I 've read the complete thread, message by message, so I think I can give my oppinion now.
It doesn't matter if you are under Item Lock T1 or your opponent's Joltik can do 180 damage in T1. What really matters is that you can adapt yourself to the metagame. When I started back in the BW begginings, I haven't any really competitive card since DRX, when I got 3 Garbodors. So, when I got them, I started to play Garbodor + techs against the metagame of my city. And now I think I learnt a lot from that. It's true that there are powerful decks, but each player plays something that adapts to him/her. For example, I can't play NM, not because of hate or something like that. It's because I preffer to play a healing or a disruption deck. So, what can I do against my bad match ups? Techs.
I don't want to get into my deck list but my list for Ho-Oh EX is good. I too favor strategies that maintain my resources. Because I run things like Max Potion, I can't afford to run things that would force me to discard them. I play other cards to sub them. My deck is pretty standard as for what competitive deck structure should be.
The goal from the start of the game is to make sure both players get to play without being shut down from the start. First turn rules were change to prevent donks. Look at Mario Maker's 100 man challenge. If you play the expert courses, the game doesn't give you well made courses, it gives you any the server considers 'hard'.
What if this course started with a spring or P Switch that fell from the sky and you needed it to get past the first part or you have to jump of a cliff and die, then start again? This isn't a mechanical issue or an issue with a players understanding of mechanic, its a problem with understanding what good design is. You as the player are being punished for playing the game because you have no idea that was going to happen so you pretty much are starting with 99 lives rather than the 100 you should have had. What if you have 1 or 2 lives left and get a stage like this for your last one? You're pretty much doomed from the start!
Sure you can predict to play stages like this so should you risk a life going for a blind jump to maybe hope you get that stage and don't lose one right from the start? Good level designers would never do this because the player should
at least see the stage before expecting to deal with the mechanics of the stage. Item lock is much of the same. Why should a player risk their matchups against other decks just to play against one you might never play against? If the designers see a problem with pacing with the game, they are to address it. After all, this is a multiplayer game so it should be as balanced all throughout the game.
As for Night March, things like this shouldn't exist because of the type of game Pokemon is. Until its your opponent's turn, you're playing solitaire. You can't disrupt your opponent, slow them down or counter cards on their turn. You have to sit there and wait. Because this mechanic doesn't exist in Pokemon, the developers have to (or should rather) take extra care with design when making burn or speed card, because that interaction isn't there like with other card game.
My case was never I don't like these deck (well I don't) or to come off as complaining but to talk about game design and balance as a game designer who works with mechanics.
So...This thread has been completely derailed... IT"S A CRAZY TRAIN!
Either way, here's what I would say losing to the game is:
- Dead Draw
- A deck that can't abuse the only existing engine
- Bad Flips
Outside of luck, I don't think it is the game's fault.
I know, I didn't want this to happen and I tried many times to put it back on track. When I say losing to the game, I mean losing to effects rather than the player, if that makes any sense. Item lock wins the game, not the player. That's an example.