All we await for now is to see who has made it to the final.
Believability/Playability: 3/5I see what you were going for, prolonging the usefulness of the setup Pokémon, but I’m not sure 50 damage for [W][W][C] is enough for anyone to continue using Keldeo over whatever they were powering up on their Bench. Especially considering you need a fairly steady stream of Pokémon Tools, which not many decks would have the space for. Blue Flush is a nice solid setup attack for a turn or two, but honestly I don’t see its utility being extended much beyond that.
Good! I'm glad you're willing to take a closer look at how we do things; nothing should ever be taken for granted. Lemme try and answer some of your concerns. ^.^I don't normally nitpick about critique, though I will in this case!
Different takes on the interpretation of a category are nothing new; you yourself have judged a fair few CaCs in your day, and I know we haven't always agreed on rulings. In this instance, though, I believe we simply disagree. Playability is the category that places a card into a metagame format (whether the current one or a different one) and judges it based on how it would stack up with the leading cards of the day. It doesn't need to be the BDIF. It just needs to be able to have a fighting chance. That's how I've always judged it. Yes, it has led to a number of points being docked for underpoweredness, but I don't regret it –– 99% of the time all you need to do to fix it, to make the card "playable", is to change the damage output a bit. I believe that knowing where damage levels in a format are is just as important as knowing the typical HP of the day.For some time now, I've felt that the "Playability" criteria is being interpreted too narrowly by judges. I feel that Playability has been judged based on a card's viability in a competitive meta as of late, whereas I believe the criteria was supposed to judge usability, whether usable by competitive or a beginner player.
Precedent always goes so far. As I said, nothing should ever be taken for granted, and different judges may have different policies. It's actually quite unrealistic to expect all judges to follow the same policy! I have only the highest respect for Spoon, but if we exclusively judged things the way he did, it would be impossible to achieve a 50/50 (and no, I'm not exaggerating; his policy was never to award a perfect score because, in his view, true perfection was unattainable). And, for what it's worth, I don't believe that his precedent for playability was such lenience. Spoon often docked points for design that he judged to be underpowered.That is the precedent set by Spoon at least.
As I said above, your card doesn't need to be the new best deck in format. It only needs not to outright lose in that format. Yes, there are many official cards for which this doesn't apply, but there are also many official cards with [C] for 10 attacks, and we'd dock Creativity for it either way.Docking points for viability actually encourages powercreep design, as for a card to be competitively viable, it needs to be slightly better than its predecessors. Docking points for this also doesn't reflect the reality that most official cards weren't designed to be competitive.
The concern with Empty Fade, for me, is that there were not a great deal of viable Pokémon Tools in DPPt, and so you have to devote a significant portion of your deck to Keldeo if you actually want the acceleration to work beyond the first couple of turns. And then, after the first couple turns, you should have accelerated enough to have a Pokémon on your Bench that can do rather more with its Energy than Keldeo can, so then you switch out and Keldeo becomes a benchwarmer anyway. My issue with the playability of the card is that by the time it can do more than its basic job of setup, other cards can do that, and more, more efficiently. Sorry if this wasn't clearer in your judging.I also don't think points should be docked for limited usability, because it doesn't reflect how there are official cards also with limited usability. First Ticket, Greedy Dice and Wait and See Hammer are classics, but you also have Cubchoo LOT which is explicitly pointless after Turn 1. The Empty Fade combo is more useful than this and also more complex, because it becomes immediately competitive if a card mechanic that accelerate Pokemon Tool cards would exist.
All of these examples are things all of our judges would dock for, and likely more than 1 point at that. But we usually also dock for when a Pokémon's power levels simply don't stack up to where we'd expect them to be for the format the card is from. We don't dock much for this (and especially not in image, where we only have 5 points to begin with), but it is something that, in our view, should be fixed for the future.When should we dock points for underpowered design, then? I think this should be reserved for rare and extremely obvious cases where the effect is so bad that no player - competitive or beginner - would ever use it. This is for designs like 10 damage for [C][C][C], or "Discard the top 7 cards of your deck. If you do, discard the top card of your opponent's deck.". There are also cases where an effect is redundant, e.g. "This Pokemon is now Confused. Then, remove all Special Conditions from this Pokemon.", although redundancy has many pitfalls. An effect that only shuffles your / your opponent's deck might seem completely pointless, but it has a niche: it can disrupt deck-arranging mechanics like the PokeDex. One could argue that my redundant Confusion effect also has a niche, if there is an Ability / Trainer that activates (e.g. heals) when a Pokemon gains a Special Condition, though my counter arguement here is that a more believable design would be to delete the "remove Special Conditions" clause.
I'm open to renaming Playability, but it is an intended second facet of the category, outside of the Believability facet. Believability is whether or not the card could be printed. Playability is whether anyone should care about the card after it's printed.With this in mind, I think the "Playability" criteria is ambigious and should be renamed. Perhaps to "Balance", though this implies competitiveness which we should probably avoid cause it can be misinterpreted. Perhaps "Usability", but this seems ambigious also: are we referring to usability from the perspective of a competitive player, or...? Perhaps we should forego this name entirely (just name it "Believability"), and clarify what "Believability" means: that is, a design that could be printed by TPCi. Believable cards have the realistic HP / WRR / Pokedex Information and are properly balanced (not broken, no or minimal power creep). They shouldn't be significantly underpowered from a beginner's perspective (although they could be uncompetitive), and they shouldn't be redundant / pointless.
