I remember Haymaker (yes, I'm THAT old), but the deal with Haymaker was everyone played about 20 energy...
Either you remember incorrectly or you didn't realize you had a bad list.
Edit: Just re-read that sentence. To be clear, I also had a bad Haymaker list back in the day. Eventually, I learned it was bad.
I popped over to a certain Wiki-style Pokémon site to look up something else, and decided to see what it said about Haymaker. Unfortunately someone posted a bad Haymaker list there (which I was supposed to correct four years ago - took care of it now). Don't know if that was your reference point, or if one with that high of Energy count won something impressive, but I've done a little research and experimentation with these cards since then, and stuff that scared and confused me back then, like a Haymaker deck running 8 Pokémon, 40 Trainers, and 12 Energy now seem quite reasonable. In fact, I think some versions took it further, running more like 8 basic Energy and including a few copies of something like Energy Retrieval or (once released) Nightly Garbage Run to help compensate. The (faulty) common sense of running 20 Energy was introduced at this time (probably in the first starter decks), and carried through until around the e-card sets, IIRC. Even then, though, it was a starting point and only the decks that needed a lot of Energy in the first two Modified Formats got that high.
As for the superior Trainer support, while a facet of the cardpool it doesn't change that even back in the beginning, competitive multi-Energy decks were a thing. While they faded with those first two Modified Formats, they returned afterward. Then they faded again. It is a cyclic thing, so I believe expecting it to shift again is quite reasonable. Even if not, as we are discussing whether a convoluted Special-Energy-that-counts-as-a-Basic-Energy needs to be released or a new kind of basic Energy that won't help current Dragon-Types, the other option has just been what you dismissed; useful Special Energy or Energy acceleration. Even while we had Double Dragon Energy, this was a thing that helped Dragon-Types see play, why act like something that didn't disappear that long ago won't return again?
Plus, the ultimately solution for just about every problem in the game? Fix the pacing.
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