Thanks for explaining
@bbninjas although I still don't quite agree.
The whole game is designed with DCE in mind. If you take away DCE, it feels like a very large amount of cards are pretty useless. It's also been printed in nearly every rotation to date if I recall correctly, so it's sorta like completely part of the game now.
I would hope that
most cards are designed with all (or at least most) of the other cards in mind.
The reason for wanting to ban it is that too many cards were indeed designed with it in mind and the designers badly miscalculated what this does to the game's pacing and power creep.
Double Colorless Energy is both speeding up certain attackers and making them hit too hard, too fast.
One of the basic (pardon the pun) reasons why the Stages rarely seem balanced is that we have Basic attackers (or Evolutions thanks to Evolution acceleration) that hit the field and bring out "main strategy" worthy attacks immediately. That is why we no longer may attack first turn even though using your first turn attack to setup has been pretty important for setup decks; no one was using those because they could shoot for a FTKO for early advantage or potentially the immediate win. This one ban causes many of the worst offenders (but sadly far from all) to need either
a) an extra turn of setup
b) an alternative and less affordable/reliable form of Energy acceleration
c) both
I don't expect this to render anything unplayable that is currently worth it. I do expect many (most?) top decks to need to totally rethink their strategies and adapt to the new norm, but also to adapt to a hopefully slower pace. Is it perfect?
Not a chance. For a single card ban though I believe it is one of the better (possibly the best) option.
I meant like previously; I agree its not kept in check at all now - partially because of item lock, actually.
Another place where we disagree. I like to draw an analogy between overly powerful cards and mountains in a mountain range. Just as not all mountains are the same size, not all cards are equally "broken". A small mountain can hide a large mountain if you are at the base of the small mountain; a large mountain can of course obscure a smaller one. So too with broken cards.
Thankfully there are no staggeringly obvious examples in the Pokémon TCG, but we did get a mechanic that has since been abandoned but came close: Ace Specs. Ignore for a moment the many ways of spamming an Ace Spec as that is not actually important to this point. Just consider that for as good as any one Ace Spec is, it competes with all other Ace Spec cards for the
exact same slot in your deck. So if we get multiple Ace Spec cards that are good enough to be broken but one is substantially better than the others, the most broken one is likely to be causing problems while the other two also broken ones see little to no play. That is the larger mountain hiding a smaller one. On the other hand if something makes one of the less broken ones more important; either being more broken thanks to deck/combo or just being more
annoying to face, the lesser of the three broken cards might be the one is focused upon, even using while the most broken gets ignored.
Now add to this the fact that two wrongs don't make a right. Or if you want it in TCG terms, two broken cards, even if they are meant to counter each other, don't make for a balanced format. At least it is quite, quite rare. Sometimes even if they are perfectly balanced against each other, it just means no one bothers with either because hey, someone is probably running the counter. Sometimes one is just flatly better than the other, so while you
technically are countering a card, mostly it just means one becomes at least a loose staple while the other is seldom scene because it gets countered by the one everyone is using. Sometimes the cards are both so good you get into a "run it or lose" area. Right now the only reason
Enhanced Hammer isn't close to "run it or lose" would be the 60 card deck limit.
Enhanced Hammer is an Item. You may run up to four of it, and it has no built in cost to use, either for the card type or the specific effect. Special Energy cards are four per deck
but you only can attach one Energy per turn (basic or Special). Items are not super easy to recycle in all decks, but there are ways. Special Energy must less so. If something isn't getting OHKOed,
Enhanced Hammer is clearly overpowered. If OHKOs are probable, then
Enhanced Hammer is likely to be underpowered. This does not blend to become a balanced relationship.