Different Aspects & Abilities coming into the TCG

ashtavakra

Overlord
Member
So I have been thinking about different ways to give the game spice, and I really feel like the control group on card development is really holding back on us with their limited creativity in the game as of today. I think they are giving us tid bits of samples of what they could truly do.

I had years break in the TCG, but as far as "out there" abilities go.
Ho oh is an ability that activates from the discard.
Audino activates from the hand and can be used as a semi heal type item card if you will.
The new exegcute coming out also has a discard activating ability.
First ticket is another card that plays outside the boundaries of typical game play.

I then started pondering different ideas that cards could have, that are outside the norm of the tcg way of card play and effects.

Is there anybody else who thinks they are "holding back" per say on the limitations of the game, and slowly bringing out new things to test the waters?
 
Yeah, some of those cards remind me of Yugioh and how they always added new things to the game. Audino is a lot like Kuribo in that it serves as a pokemon and an item. Kuribo was unique since it could be played from your hand on your opponents turn. Eventually more cards with those kind of abilities were added and the metagame changed. Not only did you have to watch an opponents face down cards, but they could easily spring something from their hand if you weren't careful.

I wonder if pokemon will ever make cards that could be played like trap cards. Maybe an item or pokemon that you can drop to reduce damage you take or something. It would be interesting that's for sure.
 
pokedan24 said:
Yeah, some of those cards remind me of Yugioh and how they always added new things to the game. Audino is a lot like Kuribo in that it serves as a pokemon and an item. Kuribo was unique since it could be played from your hand on your opponents turn. Eventually more cards with those kind of abilities were added and the metagame changed. Not only did you have to watch an opponents face down cards, but they could easily spring something from their hand if you weren't careful.

I wonder if pokemon will ever make cards that could be played like trap cards. Maybe an item or pokemon that you can drop to reduce damage you take or something. It would be interesting that's for sure.

no trap cards, it's called an eviolite.
 
pokedan24 said:
Yeah, some of those cards remind me of Yugioh and how they always added new things to the game. Audino is a lot like Kuribo in that it serves as a pokemon and an item. Kuribo was unique since it could be played from your hand on your opponents turn. Eventually more cards with those kind of abilities were added and the metagame changed. Not only did you have to watch an opponents face down cards, but they could easily spring something from their hand if you weren't careful.

I wonder if pokemon will ever make cards that could be played like trap cards. Maybe an item or pokemon that you can drop to reduce damage you take or something. It would be interesting that's for sure.

What if there were trainer cards you could play during your opponents turn? Like instant or interrupt cards from Magic: The Gathering.
 
I think as far as variety of differing effects goes, the DP (and by extension Platinum) era was king in that respect. (I never played during EX era and they probably had a lot of interesting effects too, but I'm going to speak from personal experience.)

With the DP cards, I felt like most of the cards went out of their way to have new and interesting effects, just for the heck of it! Here are just some of the many examples:

~Torterra LV.X, Infernape LV.X, and Empoleon LV.X had amazing Poke-Powers (GoW when behind, draw 3 discard 2, or knock off 2 cards in opponent's hand). Infernape's Flare Up attack was also incredibly interesting - RR for 150, but you had to return exactly 8 R energy from your discard to the deck.
~Dusknoir DP - Gets rid of 1 opponent's Benched Pokemon completely, provided the opponent's bench is at 4 or more
~Electivire LV.X's Pulse Barrier - Wiped the opponent clear of stadiums and tools, and if he did, he got 1-turn immunity (repeated in Flygon RR)
~Honchkrow MT - Bench-sitter that let any Murkrow you had use Honchkrow's attacks at no cost (Honchkrow LV.X also had a cool attack that reclaimed 1 card from your discard upon knockout)
~Mr. Mime MT - Blocked damage from opponents that had 2 or less Energy cards on them (repeated in Dusknoir SF)
~Alakazam MT - Can negate an opponent's Poke-Power upon use, by discarding 2 cards from your hand (repeated in TGI Power Spray)
~Gallade SW - Flipped over prize cards to increase damage
~Gardevoir LV.X - Knocked out the Pokemon with the least HP left
~Claydol GE - Never-ending draw power (repeated in Magnezone Prime)
~Darkrai GE - Sleep Hole did more damage to a sleeping target, and also put you to sleep if you weren't already (repeated in a few cards)
~Darkrai LV.X - +10 damage for all your {D} energy awawawawawawa
~Phione MD - Can evolve any Pokemon in play straight from your deck (repeated in Spiritomb AR)
~Porygon-Z LV.X - Mode Crush got rid of all your opponent's Special Energy (repeated in so very many cards since)
~Garchomp LV.X - Restore yanked ANY Pokemon out of your discard pile for free
~Starmie LA - A 50-damage snipe to anything with a power or body (repeated in Gengar SF)
~Magnezone LV.X - The very first repeatable auto-paralyze attack (repeated in Flygon BCR)
~Machamp SF - Auto-KO'd a Basic Pokemon
~Dusknoir SF - Damage Even gained more power the more you hurt yourself - which Shadow Command facilitated
~Dusknoir LV.X - Ectoplasm would trigger upon death, becoming a stadium that hurt your opponents every turn, and returned to the hand (repeated in Flygon BCR)
~Regigigas LV.X - Destroys 1 of its own comrades to heal itself and keep on swinging
~Palkia G LV.X - Lost Cyclone cleans up the bench nicely
~Mismagius GL LV.X - Pretty sure it gained power with tools, my memory's vague here
~Flygon LV.X - 150 snipe to a LV.X? I'm okay with this
~Venusaur SV - Grants immunity to Special Conditions for Grass-types
~Gengar AR - Partial snipe AND a hit-and-run
~Spiritomb AR - Blocks items for both trainers while active
~Arceus Colorless - First attack can only be used if your field is full of Arceus, and it gives an energy to each one.

