alexmf2 said:Dual Ball. Sooooooo much better than Collector. It has so much over it that I might as well just list them.
1. You end up getting the same amount of Pokemon, maybe even more.
Say you start PONT, Dual Ball, Junk Arm, and a bunch of other stuff. You can Dual Ball twice thanks to Junk Arm, most likely getting 2 just from your opening hand. Then you PONT. Now you should get 1 basic from your fresh hand, and also most likely a Level Ball or a Junk Arm or another Dual Ball. And now you have 4 benched pokemon. And a fresh new hand.
2. Junk Armable
Yay, you can now get basics whenever you want.
3. Not a Supporter
Stuck with no energy in your opening hand? If you play Collector, your kinda screwed. But if you play Dual Ball, you can lay down that crucial energy and get a fresh hand at the same time.
4. More helpful late game
This is mostly due to the fact that is both a Trainer and Junk Armable.
iisnumber12 said:How many times do you really open with that? Dual Ball can also fail and cannot be geared for. All your reasons are situational, but collector is always good.
alexmf2 said:The reason Dual Ball is so much better is because it is so much LESS situational than Collector. The only single time Collector is actually useful is if you get it in your opening hand. And even then I would still swap it for a Dual Ball any day.
iisnumber12 said:Why would you rather flip for a chance to get 1-2 basics when you can get 3 no questions asked. It is also more likely you can get a collector turn 1 because of pokegear 3.0.
alexmf2 said:Because with Dual Ball, like I said before, you get 1-2 Pokemon with your opening hand. Then you can use a Supporter, which is the best part. And then, with that Supporter, you should end up getting another 1-2 Pokemon, with the bonus of a fresh hand. No matter how you look at it, Dual Ball is almost always the better choice.
alexmf2 said:Dual Ball. Sooooooo much better than Collector. It has so much over it that I might as well just list them.
1. You end up getting the same amount of Pokemon, maybe even more.
Say you start PONT, Dual Ball, Junk Arm, and a bunch of other stuff. You can Dual Ball twice thanks to Junk Arm, most likely getting 2 just from your opening hand. Then you PONT. Now you should get 1 basic from your fresh hand, and also most likely a Level Ball or a Junk Arm or another Dual Ball. And now you have 4 benched pokemon. And a fresh new hand.
2. Junk Armable
Yay, you can now get basics whenever you want.
3. Not a Supporter
Stuck with no energy in your opening hand? If you play Collector, your kinda screwed. But if you play Dual Ball, you can lay down that crucial energy and get a fresh hand at the same time.
4. More helpful late game
This is mostly due to the fact that is both a Trainer and Junk Armable.
alexmf2 said:But the other 25% of the chance, Dual Ball is almost as good as Collector. For the sake of discussion, we might as well talk as though we get 1 heads every time with Dual Ball, as that has the highest chance.
And you should have 10-11 cards that can get basics (not including the basics themselves, which puts it all the ways up to about 20-24). So about half your deck is basics or cards that can get basics. Now, you will most likely get at the very least 1-2 of these cards. Then you can use a Supporter, which should net you at least another 1-2. And you guys are completely disregarding the best part of Dual Ball/being able to use a Supporter. You get a brand new hand! This is amazing, especially when you need to keep up with decks like MTC which are attacking on the first turn.
iisnumber12 said:Why do you need a brand new hand? You can just get a new one next turn.
alexmf2 said:Because what if you don't get T1 Collector? Or what if you don't have an Energy in your opening hand?
Another huge thing that Dual Ball has over Collector is that it is a ton better late game.
Glaceon said:Sounds like two Junk Arm to me. If not two, you will probably get 2 basics...