Don't think of what Garbodor does by himself, you won't find Garbodor decks. You will find control decks that run Garbodor as an option. Something like Giritina (there are likely gonna be a lot of megas around soon), Carbink, hammers & garbodor. Maybe with Team Aqua's base and parallel city. Decks like that. You Wally into Garbodor, then when they take five turns to set up and you have been chaos wheeling them, blocking their shaymins and lysandre stalling them with TASB and your opponent has lost the will to live then you can get rid of your garbodor and rely on Giritina's ability to counter mega decks, Carbink to stall out other EX decks etc. I don't think one or two of garb techs will be very good, it's easy to lysandre kill one garb, but a control deck with a 3-3 or 4-4 line will be a bloody nightmare.
Garb could potentially work well with mill decks as they all rely on attacks at the moment. So Mill + Garb could be a thing. But not sure that there is a good mill deck out there even with Weezing, bunnelby, durant & team rockets handiwork. I dunno if it would be good.
Yes. That is what you will find. I think after a few weeks Xernias Break will start getting played and just one shot Giritina. Once the one shots start coming down the deck will fall apart. Hammers won't be able to keep up with super rod, max elixir and Xernias. Without BC there is room for more draw support and red card is gone. The strategy will start falling apart a bit. Also, without BC the T1 garbador is tougher. I know because I've been trying to make it happen and it does not fall very consistently, or if it falls it falls without float stone, or I expended to many resources. I just haven't gotten the right list yet.
But ya, Xernias Break I think will be the sleeper card for this meta as it will work well with a few different Mega's allowing setup or attacking without to much disruption from Garbador. Still yet to be seen, but I'm coming to a conclusion that it is a very versatile card for not only the Girtinia match up, but others as well.
Yeah man, Rainbow Road is a legit threat to this deck, and hammers alone won't be enough. But there will be techs to get around it and control decks are more than just energy denial, loosing headringer means you can't just rely on energy disruption any more. Parallel city and chaos wheel can mess that deck up potentially with target whistle to lock them to one or two types of pokemon, there are other cards that can beat it too. I think that a control deck will find a way around it. One option is to rely on your backup attacker instead of Giritina for that match. (what the best backup attacker is is a mystery so far)
Some techs and back up attackers that come to mind
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/xy10/63/ (If Rainbow Road is very popular a 1-1 or 2-2 line of this could swing the match back in Giritina's favour, easily 1 shots Xerneas)
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/xy5/100/ (maybe a bit clunky)
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/xy7/51/ (Three attack is a problem, but it does 1 shot Xerneas and can even have utility against other pokemon in format)
Hell even a Jolteon EX backup could be viable, even with Ranger in format I think Jolteon might have some utility still.
It will come down to how good Giritina is VS other matchups, Tina/Garb Control will be an anti meta deck, it will ebb and flow. If Megas are a big thing then it's a tier 1 deck, if megas stop getting played because of it, it will start to drop match ups. Also Xerneas is a auto loss unless it can find a good way to counter it.
I like all these ideas, and I have set raibowroad which I think will be a very good deck. However, I was actually talking about Xernias Geomancy. It was released as a promo and will still be playable from my understanding. Please comment if someone knows it will not be playable, I accept that I'm not the smartest bird in the flock.
When you break into Xernias after a single geomancy there will be 3 energies on the board. You need a single attachment to put 4 energies on the board. If you hit a max elixier or two there could be 6 energies on the board very quickly. It is not out of the realm of crazy possibility to do a 120*2 is 240 on a Girtinia very quickly. Of course this does not work if the card is not available, but ya I'm finding that the Geomancy Xernias works well with the break.
Problem with hard countering garb is it would just be unplayable again. Take karren, even without rotation being a thing karren would have wiped NM and Vespi off the face of the earth, a hard counter for garbodor would just leave it back in the binder where it is now.
If they want it in the format they will leave stuff as it is. It's not the most broken thing around. If they really don't want it they can print a hard counter and kill it off in seconds.
In my opinion that is how game balanced is achieved. If a card has overwhelming played tatic then to achieve balance a hard counter needs to be created. I feel that all games from Sorry to Chess achieve game balance. Every card should have a scary notion to it. It should basically force the player to think, well if I play this way there are some repercussions. A particular card should not dominate a format, meta or game. A card should hold players back for a bit, but never dominate. Holding a player back, still allows the game to continue, but it does not put an opponent in an overwhelming dominate position.
I don't care how Pokemon pitches it. It is a lazy game design. If someone approached me about a design like this, I'd be pretty upset. I'd tell them to make it right. But thats just me, I have a very Steve Jobs approach to any design. I don't accept bad or mediocre work when I know it can better. In my opinion, this is mediocre work at best. It bugs me a bit. I challenge Pokemon to do a better job.
