Discussion Non-aggressive / Non-lock Play Styles Not Supported in Competitive Play

crystal_pidgeot

Bird Trainer *Vaporeon on PokeGym*
Member
I'm really not sure what to call this thread so if something better is out there, please feel free to change it.

Getting into it, I'm the type of player who likes to 'respect' their deck. I have never likes supporters like Professor Juniper because it feels like I'm discarding very useful cards. The decks I played are very technical and have a LOT of moving parts, to the point to where I don't play many staple cards. In the BW-On format, I didn't play Virbank City Gym or Hypnotoxic Laser because I didn't have the space to play it. I even played a single version of Juniper and Pokemon Catcher so I could play more cards that maintained my strategy.

I realize that there are many players who are fans of different play styles but lately the game only appeals to just one, or rather a few and they are lock decks and hyper offense. I'm a fan of the slower setup decks but the game doesn't support that anymore. Slow decks now are lock decks, often with Toad EX or Pokemon with lock abilities (normally Item related). I feel the need to also mention the ruleset for the game. I always though best of 3 with 40 minute games wasn't good because it favors fast aggressive play styles, which is something I don't like.

Ideally, the discard pile is supposed to be just that - a place where you send spent resources. Yugioh messed this up by making the Graveyard (discard pile) and the RfG by turning them into a second or even third deck that you can play from. While I feel effects like this are healthy for card games, they are becoming ever increasing a thing and it ruins that balance. It removes that risk of needing to use your resources wisely. When a Player uses a Juniper, they should feel the lost of discarding their entire hand rather than them setting up for something, which adds to the problem.

Utility is something else thats out of wack in this game. With Battle Compressor, its best users are both Night March and Flareon/Bees. Battle Compressor breaks these deck IMO because there is no counter play to deal with these outside of hoping the opponent draws poorly. This is bad design because Battle Compressor lets these deck get their goal as early as turn one, which supports bad deck design. Not only that, it also has way too much utility with other decks as well, from dumping energy to supporters for VS Seeker plays. I feel the card (Battle Compressor) should be banned for the same reasons as Lysandre's Trump Card... Kind of. My reason for that is because of how it affects the Night March and Bees matchup. Like I said before, you don't have any real options of dealing with the deck.

With Trump Card, I played 2 copies of it but I was never aggressive with it so when it was banned, I lost a tool that let me reuse cards in my technical deck. I never drew my entire deck in a turn just to play it and get everything back. It was used as tool to aid my deck's defensive playstyle but I support the reason it was banned for. It has too much utility and breaks some decks, but lets face it. A card that says shuffle your discard pile back into your deck probably shouldn't exist. I feel Battle Compressor is one of those cards.

Take Max Potion for example, which is a card I love. Its a powerful card, that not every card can use but is a staple of decks that have low energy attack decks or decks that can move energy around but with my playstyle, I can't play cards like Juniper because if I'm forced to discard 2 or 3 Max Potions, then I lose. For a player like me, I have far less options because of what my style of play is. I'm a competitive player but competitive play doesn't support my style or styles like it.

Now this is where the player comes in. I think cards like Toad EX and decks like Night March are a problem with the game. I feel they remove autonomy from the player. Removing autonomy makes the player mad. "Well, my opponent went second and Quaking Punched me and now I can't play my game." Quaking Punch removed the opponents way to defend themselves by preventing them from playing something like 60% of their deck while, at the same time protecting themselves from counter. I know some players will say "well, you have cards like Jirachi and Xerosic to make a play". Well my response to that is that's what I mean by removing autonomy from the player.

Before I go further, I define autonomy as 'the ability of free choice by the player'. Now I do know there are cases in a game where you have to make the play that will keep you in the game. Forcing a player to use Xerosic to discard your DCE in the hopes of you not having another one prevents them from playing a supporter of their choice. You locked them from most of their resources so its clear they need something else. The turn they discard your DCE, they are still locked from the game but are forced to make a play they hope will allow them to play. At the end of the day, that player didn't have free choice.

