A Real Set of Rules!

Baby_BI

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Hey!

The whole idea of this thread is to write what rules you would change, make, or get rid of to make this a more playable meta/TCG game in general, lets be honest, this meta+ these rules= worst season of pokemon since the turn 1 meta.
 
No Supporters or Trainers in the first turn, no more then X EXs, nice changes which with no doubt could change this meta's playstyle. My own changes would either be no attacking in the first turn if you start or that Rare Candies can be played when ever you want on who ever you want.
 
No supporter and attack for first turn. EXs as is are fine. As much as I want a restriction list, it won't be optimal due to the fact that we already have set rotations. That would make Pokemon look more money-hungry than they already are
 
No trainers of any kind on the first turn. Now for a more radical change:

Each turn, there is a limit to how much damage a player can deal with their attacks. If the damage they would deal exceeds this, it only does that much damage. In the case of damaging multiple Pokemon with an attack (Landorus, Darkrai) the damage to the Active is prioritized. If you're using Registeel and not targeting the active, you choose how to spread it. If a player is attacking with a Stage 1, add 20 to these numbers. If they are attacking with a Stage 2, add 40 to these numbers.

Turn 1: 20
Turn 2: 60
Turn 3: 100
Turn 4: 140
Turn 5: 180
Turn 6: 220

etc.

This prevents donking, and is also a slight nerf to many basics as they can easily exceeed the turn caps. This also hurts BKEX (a card I personally despise, 200 damage and a drawback nearly negated by an Energy Retrieval on top of a 180 hp basic? No thanks) as it will not be able to OHKO an EX prior to turn 5, and unable to KO one buffed by Eviolite/Giant Cape/Aspertia until turn 6. It doesn't hurt Stage 1/2 attacks for the most part as Garchomp can do 100 t2, Hydreigon can do 140 t3 (if you're attacking with Hydreigon turn 2, LIST WANT) etc.

Another change is to make Revive an Instant (think MtG) or Trap card (think Yugioh). This allows you to play a basic back from your discard pile on an opponent's turn. This doesn't really help EXes and other big basics, but its huge as it allows you to get back a weak Tynamo or something after they Catcher and then evolve it on your next turn.

Rather than a limit on EXes, I like this rule: Each basic with over 100 base hp loses 10 hp for each other basic with over 100 base hp that has been played before it by its player. If the basic is an EX, it instead takes 20 damage per basic with >100 hp played before it by its player. Rather than the other EX limiting rules that have been suggested, this does not make other big basics such as Terrakion incredibly op, and rather than adding or arguably even removing some strategy from deckbuilding, this adds more strategy to actual gameplay, something I find the Pokemon tcg lacking now.

Sadly these rules are far too complex for the Pokemon tcg to ever implement them, especially because the BW-on sets are all based on dumbing the game down for little kids in both rules and cards.
 
^ Those aren't complex tbh, those are just too crazy to remember in a tournament scenario. Stuff not printed on a card would just drive everyone nuts. Even Magic, YGO and CFV only have certain and few rules that are not in any rulebook/card text.

Long story short, with all those rules in place, we'd see more wins with "Judge Calls" rather than actual playing in itself. The game would shift to who can ruleshark more than who can play/lucksack better.
 
Not all of those have to be in play. The damage cap and damage to EXes and big basics is a bit extreme, but I think the Revive buff would be really neat on its own :p
 
What about Call for Family? I think you should be able to attack on the first turn, just not donk on the first turn. If Trainers couldn't be played T1, it would make it impossible to get a T1 Darkrai and you couldn't get the damage boost from Blow Through either.
 
Mora said:
What about Call for Family? I think you should be able to attack on the first turn, just not donk on the first turn. If Trainers couldn't be played T1, it would make it impossible to get a T1 Darkrai and you couldn't get the damage boost from Blow Through either.

Attacks like call for family/friends would be okay, but not damage attacks. No trainers turn 1 would be the best change IMO since it would only make a landorus or mewtwo donk possible when your opponent starts with something like a lone tynamo.
 
