Maybe we should move this to a separate post. Here's what I'll say: I do write some code (visual basic) but my degree and expertise is not in computer science. But from what I do know, it would be very difficult to write code that would pair players together based on what they are playing. It would be a whole lot easier to simply grab the next two players in the cue, compare their win loss records, and assign an advantage if one of them has a significantly higher win loss percentage. I also know that they do not have a large team supporting this game. The words I heard on one video were "skeleton crew." Knowing how long it takes them to repair known bugs, I believe that is true. Therefore, I think they would tend towards simple solutions whenever they can.
Having said that, I played 13 matches with Decidueye tonight, and 4 of them were against Volcanion. I played two water decks, and one was Gyarados (weak to lightning).
Agreed. We can (and should) take this discussion to a PM / different thread LOL!
Better players could probably do this explanation more justice, but this is what I see
I think that Garb is a lot harder to set up effectively in the new standard meta's item lock heavy environment. That is also a lot like expanded where the chances of being locked out are quite a bit higher than in standard because there are 3 item lock options and 2 of them are far more reliable and devastating than Vileplume (Seismitoad EX / Trevenant XY) because they are also one sided. I think the format is instructive though because it shows what happens when there are reliable tool removal options. Are there decks that run Garb in expanded? Absolutely. But the two decks that I see where it is most commonly played are Toad Garb and Sableye Garb. Neither have standard decks that really do what they do and decks that could be similar (M Mewtwo / Yveltal Garb) either have better partners (Yveltal w/ Maxies >>>>>>>>>>>>>>>>>>> Yveltal Garb) or can't keep up with the speed of the format (M Mewtwo is considered slow in a format where hitting for 180+ or more T1/T2 can and frequently does happen from a variety of decks).
To explain where I think Garb's niche works in the format, I think it is important to understand those two decks. Both are extreme control decks.
Sableye Garb is looking to deck you out using junk hunt to retrieve cards that were previously discarded and denies energy, prizes, cards in hand, etc. in order to keep you from every really getting set up. I have seen players try to take prizes with it, but the best players I have faced just keep you locked down so hard that you never get a chance to really do much. Basically, Garb is effective because chances are you never really get much of a shot to use your tool killer of choice in the first place. Closest example in standard is Quad Lapras and Quad Lapras doesn't come close to this level of lock down and it also attacks. Maybe with the new Sableye coming out in SUM2 there might be something nasty like Sableye (the one that blocks supporters in SUM2) / Tsareena / Vileplume that will play like it. I hope that never becomes a thing LOL!
Seismitoad Garb is probably also closest to Quad Lapras in standard, but it achieves its soul crushing victories (can you tell how much I love this deck?) by cutting off your items T1 (went second)/T2 (went first) using Toad (I don't remember the last time I saw it miss that) and then poisoning the bejesus out you of while denying energy / abilities / items / any chance at attacking / your desire to ever play the game in a slow burn of prize taking agony. Oh, and don't forget that some decks run Ghetsis! Those items you hope to use? BAHAHHAHAHAHAHAHAHAHAHHAHAHAH! If it sounds like Quad Lapras on steroids, that pretty much covers it. You don't get to do ANYTHING if this deck is set up right.
But you can see there is a definite pattern. Absolutely dominant control over the entire game. Neither of these decks are looking to crush you like the current standard decks are. They are meant to stop you in your tracks completely and both are very good at it. That isn't to say that the standard format can't find a different use for Garb (indeed it did until about a month ago), but once there is a reliable item based tool removal option, Garb becomes more of a nuisance than a powerhouse. Even the simple rise of a deck that effectively implements Vileplume was enough to severely hamper Garb's use because it now requires a combination to get set up if you are locked out of items. I don't want to say Garb is dead once SUM2 comes out, but I think the Plume decks built the coffin and SUM2 is going to nail it shut for all but the most specific of decks.