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Showing content with the highest reputation since 06/13/2020 in all areas

  1. 13 points
    Aside from bringing back Legacy Tourneys to PTCGO another addition that would be cool to see is a Legacy Themed Ladder. I think it's a great way to help people get into legacy more, a ladder with an HGSS set and a certain prime card whether it be Yanmega Prime or Typhlosion Prime would help people build older Legacy decks! This would also be good as there would be 11 packs of what ever HGSS set that is added to the Ladder, the best one would be Triumphant since it has a-lot of good Primes and important cards like Junk Arm! I hope that if we are not getting Legacy Tourneys back for whatever reason we could at least get a Legacy themed ladder from time to time.
  2. 6 points
    It's a way of letting players who do not wish to spend money in the game to expand their collections without having to destroy the market. If we're being honest, the amount of free stuff you get from the game is pretty ridiculous. You can easily get hundreds of tradelocked packs just by playing and without doing anything special. Even if all you did was collect daily login rewards you'd sill have a sizable amount of packs after a while. Which brings me to the next key point: multiaccounting to farm rewards would become a problem. Not even considering the Tokens you get, just because of the free pack after the 5th day of logging in, someone could farm hundreds of packs weekly just by having multiple accounts and logging into each of them daily. It might even be possible to have a bot do it when you're not playing, and then transfer all of the rewards to your actual account. I guess you could just remove the pack from the daily login rewards and/or lower the amount of Tokens you earn, but 1) You're screwing over the 90%+ of the players who just want to play normally and are now earning less rewards, and 2) People would still exploit the system anyways. Even if it's slower, a bot could do it with zero time investment on the player's part. Obviously you could threat to ban the exploiters, but people will still do it regardless just how some idiots still gent despite it being illegal. Speaking of genting, you can bet your donkey that genting would see a massive resurgence in all the formats if the ladder rewards became tradable. Botting in-game (not just to collect login rewards) could also become a problem. Both of these practices directly ruin the game and not just the market. Going over to a different point, while the TCGO isn't properly monetized (I believe gems had potential to go worldwide, but who knows, I don't actually have the numbers) you can't forget that this is a business. They have no reason to give you free stuff in the first place. It's already plenty that they give you so much tradelocked stuff on top of all the Tickets you get that can be used to farm tradable packs. Now more than ever TPCi should be thinking of monetizing the TCGO since the pandemic makes IRL events a problem. Wether they will or not, I don't know, but if they went ahead and made all the currently tradelocked rewards tradable then TPCi would forever lose any potential to make any money out of this game.
  3. 6 points
    I agree 100% with the need of the ptcgo community to voice their feedback and hopes regarding the current client in a constructive way, and with all the proposed changes mentioned below. Although adding all the cards since base set and the ability for players to play games according to old rules/format is not a priority in my opinion, most of the rest is long overdue and some changes (e.g. spectator mode) were even announced in this forum some time ago as in development. I hope that we will very soon have a major update implementing most of those. What do you think? (Don’t bother asking that Shaymin EX be banned, this is about the ptcgo client). « My PTCGO improvement wishlist Hey everyone! Like many of you reading this, I am a very regular player of the Pokemon Trading Card Game Online. Inspired by Andrew’s [Wamboldt] recent