it. I haven't played as much as of late (or at all in years, actually) since I got sick of the all-too-serious attitude some of these players have. I always feel refreshed when my next opponent comes in with a smile and wants to chat, because that's how I like to do things.

I know I had a lot more fun with Mario Kart Wii when I realized I should just ignore the VRs (Versus Rankings) and BRs (Battle Rankings) altogether and pretend they don't exist.

Water Pokemon Master said:
My hope is that everything will simplify with the release of the next set, leaving the format with two types of decks: Eelektrik-based and basic beatdown.

I really wouldn't want to see that. I'd rather see the TCG diversify. The most recent edition of BlazBlue, a fighting game, has the ENTIRE ROSTER as viable. A 40-60 matchup is as bad as you get. You can pick any character you want; you'll be able to deal with any other character, and same goes with them for yours.

I don't think it'd be possible in any TCG, considering the sheer number of cards out there and the limitedness of any one single card. But I know the Pokémon TCG is capable of more than that. The late 3rd generation was my favorite time to play the TCG, when I never saw the same deck twice from an opponent. Everyone just played whatever they wanted to play. It's been feeling too standardized as of late.

But that's probably because I'm a Johnny-type player.

I'm looking forward to the Pokémon-EX cards for what I'm sure is because that was a big part of the feel of the late 3rd generation sets. Not because they can clobber non-EX cards, but because they can help turn tides. Ideally, there will be checks in play that don't cause Pokémon-EX to run rampant; those late 3rd generation sets had such measures like Mysterious Shard, plenty of Poké-Bodies that gave total immunity against Pokémon-ex, and attacks that dealt more damage to Pokémon-ex.

Water Pokemon Master said:
I frequently hear players say, "my tournament finishes don't reflect my playing skill. I'm just unlucky in tournaments." Chances are that if you're saying this, you have a lot to improve on, even if you are somewhat unlucky.

That's true. You have to acknowledge your mistakes, because mistakes are how you get better. This is a pitfall I see often, and yeah, I have to admit I've done it myself: One can get too prideful and create excuses for why they lost. But then, you have to accept loss as apart of playing something on a competitive level.

That, and as was said in Batman: The Animated Series, "There is always someone better." You can never think that you're the best or that you only lose because of something unfair, whether it's bad luck or cheating.

There was this kid who used to play at the local Pokémon League though, who got the exact same start every time, and played the exact same things on every turn. I don't mean this as a hyperbole; he literally did so. I'm sure he was cheating in some way, or at least didn't know how to shuffle his deck properly so everything was in the same order. (Or he broke the 4-card rule like nobody's business.)

Water Pokemon Master said:
Don't play to take the next prize. Play to win the game.

I play to have fun. But then again, I don't care whether or not I lose, as long as I get interesting matches.

Celebi23 said:
It does look like most of the big decks in the coming formats will be mostly basic. They chose not to make evolution EX cards (at least for now), and that decision really hurt evolutions since at least the next format will revolve around the EX cards.

Yeah, until they decide to grant Pokémon-EX cards to Pokémon who aren't Legendary, this is how it's going tobe. I can see the logic in it though: Legendary Pokémon are supposed to be powerful.

I wonder if this means there's going to be an Uber tier in the TCG. Heh.

Celebi23 said:
Try borrowing if you can't afford everything. That's what I do. I don't think the non-FA Reshiram ever passed five dollars, and they're still at four on TnT. There's still a couple fairly cheap decks in the format if you want to get back into it. Six corners is really cheap if you don't get the full art versions. Things will probably get a little more expensive after ND though.

That, unfortunately, only works when you have a community and/or friends who also play the Pokémon TCG. I'm 25 and I'm working in Hollywood. I'm more likely to see the palm trees ice over than to find somebody here who can play the Pokémon TCG with me.

EeveeMv99 said:
I realize though that Sharpedo isn't reliable, but that's the exact reason I run it. I like to play high risk-high return (as I did in Battle Road Spring last year with Game over, going 3-2 both days). I don't play to win anymore, I play to troll. If I'm making them sweat at all, I've won in my own way.

Very interesting attitude. Looks like you play to disrupt the metagamers. In a way, I do too. If I get an opponent coming in who starts taling to his friends about how it's going to be an easy match, and I'm giving them hell, that counts as a personal win.
 
Ophie said:
But I personally feel that too many people take it too seriously. Personally, I don't care about my ranking at all. I play in tournaments because it's a chance for me to play a lot of matches in one day, and that's pretty much it. I haven't played as much as of late (or at all in years, actually) since I got sick of the all-too-serious attitude some of these players have. I always feel refreshed when my next opponent comes in with a smile and wants to chat, because that's how I like to do things.
Some people play for fun, some people play seriously. There is nothing wrong with either approach to the game. You can have fun while playing seriously. Somebody who plays the game seriously can also come in with a smile and want to chat, just saying. :)

I really wouldn't want to see that. I'd rather see the TCG diversify. The most recent edition of BlazBlue, a fighting game, has the ENTIRE ROSTER as viable. A 40-60 matchup is as bad as you get. You can pick any character you want; you'll be able to deal with any other character, and same goes with them for yours.
I agree. However, NV was fairly diverse, and the format was horrible. The card creators don't seem capable of making a diverse format and a fair format at the same time. I'd rather they make a fair format.

I play to have fun. But then again, I don't care whether or not I lose, as long as I get interesting matches.
You misunderstood. I was saying that, while playing, you should think ahead and make sure taking an easy prize won't mess up your game plan in the end. I wasn't saying you have to play super competitively.
 
Yeah, true. The competitiveness of my oppoents is irrelevant. It's the attitude that some have that annoys me. I see people complaining that they're "losing too much" or remain absolutely quiet, or they throw a fit when they lose. From what I've noticed, this happens the most in the lowest ranks and the uppermost ranks. People mellow out a lot in the middle ranks, and that's where I tend to find the most interesting people and interesting matches.

And yeah, I know what you mean--it's to think holistically, about how the match may turn out and not be short-sighted and always get the reward immediately in front of you.

One thing I know about in game design is that you can have a few fair matchups or many unfair matchups, but to have both is a Herculean task and always needs a very long time. I think the Pokémon TCG card designers are capable of it, but set rotation stops them from being able to sufficiently analyze how to fine-tune the balance. You can't really tell how players will deal with certain things until they deal with them, and you won't be able to fix it without going too far without giving it a lot of time. Magic is very diverse and is also fair because there's no set rotation--just banned and limited cards.

That being said, because I'm a Johnny player, I prefer diversity. I like being the underdog.
 
Great article! I found the general tips at the end especially well-put.

I'm a new player (In fact, I'm one of the new players Celebi mentioned here: I had the privilege of handing Kennan two or three wins at Cities). As I read the article, I realized I have been unconsciously developing the habits you list, but I had not yet formed them into concrete objectives. Hopefully, by thinking about them consciously, I can continue to cut down on misplays. Thanks!

Also, Druddigon 4 lyfe. Clutchlock was robbed.

-Lane
 
I thought this article was a great read and it was a real eye-opener, especialy the "Don't play to take the next prize. Play to win the game." part! Also to follow up on Ophie's post, the only times I get mad about losing is when I know my deck had a great matchup against whatever I lost to or when I lose to horrible hands and topdecks. Other than those I just suck it up and accept my loss, after all a game only has 3 outcomes: Win. Loss. Tie.
 
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