Night March is much the same way. Your only option against the deck is to hope they draw bad OR play a deck that trades prizes well with Night March AND can still win against other meta decks. These decks don't exist. For a player like me (and other players as well), we have 2 options. We can either a) Hope they draw poorly and maybe take a early lead to where the prize trade is doable or B) Sign the match slip if they get their setup turn one. This deck remove autonomy because the player facing the deck has no real option in dealing with the deck. having your 180 HP EX knocked out in one hit, on your opponents first turn, perhaps second, what can you do as the defending player? You can't attack, you're down a energy and 2 prize cards taken. You have no options of defense here because next turn, you're losing another 180 HP Pokemon and 2 prize cards. You are pretty much playing a match where you are giving your opponent a win.

This is why Battle Compressor should be removed from the game. I much rather hit a card that breaks a deck or 2 rather than let the card stick around. This is like the Stealth Rock problem with Smogon's format. Rather then ban Stealth Rock because of its effects on 4 types, they want it around to check a few Pokemon. In this case, Battle Compressor is equal to Stealth Rock.

The problem with the player is they will always take the route of less work. They will play whatever gives them the best option to win. Many players can see the issue but still will do what's needed to win while others will do the same BUT will defend the notion that nothing is wrong.

From a competitive standpoint, all forms of play styles should be supported and the design of cards should reflect that. There should be less lock decks and decks that offer little to no counter play. I think that's all I have to say about that and I'll answer more things as they come up. Thanks for reading!
 
Agreed.
Certain cards, which nullify the effectiveness of entire strategies have narrowed the focus of the game to a degree where there are only a few viable competitive plays.
No deck can be prepared for all the threats it may face, but to point fingers item lock, ability lock and rush decks.
One severely limits the cards playable, the other is appropriately nerfed but requires the inclusion and play of certain cards (Lysandre, Startling Megaphone) and others require a lightning fast setup which eliminates a wide card pool from competitive play.
The problem is actually the errata on rare candy and the removal of Pokemon Breeder from the supporter line up.
No possible way to evolve a stage 2 on turn 1 aside from Forest of Giant Plants which offers, basically, only a single pokemon worth evolving. (This ignores a few outrageous exceptions like Delta evolving Togekiss + Wally to Togetic).
While I agree that Battle Compressor is a very potent card, especially with VS Seeker in format, it isn't game breaking the same way item lock is. Item lock eliminates from play all stage 2 pokemon by restricting the use of Rare Candy and no Supporter currently has the same effect (Wally could only work in conjunction with a Ball of some kind on turn 2, making it as slow as Rare Candy and equally as difficult to perform).
Seismitoad EX destroyed any stage 2 deck that isn't running an Archie's engine and any Archie's engine that doesn't succeed on it's first turn in play. Now that item lock comes in several different forms (Vileplume being the weakest) all of those cards might as well be forgotten.
Battle Compressor isn't the problem. The option to discard certain resources that can be recovered is simply another opportunity cost evaluation that must be done equal to that of deciding to play Juniper. It's strategic, because you know what you will draw into because you discarded everything but that Lysandre and DCE.
Item lock is the opposite of that. You cannot make those decision because you cannot play Battle Compressor. You must play that supporter, because there are no other cards in your hand you can play.
Not having access to Rare Candy is what has limited the imagination of Pokemon players.
 
Hey, here's my oppinion:

Take Max Potion for example, which is a card I love. Its a powerful card, that not every card can use but is a staple of decks that have low energy attack decks or decks that can move energy around but with my playstyle, I can't play cards like Juniper because if I'm forced to discard 2 or 3 Max Potions, then I lose. For a player like me, I have far less options because of what my style of play is. I'm a competitive player but competitive play doesn't support my style or styles like it.

I'been playing Max Potion decks since Plasma Storm (Klinklang Engine and since XY was released, Aromatisse), with its special energies too and that kind of things you can't recover from your discard pile, and I've been playing 3-4 Professor Juniper/Sycamore. And I only had that problem a few times. However, if you're running enough supporters, you'll almost always have a N/Xana/Birch/Colress in your hand too. So maybe, what you need is to learn when to play each card.

I feel the card (Battle Compressor) should be banned for the same reasons as Lysandre's Trump Card... Kind of. My reason for that is because of how it affects the Night March and Bees matchup. Like I said before, you don't have any real options of dealing with the deck.

It has no sense. LTC was banned because it eliminates one of the ways for winning a match (Deck Out). It is true that it helps a lot to NM and Flareon/Vespiqueen, but that's not a problem. It is a card that make possible a lot of different strategies, from the Archie/Maxie Engine to the Revitalizer or Buddie Buddie Searching Engine or the Metal energy acceleration.