article where he wrote about the features he’d like to see added to the game, I decided to write down my own wishlist of how the game could be improved. I agree with his points, and thought it would make sense to talk a bit more about the topic. I believe the best way to reach TPCi and whoever is responsible for the online game is to continue voicing our opinion and to offer a perspective on what the community wants. If you agree with what I’m writing about, please send in a support ticket and share your thoughts on the game, and maybe one day we will see some of these ideas become reality. There’s also an official forum for game feedback! The current state of PTCGO First of all I’d like to say that generally I like PTCGO, and think it’s a decent and fun representation of the physical card game. Games are fast and look nice, so for just playing some games with friends it does a fine job. However, I believe it is missing many features that could make it interesting for a wider audience, and also missing many features that would further improve the experience for the existing player base. The main reason that I and many other players aren’t happy with the state of the game client is that for the past few years, it basically hasn’t been updated anymore. Every three months the new set is added, but other than that, there’s no progress. At some point in the past the game has been very actively developed, but then they stopped even though there’s still so much that could be done, which is disappointing to see. I hope the current situation with the cancelled season will motivate the ones in charge to take another look at their online game, now that it’s effectively the only way to play. It’s not hard to see that the implementation of the TCG Player’s Cup isn’t very fair for the players, and I imagine the main reason we got such a system is that PTCGO doesn’t have any better built-in way to select participants for the final bracket. In my opinion it’s unlikely the people responsible for the Player’s Cup are happy with this system either, so maybe it’s a good time to present some possible improvements. My wishlist Here are 10 ideas that I think would drastically improve PTCGO, mainly from the perspective of a competitive player, but also taking other player groups into consideration. They are not strictly sorted by importance, but let’s start with the most obvious one. Competitive ladder This is easily the most requested feature and it’s not hard to see why. Basically every online game offers some kind of ranked mode, where players can test their skills and gain or lose points depending on the outcome of their games. PTCGO offers a fine casual player experience, but neither the ladder nor the tournaments provide a competitive environment. Many players want to have some goal to achieve, like reaching a certain rank, and would be motivated to play much more if that existed. It would make for more entertaining stream content if people could watch the best players fight for the top. Most importantly, it could also be used as a path for online players to get into the offline circuit. Pokemon is trying something like this for the first time with the Player’s Cup, where the top finishers will win travel awards to Internationals. In my opinion, this should be a regular thing! Give the top players for each ranking period travel awards to the next International Championship, creating a reasonable connection between online and offline play. The game seems to be designed with the intention of always rewarding players for just playing, instead of winning, but I don’t think the introduction of a competitive mode would hurt the casual experience at all. There should still be a casual ladder that doesn’t affect rankings, and with players instead trying to rank up in competitive while playing with proven meta decks, the casual ladder would be a much nicer place for trying out all sorts of other decks. Best of 3 matches To further prepare online players for tournament play, the online game should also implement the official best of 3 format. There should be a ranked