N does nothing but favor aggressive decks. Slower decks or decks that require some thought get punished by N because you can't play your resource game. The only viable meta strategy is balls to the wall aggro.
ROFL, no. Just no. Unlike with Shaymin based formats with tons of acceleration cards, you can't get multiple big basics setup in a single or two turns anymore. N did not hurt aggressive decks in the previous format nearly as much as they do now.
Your second point is also complete BS. Any card that can cause your opponent to shuffle there hand does the same thing as N in that instance. Slower decks get an ADVANTAGE with N. The later you start taking prizes, the better N gets for you. That's just a fact.
I don't know how long you've played the game but this was never the case. N has never been a way to make decks lose. I'm not sure what you're getting at about this.
It absolutely can make decks lose. If you could run a deck that hit hard with a big basic, but could only setup one before you're down to 2-3 prizes, N becomes far more effective. Hitting that one attacker and hitting the opponent with an N in the same turn can swing games, and make certain decks lose. They could draw into a Sycamore and draw more cards (we see it all the time) but that becomes their supporter for the turn. Do you even understand why Zoroark GX is such a strong card? If you did you would understand how your comment makes NO SENSE at all.
The objections to N being in the game is it prevents play and can snowball it into being luck based. No one card should ever eject a player from the game and have no way to counter it. Talonflame isn't broken and neither is Vulpix. Setup attacks have always been in the game and when Pidgeot FRLE was in the game as a staple in nearly every deck, it never broke the game. In fact, it make other decks viable since they can find what they need to setup. Again, N only helps aggro decks because they have more 'burnable' cards in their deck than say, something with four Max Potion. The game doesn't need N because it punishes the win condition - even more so considering how dependent the game is on opening hands. If the goal is to "prevent Talonflame and Vulpix" from being broken, then why not just let Ilima or boob lady take the place of N? Ilima offers a risk/reward option where you can also kill your hand and Wicke just forces both players refresh their hands.
Want to Big Wheel GX or Geotech GX? Too bad for you because I have a N. Used Talonfalme to help for frog deck set up? Okay, well now you have to do it again. Why use a supportive GX attack when you can just nuke something and take two Prize cards? This is my point. You can't do anything defensive or supportive because of N. Why use a GX attack that will get N away? N only favors aggro decks. The card may have been intended as a way to help a player that is behind catch up, but it has never been that card.
Do you have ANY idea how OP those attacks would be WITHOUT a card like N? You clearly have no clue what you're talking about. None at all. We would have to introduce a card that you'd be able to play as a counter to those attacks. Having a 10 card hand can straight up win a game. Why in Gods name would we ever want that kind of a format?
N does the exact same thing as Ilima and Wicke UNLESS you are the slower deck. You get to draw more cards than the aggressive deck. Again, you're wrong. Fundamentally, the argument that N only helps aggro decks is just wrong. The faster you take prizes the more N hurts. That's just a fact.
Again, it just seems like you want to take prizes ASAP with no regard to next turn. No worrying about thinning your deck effectively or building your deck to minimize the effect of a card like N, creating more space for more aggressive cards.
This isn't true at all. There is no skill to playing N. Most people who play it do so because it's their only draw support in their hand. There isn't a way to play around N. There isn't a option where I can play a Trap card to stop it. When N comes down, you do what it says. You can do things to micromanage your hand but why should my tempo deck be forced to play a Max Potion or two just to avoid being N into them? Why should I have to burn useful cards I want later on in the game just to avoid seeing them again? Sure this isn't a problem if you play an aggro deck but I'm being punished just for my play style.
The game needs disruption but not N. Ilima and Wicke are good enough disruption. You want to punish a Big Wheel GX or Geotech GX, then you can Ilima and risk putting yourself to three or you can be safe and play Wicke. The opponent keeps their hand of ten cards or whatever they had plus five cards. You can even use the new Marshadow card that Judges both players to four at the cost of Bench space. You have other options of disruption that doesn't involve N.
Wicke and Ilima only favor aggro decks. There is no punishment for being overly aggressive. You just want to take prizes as fast as possible without having to consider what will happen next turn.
That is what the game is now. Why do you think Stage one decks have always been good? Zoroark-GX/Lycanroc-GX isn't anything new. These kind of decks have always dominated the game because they are fast and powerful. That deck is good because they can use Abilities plus N to wreck their opponent's setup. Shaymin-EX should have never been made. I'm just glad they haven't remade Super Energy Removal. I don't want the format before. It's why I wanted to see Evolutions-On so we can see better designed cards and because we didn't, we got things like Garbodor and Gardevoir-GX to compensate for things that shouldn't still be in the game.
Are you kidding me? The format is so SLOW now. Especially in comparison to last season. I can't even.... I literally can't.
Garbodor only punishes item cards, most of which are good for AGGRESSIVE DECKS.... Most of the item cards that were heavily played were tilted towards setting up multiple big basics turn one so that an N after you start taking knock outs wouldn't matter.
So I have to play aggro then?
Not in the current format, because setting up multiple big basics in a single turn is no longer feasible.
Maybe but since I have put a lot of time and study into game theory and game design, I know having mechanics tied to a win condition that can punish the player in almost always a bad idea if not properly balanced. If N were one per deck, then there wouldn't be any problem but TPC/i refuses to use proper card game mechanics proven to work to manage their card design.
I call BS on this statement. Half of your argument is so flawed I can't take this statement seriously.