@crystal_pidgeot
I've gone back and forth over things like hand disruption and "tool box" style effects and the main thing I believe it boils down to is:
Are both players still able to have fun without being significantly better human beings than most?
If the game becomes one-sided in short order because even when we adjust for things like skill and luck, one deck just doesn't leave the opposition enough options, it is a problem. If there are so many variables outside of my control that I can't take credit for my victories or my losses, I also don't find myself enjoying the game as much, if at all. Why have a "TCG" when we could just have Pokémon themed coins to flip for who wins or similarly themed dice to roll off? Not with effects or rules on them: just a standard heads/tails coin or six-sided (well, all the same amount of sides) die. At that point all the skill becomes "external elements" and the RNG is blatant. Or if we still want a variety of cards with Pokémon on them... just create Pokémon themed trading cards. We'll just play a game of War and shock of shocks, Legendary Pokémon only show up on "face" cards.
Kind of veering far off topic here, but this is what goes through my head as I see "Oh, something else that reduces dependence on long time skills like proper hand cultivation, without an appropriate cost to my opponent for using it."
Yeah, I agree with this. I want to see more skilled games. When I see someone win with Quaking Punch and that player acts like they actually did something to deserve the win, I cringe. Part of the reason I stay away from cards like that is because they aren't healthy for a game and if this means I don't win or make me a scrub, then so be it. I don't feel like I won if I took away 60% or more of my opponents options from turn one of the game. I don't think effects like this are bad for the game but they are too easy to achieve. I feel that Giratina EX does this right. it removes options but not in such a way to where it becomes intrusive. You can still play your game and the disruption, while it will set you back, it doesn't completely take you out of the game.
I would like to see less flippy cards but I feel there has to be some element of risk reward in the game and these cards make or can make decks different, and they tend affect player preference but there are way to many ways you can lose when its not your fault. In other TCGs, you can make counter plays to make attempts to stop an opponents play. In Pokemon, when your opponent plays a crushing hammer, you can't do anything but hope it lands tails, which is a design flaw of the card.
When I make any cards, I think of two things and that;
1. How effective is this card
2. Do counter plays exist for this card
TO be honest, I rather have a 50 or 60 card set with well balanced cards rather than sets that have over 100 cards with only 12 good ones.