Night March is much the same way. Your only option against the deck is to hope they draw bad OR play a deck that trades prizes well with Night March AND can still win against other meta decks. These decks don't exist.

Of course, they exist. From Bats variants to Fighting decks running Focus Sash, Mega Pokémon which have enough HP/ Basic EX with FFB (NM would not make more than 180 + modifiers (muscle band and so) ) or less usual strategies, such as AT Articuno or Miltank.

You also wrote about item lock decks as if they were the end of the world. Lock decks are much more easy to disable as you think:
-Vileplume can be disabled with Hex Maniac, you can Lysandre it forcing your opponent to play an A.Z. from its hand (and if he/she doesn't have one, they can't do anything), and energy denial (TFG, Xerosic, etc) or milling decks (such as Houndoom EX or Durant) hurts it a lot. Also, Wobbuffet nullifies it too.
-Trevenant XY has to be in the active slot to make the item lock possible. You can simply KO it, use Hex Maniac or Lysandre another benched pokémon (Phantump/Trevenant BKP, Shaymin EX...). It also has [D] weakness, so if you're playing a Max Potion deck, you can include Yveltal EX.
-Seismitoad EX is the most consistent Item Lock, since it's by an attack, okey, that's true. Put a Jamming Net on it, or a Head Ringer + TFG/Xerosic/Hammers (when it can't attack)/Any attack which discards special energies. It also has [G] weakness. Want to destroy Seismitoad? Play a M Sceptile deck. It fits in the play style you say, and you don't even need to find place for Max Potion. Other people want to play Hyper Offense vs Seismitoad? They have Vespiqueen. What I mean is that it doesn't matter which way you play, its possible to stop it.


The problem is actually the errata on rare candy
I agree with that.
 
With this format, its hard to talk about one card without another, which is something here the mods don't seem to understand. Take this thread for example Is Marowak the end of Toad. In a one on one match, then maybe because the toad player can't lock you BUT its never a one on one like that. There are other factors to consider when saying a card is successful at its job. In that thread Night March came up, which was off topic but I felt that Battle Compressor was worth talking about because of how it affects the game because it does and it does affect many different decks.
What are you saying? Most decks could apply a Maxie's engine to get a T1 or T2 Marowak. This would completely shut off Toad until they Lysander it and kill.
With Battle Compressor, its best users are both Night March and Flareon/Bees.
Battle Compressor makes almost every deck really good. The only deck that (usually) doesn't gain to much from it is Toad. Also, only well built Night March goes off turn one and BeesVees usually goes off turn 3...
Now this is where the player comes in. I think cards like Toad EX and decks like Night March are a problem with the game. I feel they remove autonomy from the player. Removing autonomy makes the player mad. "Well, my opponent went second and Quaking Punched me and now I can't play my game." Quaking Punch removed the opponents way to defend themselves by preventing them from playing something like 60% of their deck while, at the same time protecting themselves from counter. I know some players will say "well, you have cards like Jirachi and Xerosic to make a play". Well my response to that is that's what I mean by removing autonomy from the player.

Before I go further, I define autonomy as 'the ability of free choice by the player'. Now I do know there are cases in a game where you have to make the play that will keep you in the game. Forcing a player to use Xerosic to discard your DCE in the hopes of you not having another one prevents them from playing a supporter of their choice. You locked them from most of their resources so its clear they need something else. The turn they discard your DCE, they are still locked from the game but are forced to make a play they hope will allow them to play. At the end of the day, that player didn't have free choice.
Here are two formats with little to no autonomy: Garde/Gallade and SP. Grade/Gallade more or less was the meta by itself by the end of 2007-2008 season. It had options and it was solid at its time. In the SP format, LuxChomp was able to win easily. In 2010, it swept France's top 8, and took up the entire top 4 in other countries. The US was different because it only had one LuxChomp. LuxChomp had 2 top 4s at Worlds and the other deck was a Garde/Gallade and CurseGar, lock decks.
Night March is much the same way. Your only option against the deck is to hope they draw bad OR play a deck that trades prizes well with Night March AND can still win against other meta decks.
Anti-Night March cards: Bursting Balloon, Silent Lab, Delinquent, Giratina, and Silent Lab
Many players can see the issue but still will do what's needed to win while others will do the same BUT will defend the notion that nothing is wrong.
I do agree there is something wrong, don't get me wrong. Banning Battle Compressor is the wrong option, though.
From a competitive standpoint, all forms of play styles should be supported and the design of cards should reflect that. There should be less lock decks and decks that offer little to no counter play.
That is almost impossible. There are too many contraries there. It would probably come down to who goes first and match up drawings in that format.
 
