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Filed under: Feature. Reddit Pocket Flipboard Email. Loading comments Even worse, to stand a fighting chance, your deck can really only contain a few elements. Unlike the video games, where you'll want to amass a team of varied Pokemon to cover each other's weaknesses, Energy requirements for attacks restrict you to maybe two types three if you count Normal Pokemon, who accept any Energy. Any more and you're bound to run into situations where you have enough Energy numerically, but they aren't the needed element.
Check out the Mew card above, one of the "Shining" Pokemon notorious for being unplayable due to needing three separate types of Energy to unlock their attacks. Admittedly, card games by definition include a luck factor; sometimes you just don't draw well. However, most contain enough strategic elements that well-built decks can often overcome inferior luck.
But for the Pokemon TCG, look at just how many things depend on chance:. Remember, because decks are limited to one or two types, if your opponent happens to be playing one that your element is generally weak to, you're probably going to lose. Even if you play superbly, you'll simply struggle to overcome taking double damage, especially if your foe's team also resists your element. And heaven help you if you're facing and type disadvantage and playing second.
Even worse, the majority of attacks involve coin flips. I understand that Pokemon video games also involve luck, like with the accuracy of moves, but not nearly to this extent.
Here, many attacks are all-or-nothing. For example, examine Fearow from the Phantom Forces set. Thankfully, it has Drill Peck, a luck-free technique, but Fly changes drastically based on a coin flip.
It either nails a solid 40 damage and makes Fearow invincible the next turn, or does absolutely nothing. All based on whether you land Heads. This isn't an abnormality, either; attacks like these run rampant throughout the TCG. Do these factors mean the Pokemon TCG is bad? Not at all! In fact, it's much easier to learn than Magic or Yu-Gi-Oh, and who can deny the awesome feeling of collecting your favorite monsters in card form?
In other words, despite limitations, Pokemon's TCG still contains plenty of strategy and induces loads of fun. Just remember that the best-constructed deck can and will lose when Abe Lincoln and George Washington aren't agreeing with you.
Basically, if you're looking for something as complex and thought-dependent as chess, you'll get frustrated when luck ruins your matches.
But if you're seeking a blend of strategy and accessibility, Pokemon has the other two TCGs beat. Happy playing and I hope to see you at my card countdowns! The biggest issue with this game is that it is tactically neutered. You either play with overpowered GX cards, play against GX, Cards, if you don't want either of those options, you have the option of playing a net-deck that was designed b the creators and is inherently overpowered.
Outside of those three options, you have the option of losing the game. If you want to create something new, something with some of the other cards not included in these mindless clone decks, you will lose.
Individual strategy, unique ideas, fun exceptions It is nothing but a money grab and pay-to-win players who couldn't hope to actually succeed if they tried to use their own minds to create something.
Good point, and you could argue it extends to other games as well. Strong cards are too strong. As a very casual player with not unlimited amount of cards, it almost feels impossible to beat a strong card. Since you lose all the energy you put into the cards you're playing, if you don't get enough to insta-kill the opponents' strong card you've just wasted your energy. In that sense the strong cards are way too strong and the game is too snowball-y.
If you miss energy a couple of times due to bad luck, you've not really got a chance of coming back into the game. In Magic you at least keep your energy lands from one round to the next. That's a great point, and I appreciate your insight.
Still, I'd counter that the games don't rely on luck as heavily most attacks have strong accuracy and low chances of added effects , where the TCG especially earlier sets often had a move's entire success depend on a coin flip.
It's also easier to diversify your team in the games, ensuring you have counters to any given type, but in the TCG, most decks only run one or two elements, meaning they have few checks against their elemental weaknesses and can lose from an ill-fated matchup.
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