Memories of Dawn Mew is a perfect counter for garb, only need to do an attack that does 50 to OHKO. If garb gets big I can see him becoming a 1 of in a lot of decks. Useful against garb, just ultraball fodder against other decks.
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/dc1/9/
as well as
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/xy8/61/
can both 1 shot Garb with muscle band and dce. But with only 100 hp most decks won't have too much trouble with pulling him out and killing him. Tbh if garb does get too good, and i mean really good. Then all they need to do is print a psychic type that does 50 for DCE or 1CE and it's gg garb.
I'm not entirely talking about Garbador. Garbador is just one part of the design. I'm talking about tools in general. To give no way to pull a tool off, basically sets a design precedence. It ingrains tools as central focus of the game. It puts a lot of pokemon out of OHKO. It even speeds up Mega's without the ability to hinder them. I think the general conversation is Garbador. It is the discussion of interest, but as the game proceeds tools in general will get really dangerous. I think when people realize there is no way pull off, Bursting balloon, Fighting fury belt, Spirit Links and float stones on any Pokemon with an Item or supporter, they will realize that not having any counters is really a design flaw. Not only that, but it kills the use of Eco Arm. A card I felt balanced the scraper/megahorn/Xerosic.
I think not giving players any repercussions on using tools is not a good design. It is a bad design.
Like I said, I challenge Pokemon to design better. There is no repercussion of playing tools. It is a bad design.
Just like there is no repercussion for dropping Pokemon into the discard pile. It is a bad design.
Having no repercussion does not make a clever trainer. It is trainers like myself that try to abuse a broken part of the game to achieve victory in the most odious way that the game provides. I'm not clever because the designer gave me no repercussions of my actions. The designer, however is a bad designer for setting the game to achieve victory through his broken design.
Memories of Dawn Mew is a perfect counter for garb, only need to do an attack that does 50 to OHKO. If garb gets big I can see him becoming a 1 of in a lot of decks. Useful against garb, just ultraball fodder against other decks.
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/dc1/9/
as well as
http://www.pokemon.com/uk/pokemon-tcg/pokemon-cards/xy-series/xy8/61/
can both 1 shot Garb with muscle band and dce. But with only 100 hp most decks won't have too much trouble with pulling him out and killing him. Tbh if garb does get too good, and i mean really good. Then all they need to do is print a psychic type that does 50 for DCE or 1CE and it's gg garb.
I feel the need to correct you here. MoD Mew can't do anything because its ability gets turned off but I think you are confusing something here. Garbodor is really good, and I mean really good. Garbodor hard punishes players who decks need abilities and at worst, Garbodor is discard fodder.
100 damage is still a lot to do for decks that need abilities. Thats at least 2+ turns to turn KO it and having the a gust effect available to you. Keep in mind that decks that need abilities to setup are slowed because they can't use them and asking them to KO it while they are getting beat down by a Pokemon hitting them for 100+ damage is very hard to do. Its punishing the player. Also, players like myself like to use toolbox decks and something like this existing with no counter removes a play style. Why do Pokemon with abilities need to be punished this hard when the problem is with the speed of the game and card design?
Its hard for me to say if this is an oversight but this has happened before so its either they don't know how to balance the game or they just don't care.
Hmmm, I think the whole format will slow down. Giritina has never been a massively fast card (I'm guessing that's what you are referring to when you say getting beaten down for 100+ damage).
I would argue it's still nowhere near as damaging as Trevenant. Trev basically just screws over every deck out there in the nastiest way. There isn't a great counter for trev other than rough seas. Decks that slow the game down have a long history in pokemon, even back to the original wall decks in base/jungle/fosil. At least it can't be paired with item lock like it used to be. Garbotoad was a massive shitstorm to play against, it just turned off every chance you had. At least Girigarb leaves you quite a few options to get out of the situation. It's just another pain in the butt control deck.
Garbodor based decks I don't think it will be anything that cannot be dealt with. Tier 2 definitiely. I think it will almost certainly hit tier 1 for at least a small part of this season, probably early on. I don't see it dominating all year long like NM, and it doesn't decide the game on turn 1 like trev decks. So I think it's ok. It's been out for months in standard and nobody has used it yet because of the tool drop checks, with them off it has a chance to be a good card. Skilless sure, but all the best decks are in this game for most average players. If you aren't nats top 32 or world invite level player then playing an autopilot deck will get you wins plain and simple. That's one reason why they are so popular. It's not great games design, pokemon has never had great games design but we all still love to play it.
One possible reading of the new meta might be that they want us to rely less on tech cards and one off hard counters. Maybe they are trying to end the days of decks that decide the game based on turn 1 and a coin flip as well a the deck lists with 13 supporters where they are all one offs except for sycamore and N. That has been a plague since compressor came out. Maybe they want that out, maybe they want to give a slower game so control and mill decks can have their day in the sun. Control decks that are not lock decks don't work this season.