There is one thing Javi Blizz and Latte1504 are missing. You're not seeing how practical it is to make room for those cards in your deck. That places you at a disadvantage because you have to either run a deck that can beat it and risk losing to other cards or risk consistancy. NM can just add 5 or 6 cards and be better off with them while still stopping you. It would be effortless for them to run Megaphones and Hex.

Not every deck can fit bats and bursting balloons. Even if you manage to fit them into a deck, the deck you're trying to counter can still add techs just to stop those counters. NM can play Hex Maniac and so can Toad, while still doing what they do. Now this one or two copies just stopped your X-X-X bat line.

As for Garde/Gallade and SP format, I never felt like I couldn't play my game. My deck wasn't depended on poke powers so Garde/Gallade wasn't a issue for me. There were other options if you wanted to explore them, which most didn't but I guess I can see that if you're attacking with psychic weak Pokemon and for SP, there were options as well. Both of those formats were strong, sure but those formats didn't have what we are seeing now. Even now, there are only 3 decks winning.

I'been playing Max Potion decks since Plasma Storm (Klinklang Engine and since XY was released, Aromatisse), with its special energies too and that kind of things you can't recover from your discard pile, and I've been playing 3-4 Professor Juniper/Sycamore. And I only had that problem a few times. However, if you're running enough supporters, you'll almost always have a N/Xana/Birch/Colress in your hand too. So maybe, what you need is to learn when to play each card.

Learning 'when' to play a card isn't an argument. If you open 2 max potion, a juniper, 3 energy and a Pokemon you have to start with, what do you do? Sure you can sit and wait but steering down a threat that gets going won't do much for you. Since I play these cards too, I found it too risky to play, even the one copy. Sometimes you have no other options. Juniper is the best draw card in the game but not for that deck type.

As for your second example, thats what I mean by removing autonomy from the player. If you are FORCED to do something you don't want, that is bad design. Even if those decks do manage to do well, NM is capable of running 3 megaphone just to knock you out, then you're left trying to recover. Read the tops for other examples. Its also not a good idea to invest in a Pokemon 3 energy to attack for maybe a chance of knocking out a NM Pokemon.

What are you saying? Most decks could apply a Maxie's engine to get a T1 or T2 Marowak. This would completely shut off Toad until they Lysander it and kill.
How practical is it for each deck to run that? Toad can still run counters to shut off Marowak. Marowak is fat too.
 
Even now, there are only 3 decks winning.
6 different decks have won a State Championships.
Not every deck can fit bats and bursting balloons.
Theoretically, Bats should be enough with Wob.
Marowak is fat too.
Errr, if you mean it has a high retreat cost, run Float Stone.
If you are FORCED to do something you don't want, that is bad design. Even if those decks do manage to do well, NM is capable of running 3 megaphone just to knock you out, then you're left trying to recover.
Every deck is forced to do something it doesn't want to do. No one wants to start Saymin-EX, or discard 3/4 DCE, their only energy on their first turn.
 
6 different decks have won a State Championships.

Which decks? I'm not counting variations.

Theoretically, Bats should be enough with Wob.

This proves my point but a single Hex ruins the deck.

Errr, if you mean it has a high retreat cost, run Float Stone.

That's what, 6 cards to make space for if you're trying to avoid a prize issue?

Every deck is forced to do something it doesn't want to do. No one wants to start Saymin-EX, or discard 3/4 DCE, their only energy on their first turn.

This is true. We all do something we don't want. The simple solution to avoid shaymin starts is to not play shaymin, right?
 
The simple solution to avoid shaymin starts is to not play shaymin, right?
I agree, but if you do that, you are probably to slow...
Which decks? I'm not counting variations.
Night March, Yveltal, Toad/Hammers, Greninja BREAK, VespiPlume, and Mega Ray have all won multiple State Championships.
This proves my point but a single Hex ruins the deck.
Forgot Hex. Whoops.
That's what, 6 cards to make space for if you're trying to avoid a prize issue?
It would be 1-1 Marowak/Mavie's (Think: Night March/Archeops) and most decks already run Float Stone. Also, if you are going to play a Maxie's Combo, you need the whole engine, not throwing in two random cards.
 