ladder for both bo1 and bo3, and it needs to be an option for friend challenges as well. A good implementation of this would allow external online tournaments like our Limitless Series to run the best of 3 format, whereas currently there’s a lot of problems involved when trying to do that. Spectator mode Another addition that would greatly benefit online tournaments, but also be useful outside of that, is a spectator mode. It would allow players to invite friends to spectate their games and improve the social side of the game. Currently players need external software and a reasonably strong internet connection and hardware to share their games with others, which isn’t a great solution. I wonder if this is something that will come up during the Player’s Cup. The event is supposed to be streamed, but without a spectator mode there’s many possible problems with that. Game replays Getting footage of interesting games isn’t the easiest right now. Content creators need to start recording, play some games, and hope they end up with something good. Wouldn’t it be nice if instead, after a game you could be like “Wow, that was a great game, let me save the replay!”? This may sound hard to implement at first, but isn’t, as the game already keeps a log of everything that happens, and would just need to save that and then recreate the actions when loaded back. Players could use that to analyze their games, share it with others, or record the replay and upload it for the whole world to see. I’m sure the quality and quantity of game play content would increase by a lot. This would in my opinion be an incredibly easy and effective marketing move while improving the player experience by a lot. It would also open up more possibilities for coverage of online tournaments! Expand the tournament mode I like the idea of the in-game tournaments, the system is very smooth. However, best of 1 single elimination is not a very competitive format, and it would be great if there was more done with the concept. Why are there only 8 player events, why not also have some in best of 3? The way they are presented makes me believe that originally there was more planned. Something like a big weekly event where players can win unique in-game items would be amazing. Maybe give away some special event-specific tournament tickets to players that reach a certain rank on the ladder? There’s so much that could be done here! Old format rules While it makes sense for PTCGO to be focused on the current format, players also love replaying old formats, and it’s disappointing that the official client doesn’t offer any proper way to do so. The game features cards that go back 10 years, but only formats that include Sword & Shield sets can actually be played on there because of the rule changes. There should at least be an option to select old rulesets for friend battles so that players can continue to enjoy the rich history of the game. I would also love it if there was a retro format ladder that switched between different Worlds formats every few weeks. It would probably even bring some players back into the game that don’t play much anymore! Organizing decks in folders At first I thought this would be more of a personal wish, and I still don’t consider it high priority, but many people I talked with actually also wanted this to be an option. The deck manager can get very messy quickly. The option to favorite decks is nice, but being able to organize them in something like folders would be incredible. I’d make good use of this, especially if there was any support for old formats. And while we’re talking about the deck manager, please fix the win/loss counter. It’s been broken for years, which is almost impressive considering it’s just a simple counter. Trading in cards for coins The Collection in PTCGO is nice, it offers many ways to filter and search cards, and it is one of the last remaining online card games that has a trading feature. However, one annoying aspect is that there’s no way to get rid of locked cards. Getting a fifth copy of a card is completely useless, but there’s also no