Create-A-Pokemon (TCG Concept Honing Discussion)

PMJ

Silhouette Gloom of the Sundown Lands
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All right, so it's time to move on to the next phase of our TCG cap process. So far, we have agreed to the following things:

- Fighting-type
- Designed to give a specific disadvantage to Basic Pokemon

This discussion will focus on specifying what this disadvantage is. There are a lot of ways we can do this, so let's get creative!
 
Well, there's a few things we could do.

  • Make something similar to Mewtwo LV.X, where it prevents all effects of attacks, including damage, done to the CAP from attacks by Basic Pokemon
  • Reduce damage done to the CAP if the Defending Pokemon is a Basic Pokemon
  • Something similar to Machamp SF, where it KOs if the Defending Pokemon is a Basic Pokemon
  • Does more damage to the Defending Pokemon if it is a Basic Pokemon

That's all I can think of at the moment.
 
Ability: Evolved Combat Skills
Once per turn, you may search your deck for a {F} energy and attach it to one of your Evolved Pokemon (this does not count as your normal energy attachment this turn).

Wording might not be right but you should get the point. Its sort of mixing multiple different ideas such as energy acceleration and making evolutions more viable into one Ability. Additionally we could add an attack that does better against Basics such as:

{F}{F}{C} Basic Crush 120-
This attack does 120 damage minus 40 for each Pokemon card under the Defending Pokemon.

Or something along those lines.
 
That attack would be cool if, y'know, basics didn't have 130+ HP.
 
Then change is to 130 damage -50 for each previous stage, making it so it kills all basics while almost all Stage 1s survive it and Stage 2s brush it off completely.
 
Then it makes the card less viable against decks that _do_ use evolutions. We want to fulfill the concept while keeping it competitively viable against other decks, too.

Also, let's not get too specific yet. Right now, let's focus on what we mean by "disadvantage to Basic Pokemon." Do we want reduced damage from them? Increased damage to them? Prevention of some kind, like Ursaring says? Require more Energy to attack (like Azelf LA)?

Once we figure that out, we can hammer out the details.
 
Dark Void said:
Then change is to 130 damage -50 for each previous stage, making it so it kills all basics while almost all Stage 1s survive it and Stage 2s brush it off completely.
My audino usually has 5 or mor enegy attached to it. Its not going to do so well.
 
The Fire Wyrm said:
My audino usually has 5 or mor enegy attached to it. Its not going to do so well.

Could you please clarify? I'm not sure I understand. Are you saying the damage output is poor compared to cards like Audino? I might have worded it poorly; I'm basically saying it does 130 damage to basics, 80 damage to Stage 1s and Basic Lv Xs, 30 damage to Stage 2s and Stage 1 Lv Xs, and 0 damage to Stage 2 Lv Xs. Its damage is unaffected by other attached cards such as Energy and Tools (the exceptions being Eviolite and Defender, but its -20 from their effects only).
 
I think something similar to Ursaring UF, Mewtwo LV.X, or Machamp SF (within reason) would work best. I don't want to see this card as a must-have in all decks, but it should have some "unique" quality.
 
We can't give it Ursaring UF's ability for fairly obvious reasons... Maybe include a limiter on the amount of damage a Basic can do to it? Like... "If the opponent's Basic Pokémon would deal more than 40 damage to this Pokémon (after applying w/r), it deals 40 damage instead"?
 
Kam said:
We can't give it Ursaring UF's ability for fairly obvious reasons... Maybe include a limiter on the amount of damage a Basic can do to it? Like... "If the opponent's Basic Pokémon would deal more than 40 damage to this Pokémon (after applying w/r), it deals 40 damage instead"?

So basically Erika's Dratini with higher HP? If so then that's not a bad idea.
 
Yeah, like that. "Whenever an attack by a Basic Pokémon does more than 40 damage to Boognish (after applying W/R), reduce that damage to 40."

Thinking that if we give this guy 130 HP, he'll be able to take four hits before he goes down.
 
I personally feel that the whole idea eliminates any basic attackers from the format. I feel that it would be much better if instead of eliminating basic attackers completely, we merely created a format in which evolved ones can keep up with them. Therefore, I really feel a card such as mine would be good.
 
What about an ability that limits Basics ABOVE a certain HP? Like [Ability]Lockdown: If this Pokémon is your Active Pokémon and the Defending Pokémon is a Basic Pokémon and has over 100 HP remaining, flip a coin. If heads, each of that Pokémon's attacks do 40 less damage. If the Defending Pokémon is a Pokémon-EX, each of that Pokémon's attacks do 40 less damage
Kinda wordy, but you guys get it.
 
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