I agree, but if you do that, you are probably to slow...

True but that is the risk the player chose to make. No 'real' autonomy lost.

Night March, Yveltal, Toad/Hammers, Greninja BREAK, VespiPlume, and Mega Ray have all won multiple State Championships.

Have anything else won? Looks like hyper offense, disruption and Greninja. Still 6 decks but nothing 'new'.

Forgot Hex. Whoops.

It would be 1-1 Marowak/Mavie's (Think: Night March/Archeops) and most decks already run Float Stone. Also, if you are going to play a Maxie's Combo, you need the whole engine, not throwing in two random cards.

Not all decks can fit the engine. You also have to worry about prizing cards and a lock can still prevent it from going off.
 
I actually see what Crystal Pidgeot is saying: The metagame is incredibly too polarized between two styles of play.

The first style is simply summarized as "Throw the whole deck at opponent". Decks like Night March, Entei/Charizard-EX, and Vespiquen fit into this catagory. They are doing so well lately that the main way of countering them has become the other styles of play: "Make sure your opponent can't do anything", or "Make your opponent regret doing anything in the first place". The former are lock decks, like Trevenant, Giratina and Seismitoad. The latter are damage spread decks such as Greninja Break and Bats.

Just look at the in-between strategies that don't belong in either of these divisive categories. I guess the various dark decks might be a good definition of a "Develop your field and attack" type of deck that has some success. They're pretty adaptive in the pacing of the game, though many players go through their decks very quickly. Garchomp is also very popular online. Although it does get torn down by Greninja Break and Lock decks, it works much like your standard stage 2 deck, and isn't that deck-aggressive at all.

Other than that, it's tougher to make a slow development deck that is successful lately. Eeveelutions, Fairies, Metal Bronzong, Psychic Megas, Dragons outside of Giratina, Water Megas, etc., are struggling to outwit the "Throw the whole deck at opponent" style of play. I've seen these slower decks do okay against the lock and the spread damagers. Usually the matchup is 50-50, except for when stage 2's are involved - where the rare candy can't be used, thus the lock deck gains the advantage. But since the lock/spread can also outdo the aggressive decks, more people will play them over the slow development decks.

Autoloss matchups are getting to prominent too lately as well...
 
Latte, maybe you could do that between N and Judge, but not anymore. 'Setting yourself up' doesn't happen, especially now with the third option of hand disruption: Delinquent. Maybe against a non-competitive opponent who isn't able to read your move on turn 2 and wouldn't immediately move to disrupt you. ..
 
Latte, maybe you could do that between N and Judge, but not anymore. 'Setting yourself up' doesn't happen, especially now with the third option of hand disruption: Delinquent.
N isn't around and most of the time, people want to Juniper on T1.
 
From a competitive standpoint, all forms of play styles should be supported and the design of cards should reflect that. There should be less lock decks and decks that offer little to no counter play. I think that's all I have to say about that and I'll answer more things as they come up. Thanks for reading!

Though I strongly agree with your point, we as trainers need to realize that we are not playing an elite game. The game is not even designed for teenagers like MOTG 13+ and others... Heck, I don't even consider it as sophisticated as chess, because of decks like the ones you mentioned.

We are playing a game designed for children. Decks like NM and Siesmitoad, allow little thought and are perfectly designed for children to play. Because the sophistication of the game is for children 6+, clearly marked on the package labeling, I give leave way to Pokemon creating such decks. Donphan was another deck that did same thing.

What stings me a bit is when trainers try and sell me that NM and Siemitoad are a sophisticated chess like decks. No, my friends, I'm not above those cards, but I can admit that children were in mind when the cards were created.

The sophistication in pokemon you are searching for, unfortunately, is a huge challenge to the company. The company needs to take all ages into consideration when competitive play is concerned. The reason why is because they need to bring the younger generation into the game. Driving a younger audience toward the game, creates dollar signs in the future. Without cheap, simple to use competitive decks, they could destroy a market.

What pokemon needs to figure out is whether or not they are designing a card game for children, or has the audience matured. Sort the same thing the movie industry is figuring out, are they designing super hero movies for teenagers(Captain America Civil War), or are they designing a movie for adults (Deadpool).