system in place that prevents pulling those from packs. I wish there was a way to trade in locked cards for coins, it doesn’t have to be generous at all, but would be much appreciated. (And as a little bonus, it could clear up so much database space for them..!) Add all cards I don’t really see this happening, but it would be a dream. Imagine having all the features above, and then also every card ever printed in the game, and every ruleset to play these formats. I would likely never touch a different game again. The main issue with this wouldn’t be to implement all the cards. Creating the game engine is the complex part in all this, and sure there would have to be some additions and modifications to it to support the first 10 years of the game, but as long as it’s built to be robust and extendable, that shouldn’t be a big issue. Coding all the cards would at that point just be a grind, and could be done in a reasonable amount of time, even without a big team. I think the real challenge here would be how to actually introduce all these cards into the game. Card acquisition is built on code cards, in my opinion a great system, but there’s no codes for expansion that are long out of print. There would have to be an ingame way to collect these cards, but the standard legal collection and especially the newest sets need to stay the focus of the application for marketing reasons. All these cards and options could also be overwhelming for newer players, so there would have to be a lot of thought put into the user interface side of it. I’m sure there are fun ways one could go about introducing the early history of the card game into the online client, and attract a lot of players with that! I would understand though if they don’t prioritize this and instead looked at all the suggestions that are easier to manage. More frequent bug fixes Earlier I mentioned that I think PTCGO does a fine job with its core functionality, but a decent amount of times that is actually not true. New updates are rolled out with each set release, and it’s not uncommon that some kind of card interaction doesn’t immediately work the way it’s supposed to. “Supergoggles” The most recent example for that is Rebel Clash’s Horror Psychic Energy and the tool card Metal Goggles. Goggles are supposed to stop damage counters by Abilities and Attacks, but for some reason it also stops the ones put by the effect of Horror Energy. This interaction affects the Dragapult VMAX vs Zacian V matchup in a major way, and puts tournament organizers into a tough spot where they have to either ban the card or not, swinging the meta game in one deck’s favor. Another infamous example that most of us know all too well is Beast Energy and Blacephalon GX. Fixing something like this should in most cases take a developer only a few minutes. Even if the problem goes deeper than an individual card implementation and is caused by an underlying problem with the game engine, it’s usually still possible to patch it up with some kind of quick and dirty workaround until a permanent fix is found. We should absolutely not have to wait until the next set release to get a working version of the current card pool, but sadly that’s the current reality. If we can’t get any updates and new features, at least get the stuff that’s already in there right! Conclusion As a big fan of the Pokemon Trading Card game, it is sad for me to see how little attention the online game gets from its company. As someone very into software development, I’m sure even a small team of passionate developers could create a totally awesome online client. Card games are more popular than ever, and Pokemon is pretty much the biggest franchise in the world. If they wanted, PTCGO could be insanely popular and easily on par with games like Hearthstone or MTG Arena. Instead, it’s used as a tool with which newer players can learn how to play the game, and not much beyond that. Pokemon has put a lot of resources into improving the offline circuit over the last few years. Just compare coverage of Worlds these days with say 5 years ago, and I think it’s not hard to see that they do indeed care about us, the competitive players. Now, especially given the current circumstances, it’s time they put the same amount of love into the online game. Thanks for reading! If you also want to see some change, don’t forget to send in a ticket or post on the forums! Let me know in the comments what you’d most want to see added to the game, I’m very interested in hearing more thoughts about the topic. » by Robin Schulz 10 June 2020