I suppose it boils down to this: why should the most powerful cards in a format be the reference point for judging playability? There's a spectrum of card 'powerfulness' in the TCG and with this particular reference point, all created cards must fall on the powerful end of the spectrum*. Is that good design philosphy? I don't think so - when card designs are concentrated on the powerful end, then future card designs must power creep more rapidly in a race to keep the spectrum balanced.Playability is the category that places a card into a metagame format (whether the current one or a different one) and judges it based on how it would stack up with the leading cards of the day. It doesn't need to be the BDIF. It just needs to be able to have a fighting chance. That's how I've always judged it. Yes, it has led to a number of points being docked for underpoweredness, but I don't regret it –– 99% of the time all you need to do to fix it, to make the card "playable", is to change the damage output a bit. I believe that knowing where damage levels in a format are is just as important as knowing the typical HP of the day.
As I said above, your card doesn't need to be the new best deck in format. It only needs not to outright lose in that format. Yes, there are many official cards for which this doesn't apply, but there are also many official cards with [C] for 10 attacks, and we'd dock Creativity for it either way.
I agree with the premise here - the card doesn't have to be the best, just not horrible. Though I started this conversation because I reckon many cards have been penalised even though they do meet this definition - the cards "don't outright lose" - including this Keldeo design.As I said above, your card doesn't need to be the new best deck in format. It only needs not to outright lose in that format.
The most "powerful" cards in a format are what make the format what it is, and that's why they're an important reference point for judging. A card's "playability" is quite literally measured in how well it stacks up to those cards in its respective format.I suppose it boils down to this: why should the most powerful cards in a format be the reference point for judging playability? There's a spectrum of card 'powerfulness' in the TCG and with this particular reference point, all created cards must fall on the powerful end of the spectrum*. Is that good design philosphy? I don't think so - when card designs are concentrated on the powerful end, then future card designs must power creep more rapidly in a race to keep the spectrum balanced.
The middle of the spectrum is much more ambiguously defined than what you might call "the high end", but we do allow for quite a range in our judging. The high end, though, reflects a more accurate reality than does the middle of the spectrum. The cards near the bottom can (and are) considered filler, printed only to fill out a set and never intended to see play in the least, so they can hardly be counted in a "spectrum of playability". If one discounts those, the average is higher than you might otherwise expect.So, would it not be more appropriate to select the middle of the spectrum as the reference point for this reason, and also so it reflects reality?
The emphasis on competitive playability requires people to pay closer attention to balancing. You can't just slap some numbers on your card and call it a day; it has to be such that it would actually see play in that format. Balancing is just as important to card design as creativity, despite how many fewer points it's worth.You pointed out that not all official cards are creative, and sure. But we do have a specific reason for emphasising creativity in the Create-a-Card: to make the contest interesting and inspiring. If all cards had vanilla effects, the competition would be a bore. What's the reason for emphasising competitive playability? I don't see it's significance.
While a good description of an effective energy accelerator in general, this oversimplifies what Keldeo needs to do in order to be effective. The card was designed to take advantage of its setup attack over the course of multiple turns whilst also doing damage with Empty Fade. (If I'm wrong about that, then clearly I misunderstood the entire point of the card and we have a bigger problem at stake here than the meaning of Playability.)Let's say that an effective energy accelerator must a) accelerate energy, b) be easy to use, c) have more reward than risk, d) mustn't disrupt other gameplay. Does Keldeo meet this?
You may be overestimating the amount of time that Keldeo will be useful. It discards 2 Pokémon Tools every time it uses that attack, meaning you've discarded an entire playset's worth (all most decks would reasonably be able to fit) in two moves. That's enough time to get maybe one Empty Fade off, but it's much more likely you just used Blue Flush twice. Searching for Tools easily using Trainers? Only Department Store Lady, and you'd rather be playing other Supporters in the first couple turns of the game.a) Yes, Keldeo accelerates 2 energy. b) Somewhat because you also need Tools, but you can search for them easily using Trainers. c) You could potentially accelerate two Energy per attack to get two turns ahead of your opponent! A small amount of setup is worth it. Plus, if you can sustain the cycle, you could even start placing damage pressure with Empty Fade. d) Hm, tough one. Keldeo could become a benchwarmer as the game progresses. Does this disrupt gameplay? For some strategies that need bench space yes. But for other decks, they will not mind.
If anyone else wants to pitch in to the conversation, then feel free! I would definitely love to hear other takes.
Even if you could pick any card, you'd still have to show it to your opponent on account of the discard pile being a public zone. Reference Zigzagoon GE and Honchkrow LV.X SW.I was about say that in Aurora Swirl, you wouldn't need to show your picked cards to your opponent because you can pick any card... but that's not quite true, whoops. xD