Hmm... Like Hammer time said. No more than 2 EXs. I mean, we got some pretty OP cards now. I never played in, what very one calls, the good ol' days, but I am sure, this is a format based on donks, not strategy.

I also say: No more than 2 Catchers/N's in a deck.

And, any card discarded with CPU search CANNOT be recovered, if its a ho-oh, a Exeggcute (The ability coming in Plasma Freeze), Dynomotor, etc.
 
Salamencetrainer34 said:
And, any card discarded with CPU search CANNOT be recovered, if its a ho-oh, a Exeggcute (The ability coming in Plasma Freeze), Dynomotor, etc.

They should go into the Lost Zone :)
 
Making Virbank City Gym an Ace Spec. This card literally ruined everything. HTL is decent on its own, but making the poison do 30 damage is stupidly overpowered. If you can't retreat, your base damage is 60 per full turn. You don't even have to attack. The card is stupidly overpowered. Virbank City Gym is literally one of the best cards ever printed, and if you don't believe me, wait till you get stuck poisoned and watch how quickly your opponent takes 2 prizes off of an EX. I don't even want to talk about how with the release of this, a 2$ card, Blastoise now needs to run a minimum of 2 Tropical Beach, preferably more. The card that was once a 70$ card is now selling easily 130+. (I saw some go for 150 before regionals, thats WITHOUT Virbank in the format)

I just really can't stand that card. Like I said, HTL is decent on its own, but Virbank makes it ruthlessly overpowered. Actually, Virbank is the second best card ever printed with the first card being Neo Slowking. I doubt it will see a ban, but be prepared for it to screw you over in the next 2 years until it rotates. The least that they could do is make some decent stadium cards, since you will have to be running counters. Skyarrow is good in Rayquaza, but some decks don't have a stadium to fit it very well. Pokemon Center pairs very well with Keldeo, but Beach is obviously the preferred Stadium. Even Aspertia loses power with Virbank/Laser. Plasma Frigate sucks for the most part, and the upcoming Frozen City will be a pain in the ass as well.

TL;DR TPCI needs to not make overpowered Stadiums that only fit a certain niche in the format
 
Baby_BI said:
Salamencetrainer34 said:
And, any card discarded with CPU search CANNOT be recovered, if its a ho-oh, a Exeggcute (The ability coming in Plasma Freeze), Dynomotor, etc.

They should go into the Lost Zone :)

Because CPU Search is way too broken as it was ages ago. No. CPU Search is not broken, at all.

I would love to see a T1 Trainer nerf though, its helping the format be stupid.

Max 3 of a supporter per deck
Off topic on fixing the game
Dual Types pls.
Stage 2's need to be weaker, or have more drawbacks on their brokeness (eg. Blastoise attaching to non-EX Pokemon only)
Basics need less HP, no or mediocre abilities and worse attacks (stuff like Rayquaza I can handle though)
No 1 for anything over 20, unless it has a drawback (like Baby Ray)

Also, don't limit catcher, I don't want Sableye to become another ultra expensive uncommon :) And Stage 2's. Again. They need Catcher to be bad.
 
Base set Bill and Professor Oak are the two best cards ever. Virbank is only good because of HTL. Therefore, its worse than HTL itself and I would rather see HTL as an Ace Spec if either is.
 
Did someone seriously consider a limit on Catcher?

I thought it was established that Blastdeo and eels would be broken as heck without catcher.

Literally the only rule I agree with in this thread right now is a change back to the old rare candy rule, and that's because some evolutions would actually be PLAYABLE.
 
That still makes certain Stage 2s broken. You want your Stage 2, try and live with the Basic for a turn or two.
 
If you want to make more than Hydreigon/Blastoise playable in terms of stage 2s, its probably better to nerf the big basics which they and every other deck relies on than to just buff stage 2s as that's likely to make Hydreigon and Blastoise BDIFs. I suppose you can also find a way to buff Stage 2 attackers too, but that's not what Candy buffs or Catcher nerfs do.
 
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