  4. 5 points
    I consider it essentially harmless. Usually I just play a Theme deck for whatever Type I need for Challenges, because they often center around two or three Stage 2 Pokémon, and another one or two Stage 1 Pokémon of the same type. Plus with a Theme deck I can work on my daily wins/rewards, not just Challenges. Keep in mind, though, OP, not everyone has a killer deck with all types or a Theme deck at their disposal for all types. In addition, if I only have time for two 5-minute games? Yeah, I'll break out the "Evolution Challenge Shell" deck I have and put the appropriate Type in there. And if I'm on the receiving end, I'll never gripe over a free win! It's really win-win at that point!
  5. 5 points
    At this point, any new gameplay items in the in-game shop would be nice. We have the same limited selection for almost 2 years.🤔
  6. 4 points
    The Top Cut Trading Inc. -Simply put, This is a pack trading thread, always OUR CARDS for YOUR PACKS. Our Trading Team: The Top Cut CEO: Matthew69 Active Trading Team: Matthew69, 3ees11, Abinhathbour456, Crobat801979, Riidgujo, Trainer32547. Honorary Members List: (Previous Traders): 20Tornadus03, AbsolutelyEevee, AlexManectric, CheefSweetLeef, C_Huynh1712, Cymantex, Deadfun, DesDaddy, Freespirit87, Gravybeast, Grizzlych, Jman222256, ImMrFlubaDub, Letsgomets123, LouisValentine, Mefftu, Peterabing, Gsingh, Sciper, SeanDyer87, Vu-Thai. Contents: Home Page: 1. Introduction, and Summary of our Aims 2. Pack ratios -Ratio explanation, Ratio list, Vetoes and exceptions 3. Value lists -(In set order, from newest to oldest) 4. References -How to Complete a Trade, Lists of abbreviations, and other notes too 5. Competitions, Promotions and Events 6. Updated List of Unobtainables -This section is coming again soon! Introduction, and Summary of our aims: We, the Top Cut Trading Inc., are small group of friends and traders with a big aim. We want to use our expansive collections for the good of the community; and try to meet collectors and players diverse range of needs, in exchange for Booster Packs (which act effectively as a trade currency). This thread is updated almost daily to reflect the public supply and demand of our traded cards/items. It is not meant to reflect public values necessarily, but instead what we think is sustainable to trade at. This may be above, or at times below, the sale values in public trades. We will try our best to be vigilant/competitive though. We also are regularly able to offer a discount on large orders so long as cards are not rated as '*' by us (this means they are particularly high demand/hard to price). If needed/ requested we will also add evolution lines to your ordered card, normally at no extra cost unless the prevolutions have value for some other reason. If there is any unlisted card that you wish to inquire about please ask on the thread. Should you have any questions, complaints, or issues with a particular trader on the thread, please contact me in game, and I will try to find a solution if possible. Currently we are only listing a limited selection of cards since there are simply so many sets in the game right now (and I've not had time to redo prices for all of them yet)! If you are looking for older cards we can price up any cards from BLW-onwards sets for you on demand! Just request the cards you want and we will be happy to help. If you are looking on guidance for how to complete a trade, general rules and guidelines, or information on card rarity. They are now all located below the Value Guide; please see the contents section for more details. Pack Ratios: It is important to note