Restrictions are unlikely to help. They only work in other games where it is specifically having X amount of a card in a deck that causes the problem. As Ace Spec cards helped to demonstrate, forcing something extremely powerful to be run as a single doesn't create more balance, it just results in either more "luck" from those that draw into their Ace Spec at the correct time or more abuse from the decks that were good at searching out their Ace Spec and/or reusing it.
At this point I think I have to agree with Bans. More errata may have to be issued as well. My concern is that most games just don't want to ban everything that needs to go, because usually when you get to such a point it means the-powers-that-be behind the game aren't doing their job in the first place, and likely relying on the "easy hype" overpowered cards will provide.
Here is an alternate rule's set that would
absolutely require bans to work.
- First Turn Rules: No Special Restrictions
- Evolution: A Pokémon cannot normally Evolve unless it was in play during your opponent's previous turn
Sounds
stupid but what gets banned/altered are all the cards that either can
- Attack for damage (significant amounts of damage?) first turn
- Energy acceleration/generic draw power that enables combos which expand first turn attack options
- Evolution acceleration
The goal is to get us back to a game where you have
time to Evolve and set-up attacks still make sense at least on a player's first turn, preferably at least to their second. Odds are there would also be a bunch of stuff that would need banned/errata'd because a player's second turn is
still too fast for it to do what it does. If we want Stage 2 main attackers to be viable (
not dominant) then we can try to make them stronger or make everything else weaker
or we can just slow the other stuff down long enough for Evolution to occur. There are a few other pieces, but long post is long enough.