And that's just the Pokemon.
No wait, correction.
That's only some of the Pokemon. There's many many more I didn't mention!

HGSS made the game simpler, and BW dumbed it down even further. We are nowhere even close to the potential of interesting effects that Pokemon cards can have. We're actually going in the opposite direction.
This is why the DP-era is going to forever remain my favorite era of Pokemon.
 
There are lots of different cool abilities, tactics, strategies etc... All of these become cute gimmicks when you have cards like Darkrai and Hypnotoxic Laser or Black Kyurem and Blastoise. They just can't stand up to it, and with the release of Plasma, the power creep is getting even worse. You have a very small cardpool to choose from when building a competitive deck.
 
ryter78 said:
pokedan24 said:
Yeah, some of those cards remind me of Yugioh and how they always added new things to the game. Audino is a lot like Kuribo in that it serves as a pokemon and an item. Kuribo was unique since it could be played from your hand on your opponents turn. Eventually more cards with those kind of abilities were added and the metagame changed. Not only did you have to watch an opponents face down cards, but they could easily spring something from their hand if you weren't careful.

I wonder if pokemon will ever make cards that could be played like trap cards. Maybe an item or pokemon that you can drop to reduce damage you take or something. It would be interesting that's for sure.

What if there were trainer cards you could play during your opponents turn? Like instant or interrupt cards from Magic: The Gathering.

That's what I'm talking about, a trainer that you could spring on your opponents turn. They wouldn't have to do anything amazing in themselves, but I bet they would see play just for having an element of surprise. Here's a made up one I thought of.

Quick Guard
Item
You may play this card during your opponents turn (before they attack), during the turn you play this card, all damage done to your active pokemon by attacks is reduced by 10.

Simple damage reduction, but even a 10 damage difference can change the tide of the game, ESPECIALLY if they didn't see it coming. Heck just bein able to prevent donks would make this a staple in a lot of decks.
 
Mora said:
*cough cough*

Power Spray

428px-PowerSprayPlatinum117.jpg


Oh! I was unaware of this card. Very neat.
 
Yeah, I didn't know about it either until I got a prize penalty for immediately using an Ability after declaring it.
 
Power spray reminds me of something right out of Yugioh. There was actually a card with a effect negating ability and a similar requirement. We need more cards like that.
 
What about cards that effect how the opponent plays?
For instance a card that wouldn't allow the opponent to play a supporter the next turn.
Or more cards dealing with taking cards out of play (think exile from MTG). For instance imagine a item card that allows you to remove a card from your hand face down and return it after you attack/ the end of your turn. It'd be awesome if you had a juniper and a card or two you wanna keep. Or a Bianca potentially letting you draw an extra card (and then another for the item you played).

Something I'd like to see would be more EX stage 2s. I know lots of people are upset over having to have EXs in your deck. And these EXs are basics and usually quite powerful. By having stage 2 EXs i think games will be drawn out more and might restore balance.
Imagine a world without EX pokemon.
 
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