that as a result of some packs being in significantly higher demand/lower availability than others, different packs may well have different ratios in relation to the values located on the thread Value Guide. The list of packs and their respective ratios, in comparison to what we term one 'Standard' pack, are located below. We hold the right to change these ratios at short notice if necessary, and different traders may have slightly different ratios; but this will be made clear to you before completing a trade with them . Examples: Example 1: If Mewtwo EX NXD Regular had a value of 2 'Standard' (1 Value) Packs then it would cost 8 Flashfire packs, (because 2 / 0.25 = 😎 -A Standard Pack is the value listed next to the card Pack Values (value of chosen pack in standard pack value). 25 Charizard-Themed Avatar Collection Box 5.0 Call of Legends, HS-Triumphant, HS-Unleashed, HS-Undaunted, HeartGold & SoulSilver 3.0 Dragon Vault 1.5 Double Crisis 1.25 Plasma Freeze 1.0 Rebel Clash 0.75 Sword & Shield, Unbroken Bonds, Dragon Majesty, Plasma Blast, Plasma Storm, Boundaries Crossed, Dark Explorers 0.66 Cosmic Eclipse, Generations, Dragons Exalted, Next Destinies, Noble Victories, Black & White 0.5 Hidden Fates, Unified Minds, Team-Up, Ultra Prism, Legendary Treasures 0.33 Lost Thunder, Celestial Storm, Forbidden Light, Crimson Invasion, Burning Shadows, Shining Legends, Guardians Rising, Sun & Moon, BREAKpoint, BREAKthrough, Phantom Forces, Emerging Powers 0.25 Detective Pikachu, Evolutions, Fates Collide, Ancient Origins, Steam Siege, Furious Fists, Primal Clash, Flashfire, XY 0.2 Uncommon Chest Vetoes and Exceptions: Trade Veto: We will try and help you with whatever we can, but due to the sheer volume of cards now in the game, as well as fast-changing prices, we withold the right to not complete any order you may make. We will endeavour to let you know this as soon as possible though so you can seek the cards elsewhere. Differing Ratios: For certain cards, some traders may operate a different ratio, or reject the usage of certain Pack types. This doesn't normally happen, but could occur particularly in trades for '*' rated cards. Differing Values: Trade values may vary throughout the day and are conducted on a trade-by-trade basis traders may need to offer a different value to the ones listed by other Top Cut traders, as the markets (particularly for pre-XY cards the market is currently very versatile and subject to change even at short notice). Price List: The Top Cut Trading Inc. Price List is one of the largest and most comprehensive Value Guides available; featuring our trade values for all notable Pokemon, Trainers and Energy (as well as value ranges for most unlisted cards). There are numerous different sections to the guide, and also some sections after it containing other valuable points of refrence. If you can't find something, please consult the Contents page of the thread, or, if you have any questions or queries, please don't hesitate to ask. VOR* = Value on Request (i.e. the price is not listed but if you ask we can give you an updated sell value). Rebel Clash Rebel Clash Vs Name Reg Value FA Value RR Value Dragapult Vmax VOR* / VOR* Boltund V 8 9 / Dragapult V 4 6 / Toxtricity Vmax 4 / 4.5 Eldegoss V 3 4.5 / Inteleon Vmax 3 / 3.5 Rillaboom Vmax 2.5 / 3 Cinderace Vmax 2.5 / 3 Falinks V 2 3 / Malamar Vmax 2 / 2.5 Copperajah Vmax 2 / 2.5 Inteleon V 1.5 2.5 / Toxtricity V 1.5 2.5 / Milotic V 1.25 2.5 / Rillaboom V 1 2 / Cinderace V 1 2 / Ninetales V 1 2 / Dubwool V 1 2 / Copperajah V 1 1.75 / Sandaconda V 0.75 1.75 / Eiscue V 0.75 / / Rebel Clash Other Boss's Orders (non-holo, ask for other price) - 2 Dragapult - 1 Flapple - 0.75 Coalossal - 0.66 Luxray - 0.66 Clefable - 0.66 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Special Arts - VOR Sword & Shield Sword & Shield Vs Name Reg Value FA Value RR Value Zacian V 12 14 VOR* Zamazenta V 1 2 5 Lapras Vmax 2 / 2.5 Morpeko Vmax 1.5 / 2.5 Stonjourner Vmax 1.5 / 2.5 Snorlax Vmax 1.5 / 2.5 Sableye V 2 2.5 / Lapras V 1 2 / Wobbuffet V 0.75 2 / Stonjourner V 1 2 / Cramorant V 1 2 / Snorlax