I see some changes on the horizons, but nothing that leads me to believe they go in the way of the type of sophistication you would like. Either way, it's a good topic. :0)
 
I counter the idea that Juniper is the preferred first turn supporter. Chances are your hand came out of turn and you don't want to discard it all. Ergo N is probably the first choice. Or if you play a lock deck delinquent or judge to further increase your opponent's frustration. If it's aimed so low in sophistication why on earth are the most competitive strategies so little fun to play against ?
 
Though I strongly agree with your point, we as trainers need to realize that we are not playing an elite game. The game is not even designed for teenagers like MOTG 13+ and others... Heck, I don't even consider it as sophisticated as chess, because of decks like the ones you mentioned.

We are playing a game designed for children. Decks like NM and Siesmitoad, allow little thought and are perfectly designed for children to play. Because the sophistication of the game is for children 6+, clearly marked on the package labeling, I give leave way to Pokemon creating such decks. Donphan was another deck that did same thing.

What stings me a bit is when trainers try and sell me that NM and Siemitoad are a sophisticated chess like decks. No, my friends, I'm not above those cards, but I can admit that children were in mind when the cards were created.

The sophistication in pokemon you are searching for, unfortunately, is a huge challenge to the company. The company needs to take all ages into consideration when competitive play is concerned. The reason why is because they need to bring the younger generation into the game. Driving a younger audience toward the game, creates dollar signs in the future. Without cheap, simple to use competitive decks, they could destroy a market.

What pokemon needs to figure out is whether or not they are designing a card game for children, or has the audience matured. Sort the same thing the movie industry is figuring out, are they designing super hero movies for teenagers(Captain America Civil War), or are they designing a movie for adults (Deadpool).

I see some changes on the horizons, but nothing that leads me to believe they go in the way of the type of sophistication you would like. Either way, it's a good topic. :0)

I came from Magic which is often quoted as THE complex and competitive TCG but my girlfriend was never a fan of the game so I introduced her to Pokemon earlier this year. We've been playing together (mostly online) ever since. I don't think having a simpler game is necessarily a bad thing as it provides a quality game experience while not being too rules heavy. That said, looking back, Pokemon has recently printed unique supporter cards that provide interaction and counterplay that seemed to be absent from the game before (off the top of my head Lysandre, Xerosic, and Hex Maniac) as well as skill intensive cards that offer a lot of utility (Giovanni, Xerosic again (can you tell I like him;)), Ball Trick). These are all very positive things and if it weren't for Toad and Nightmarch we might be able to call this a great metagame as far as any TCG would be concerned. I guess you could say yes, I hate Toad and NM and agree with the consensus that they are unskillful archtypes (Toad because clicking Punch is brainless and sends the defender into topdeck mode if they don't have a supporter and NM because it doesn't revolve around anything new. Yes you have to manage resources, that's what this entire game is about!) but there's lots of other cards that reward at least good deck construction and counterplay in both Standard and Expanded that even an experienced TCG player can take a bite out of.
 
So tomorrow I plan on taking two different decks to states. One is a disruption deck that hopes to take prizes by being a combination of lock and hyper aggression. I don't think it will fare well because the two facets of it are forced together and neither part is especially strong. In fact some decks will not be hindered whatsoever by the disruption and they are meta decks. Also, in terms of offense it falls short when compared to other rush decks, lacking ohko power. The other is susceptible to trainer lock but has techs and can field a variety of attackers which tbh either disrupt or cause regret. One is very good against certain troll ish tactics, but loses against more straightforward decks. The other is able to deal with a wide variety of decks by attacking their strengths. I am expecting everyone to play quad toad or trevenant break or yzg or majestic garbodor. But the field will be so wide. Do I take a deck which has a fighting chance against everything or a deck which beats a bunch of evil decks and nothing else?
 
It's great to see I'm not the only one here who feels this way. I played a few games (6) on PTCGO and 5 of the 6 games were trainer lock with the other being Greninja Break which was hard to do. I don't like the fact that I have to draw pass. When I think I'm safe, my opponent Wally's into a Trevenant on his first turn and when he won, he had the nerve to say 'good game'. This is the problem with the game. It just isn't fun to play anymore. Part of the reason I don't go to tournaments anymore is because I'm tired of signing the match slip on turn 1 or 2.
 
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