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Muk is the genetic apex of [Pokémon]
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I feel like the deck of cards being shuffled adds enough randomness to the game, I don't need coin flips too. And if they have to be there, I wish they were more like Heliolisk's 40-80 damage, not like Marowak's 0-160.
Unrelated, I stopped getting shop tokens from people sending thanks. Is there a daily limit on how many of those you can get or something?
It's both
The actual card game is a dumbed down version of the physical tcg (no energy for the turn 1 player but you can play a supporter which makes Misty broken, no resists)
Decks are only 20 cards, and energy is a resource that generates once per turn starting with turn 2. If you have multiple energy types in a deck, it'll randomly select from the available types to generate for you.
The TCG has most decks not running any coin flips at all right now. Lots of other silly stuff, but the RNG is mainly in draws.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Twitch: akThera
Steam: Thera
2 packs before the timer stops. You get a pack every 12 hours from the last time you opened one.
I see a few where it's a win win regardless of results. The new Alolan executor ex has an auto kill move it's a little crazy.
Oh yeah, that's a cute one. I don't think it'll get anywhere competitively though, it can only KO basics so it runs into issues against Charizard decks.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
So, after some basic tutorials on the level of "here's how to attach energy" and "here's how to attack", you have one match against the tutorial CPU actually playing a deck. By the time the tutorial CPU programmed to lose against you had still played fifteen cards in one turn on its second turn at such a speed I could read none of them, I was like "...oh no, it's a Yugioh type of game".
Will say though that starting you out with a whole ass ten complete decks, though I imagine they're probably not stellar, is honestly really cool of it, though. Most of these online card games give you like, one deck and then go grind for boosters, peasant. But still, oof. Kind of intimidating to get in when the last time I played the TCG Wizards of the Coast was still running it, given there doesn't seem to be any CPU to test the decks against, it's jump into casual queue directly kind of thing
Yeah, the cards per turn is very fast, but games generally take four or five turn cycles to resolve still unless someone gets an absolutely trash draw. (Or longer, as there's control decks running around)
One of the starting decks is Charizard ex and it's got like 90% of the cards used for the meta versions. (it's like... 4 one-ofs short I think, more or less?)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
You may have to wait until you get a few tiers in the season pass and start getting the currency to make cards from your doubles but it's not terribly difficult to build a decent competitive deck with a little time. The crystal rewards for the pass are way more generous this time too so you can buy quite a few tiers if you want
Got there with StarmieCuno ft. a singleton Farfetch'd and Helix Fossil, pretty sure this is the most powerful and consistent meta deck out there with Pikachu ex being a close second
This isn't a contest, we can both make observations about decks.
I've been really enjoying the single player stuff though. Makes this game way more fun to me than TCG Live.
Mostly the thing is I don't really have a baseline for what a competitive deck might look like, or what the tempo on a normal match is, or anything like that to be able to evaluate cards, and jumping blind into a queue full of people who already have full decks and know what they're doing while I still have to painstakingly read each card to see what it does didn't sound like a great time.
I did notice there was a basic AI "Test deck" button, though, so I took some of the decks for a spin. It feels like some of these are fairly fragile in terms of tempo and manabase, as given? Like sure, supporters and trainer cards to recover energy from discard pile and all but some of these things have like eight energy cards in a sixty card deck and only a few jars for searching them so it feels like if you get hit with a Boss Orders at the wrong time, such as say, while you have half of your deck's entire mana base in your currently active pokemon that just got tossed into the bench, you are kind of in A Problem. Probably a thing to fix with some tweaks once I have, you know, cards.
Still, I liked the Terapagos deck, and took it to the casual queue, where I won my first five matches. It feels like an immediately understandable deck to my MtG-trained mind and built to be a bit more resilient and less prone to getting bricked by a bad initial hand, compared to, say, whatever the heck that Lugia deck is doing (it feels like it's supposed to be a reanimator type deck using V-Star power to revive Archeops to fix the manabase? But it seems fragile as glass unless there's something I'm just not getting).
You're correct in how Lugia's gameplan goes, yes.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Arbok/Wheezing
What I like to call the Team Rocket deck for obvious reasons. It's clearly designed to counter Mewtwo decks but can be a pain to deal with for decks that like to plop down basic EXs like Articuno and Moltres that don't often go back to the bench once they're out or decks that rely on speedy retreats and hits like Pikachu EX decks. Also very difficult to get points from when a Koga card can get Wheezing out of danger in the event of a Sabrina or Pidgeot trying to mess with the bench.
Arbok/Pidgeot
It's a weird one, in that it can be one of the most annoying thing to fight against or fail to spin up depending on card draw. Pidgeot drags in targets for Arbok to lock down and sometimes force things like a 4 energy Charizard back to the bench. If Pidgeot and Arbok both enter play at the same time and you don't have a way to kill the Arbok in one hit you're probably going to have a bad time. Absolutely murders Mewtwo decks though.
Articuno
I hate this deck. Not because it's very strong or prevalent or meta or whatever. I hate it because it fails as a deck as opposed to it being a literal coin flip. You don't actually fight an opponent running this, either they flip heads on Mistys and sweep the board or they flip tails and concede immediately because the deck can't function on its own. Especially if they're the galaxy brained ones who run only Articuno to guarantee it hits the field first turn. The only good thing I can say is these are fast matches.
Mewtwo
Similar to Articuno in that RNG dictates how well the match goes, the only difference being deck draw as opposed to coin flips. The name of the game is evolve a Ralts to Gardevoir in order to feed energy into Mewtwo's 150 damage attack. If the deck achieves this goal then they usually win barring some clever play. If the deck does not manage to get Gardevoir on the field it's probably going to lose as Mewtwo gets chewed up. This deck is also extremely vulnerable to bench fuckery like Sabrina and Pidgeot pulling Ralts/Kirlia out onto the frontline and slaughtering them. There's some variations of this deck, usually running Meowth to get additional card pulls, which can be very powerful if it's first on the field and Red Card isn't in hand, but I've also seen Jynx get used to devastating effect.
Dragonite
The only currently viable two element deck in the game. Because of how the energy system works, it is very possible for this deck to either get everything it needs right away or never get the second energy type at all. If Dragonite hits the field fully charged on the opponent's turn it's usually game over as there's very few cards able to oneshot it and only two that can do it without winning a LOT of coin flips. You might survive one Draco Meteor, but chances are you will not survive a second.
Hypno/Frosmoth
I've only fought this deck once but it was the longest and most aggravating match I've had to date. Its primary focus is inflicting Sleep on the opponent's active Pokemon using either Hypno's ability from the bench or Frosmoth using its attack. At the end of every turn an Asleep unit makes a coin flip, and wakes up if it's heads or remains asleep if tails. A sleeping unit can't retreat, can't attack, can't play the game at all. If coins don't favor you then you can lose without ever getting to actually do anything.
I played against a Fire deck with 2 Hypnos, and it was quite frustrating. Vulpix using tail whip to stop me attacking, and two Hypnos to put me to sleep, while Charizard EX powered up. I won because he got tails 9 times in a row.
The new Terra Pokemon seem to be designed to encourage higher energy counts since they require three types for their most powerful moves . Lapras EX is probably the most notable one
Computers > people
This hill I will die on.
(Repeatedly, because I refuse to play energy cheating cards)
I’ve actually been having surprising success with a Farfetch’d/Melmetal/Bisharp deck. I think mainly because people aren’t familiar with the cards and keep getting surprised by Bisharp shanking them for 70 damage for 2 energy.
I got the feeling he was really salty about it. I can see why you guys find that deck so annoying, though.
Am I missing something or is that as garbage as it seems
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