V 1 2 / Tapu Koko V 2 / / Victini V 2 / / Torkoal V 1 1.75 / Morpeko V 1 1.75 / Indeedee V 1 1.75 / Dhelmise V 0.75 1.75 / Celebi V 1 / / Keldeo V 1 / / Regirock V 0.75 / / Sword & Shield Other Marnie (non-holo, ask for other price) - 1 Oranguru - 1.75 Frosmoth - 1 Galarian Obstagoon - 1 Rillaboom - 0.75 Inteleon - 0.75 Toxicroak - 0.75 Cinccino - 0.75 Gengar - 0.66 Galarian Perrseker - 0.66 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Cosmic Eclipse Cosmic Eclipse GXs Name Reg Value FA Value RR Value AA Value Arceus & Dialga & Pakia GX 12 13.5 14.5 VOR* Reshiram & Zekrom GX 2 3 4 / Silvally GX 2 3 4 / Oricorio GX 2 2.5 3 / Charizard & Braixen GX 1.75 2.5 3 / Blastoise & Piplup GX 1.75 2.5 3 / Alolan Persian GX 1.75 2.5 3 / Venusaur & Snivy GX 1.5 2.5 3 / Naganadel & Guzzlord GX 1.5 2.5 3 3 Mega Lopunny & Jigglypuff 1.5 2.5 3 3 Solgaleo & Lunala GX 1 2.5 3 / Vileplume GX 1.5 2.5 2.5 / Flygon GX 1 2 2.5 / Volcarona GX 1 2 2.5 / Togepi & Cleffa & Igglybuff GX 1.5 / / / Wishiwashi GX 0.75 / / / Cosmic Eclipse Other Rosa (Holo, ask for other price) - 4 Ultra Necrozma - 2 Weezing - 1.25 Pikachu (FA) - 1.25 Excadrill (FA) - 1 Koffing (FA) - 1 Steelix (FA) - 1 Guzma & Hala - 1 Phione - 0.75 Excadrill - 0.75 Guzzlord - 0.75 Cynthia & Caitlin - 0.75 Mallow & Lana - 0.66 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Hidden Fates Hidden Fates GXs Name Reg Value FA Value RR Value Moltres & Zapdos & Articuno GX 1 1.5 2 Charizard GX 0.75 / / Starmie GX 0.75 / / Mewtwo GX 0.75 / / Onix GX 0.75 / / Pinsir GX 0.66 / / Gyarados GX 0.66 / / Raichu GX 0.66 / / Shiny Vault GXs Name Value Name Value Tapu Lele GX 8 Charizard GX 8 Tapu Koko GX 4 Darkrai GX 4 Tapu Bulu 3.5 Tapu Fini 3.5 Gardevoir GX 3.5 Mewtwo GX 3 Guzzlord GX 3 Articuno GX 2.5 Glaceon GX 2.5 Electrode GX 2.5 Xurkitree GX 2.5 Zygarde GX 2 Decidueye GX 2 Golisopod GX 2 Leafeon GX 2 Reshiram GX 2 Greninja GX 2 Espeon GX 2 Naganadel GX 2 Buzzwole GX 2 Lucario GX 2 Umbreon GX 2 Kartana GX 2 Stakataka GX 2 Sylveon GX 2 Altaria GX 2 Noivern GX 2 Silvally GX 2 Drampa GX 2 Ho-Oh GX 1.5 Turtonator GX 1.5 Alolan Ninetales GX 1.5 Banette GX 1.5 Nihilego GX 1.5 Lycanroc GX (SV66) 1.5 Lycanroc GX (SV67) 1.5 Scizor GX 1.5 Hidden Fates Other Malamar (SV) - 2 Buzzwole (SV) - 2 Quagsire (SV) - 1.5 Eevee (SV) - 1.5 Oranguru (SV) - 1.5 Seviper (SV) -1 Inkay (SV) - 1 Sudowoodo (SV) - 1 Guzzlord (SV) - 1 Magnezone (SV) - 1 Garchomp (SV) - 1 Altaria (SV) - 1 Type: Null (SV) - 1 Weezing - 0.66 Bill's Analysis - 0.66 All Other Shiny Vault Pokemon - 0.75 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Unified Minds Unified Minds GXs Name Reg Value FA Value RR Value AA Value Weavile GX 10 / / / Mewtwo & Mew GX 6 7 8 / Rowlet & Alolan Exeggutor GX 4 5 6 6 Raichu & Alolan Raichu GX 1.25 2.25 3 4 Garchomp & Giratina GX 2.25 3.5 4 / Heatran GX 1.75 2.5 3 / Mega Sableye & Tyranitar GX 1.5 2.5 3 3 Naganadel GX 1.5 2 3 / Slowpoke & Psyduck GX 1 2 2.5 2.5 Aerodactyl GX 1 2 2.5 / Mawile GX 1 2 2.5 / Dragonite GX 1 2 2.5 / Umbreon & Darkrai GX 2.25 / / / Latios GX 1.75 / / / Unified Minds Other Chandelure - 2 Giratina - 1.5 Tapu Fini 0.75 Victini 0.75 Hoopa - 0.75 Jynx - 0.66 Cherish Ball - 0.66 Giant Bomb - 0.66 Giant Hearth - 0.66 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Unbroken Bonds Unbroken Bonds GXs Name Reg Value FA Value RR Value AA Value Dedenne GX 9 13 VOR* / Reshiram & Charizard GX 3.5 5 7 / Gardevoir & Sylveon GX 2.5 4 5 5 Greninja & Zoroark GX 3 4 4.5 5 Lucario & Melmetal GX 2 3 3.5 / Muk & Alolan Muk GX 2 3 3.5 3 Machamp & Marshadow GX 1.25 2 2.5 / Blastoise GX 1.25 / 3 / Pheromosa & Buzzwole GX 1.25 2 2.5 2.5 Whimscott GX 1.25 1.75 2.5 / Honchkrow GX 1 1.75 2.5 / Celesteela GX 0.75 1.5 2.5 / Persian GX 1 1.75 2.25 / Venomoth GX 1 1.75 2.25 / Unbroken Bonds Other Spiritomb - 3 Blacephalon - 2 Volcanion - 1.5 Mew - 1.5 Marshadow - 1.25 Weezing - 1 Mewtwo - 1 Salazzle - 0.75 Mismagius - 0.75 Kartana - 0.66 Greninja - 0.66 Red's Challenge - 0.66 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Detective Pikachu Detective Pikachu Cards Mr. Mime - 2.5 Greninja - 1 Ditto - 0.75 Charizard - 0.66 Detective Pikachu - 0.66 All Other Rares - 0.5 All Other Cards - 0.33 Team-Up Team-Up GXs Name: Reg Value: FA Value: RR Value AA Value: Gengar & Mimikyu GX 4 5 6 7 Pikachu & Zekrom GX 3 6 6.5 / Celebi & Venusaur GX 2 3 4 / Incineroar GX 2 3 3.5 / Hoopa GX 1.5 2.5 3 / Magikarp & Wailord GX / 2 3 3 Latias & Latios GX 1 2 2.5 2.5 Cobalion GX 1 2 2.5 / Eevee & Snorlax GX 1 2 2.5 / Ampharos GX 1 1.5 2.25 / Mr. Mime GX 1 / / / Lycanroc GX 1 / / / Team-Up Other Jirachi (non-holo, ask for other price) - 5 Absol - 3 Black Market (*) - 1.5 Wondrous Labyrinth (*) - 1.5 Zapdos - 1.25 Omastar - 1.25 Shaymin (*) - 1.25 Articuno - 1.25 Ninetales - 1 Alolan Ninetales - 0.75 Gyarados - 0.75 Dragonite - 0.75 Parasect - 0.66 Charizard - 0.66 Blastoise - 0.66 Mr. Mime - 0.66 Kabutops - 0.66 Psyduck - 0.25 Emolga - 0.25 Hitmonlee - 0.25 Hitmonchan - 0.25 All Other Rares/Holo Rares - 0.5 All Uncommon Trainers - 0.5 All Other Uncommons - 0.2 All Other Commons - 0.1 Rev Foils/Other Arts - VOR Older Sets, Promos & FA/SR Trainers It is possible some of these will not be available to trade, but if you need them it is worth checking as we can probably supply most of them! Eventually I will slowly be adding more older sets to the thread with prices, but for now these are all VOR (Value on Request).
  7. 4 points
    I suspect, given the need to make the PTCGO "foolproof", they'd have to create a floor, a minimum card amount, before you could hypothetically exchange spares for Tokens. Just to save them headaches of "Wah, I accidentally exchanged my [insert card] for Tokens, and now my deck/collection is incomplete!". For ease of coding, I'd say this option would only be available to for copies in excess of four. Yes, I know that there are cards such as Ace Specs and Prism Star cards where you can only use a single copy, and there are also many cards that have multiple releases, so you'll still be sitting on 40+ copies of Potion because you'll still have four of each printing... but we'll be lucky to ever get this feature at all. I'd also be open to literally just giving us a random card from either a specific Format's cardpool or the entire PTCGO card library in "exchange" for doing away with my extras. That might actually fit the TCG model best, and it would be one way to ever-so-slightly increase the amount of insanely rare cards in the card pool, even though the new one would also be trade-locked.
  8. 4 points
    This kind of thing should be on a FAQ pinned post, because there are many cases like this where someone asks a question that's been seen dozens of times.
  9. 4 points
    These are the top decks of the Standard format in no particular order: Dragapult VMAX Combo Zacian Spiritomb Pikarom Baby Blacephalon A Dragapult VMAX deck is quite expensive, averaging around $200 in real life. The concept to it is rather simple though, set up a Dragapult VMAX as fast as possible and use Max Phantom to spread damage around on your opponent's side until you can win. Combo Zacian is another rather easy to understand deck, costing about $170. The deck revolves around using Zacian V, arguably the best attacker in the Standard format, to take Knock Outs, combined with Jirachi * who will let you take an additional Prize card. The Spiritomb deck is a cheaper option at around $150. However, the player skill required to use the Spiritomb deck to its full potential is so high that I wouldn't recommend it to any new players to the Pokémon Trading Card Game. The point of the deck is to counter every other deck in the meta. Pikarom also costs around $150. The deck strives to pull of a Full Blitz with Pikarom on Turn 1 or 2 and accelerate energy onto the deck's attackers, Raichu and Alolan Raichu, Boltund V, and Pikarom. Baby Blacephalon is the cheapest to build in real life, costing about $120. The deck is straightforward as well, using Fireball Circus to deal massive damage to multi-Prize Pokémon, like Pikarom or Dragapult VMAX. Blacephalon will probably be the easiest to put together but many of the pieces to it will be rotating this August. The same is true for Spiritomb and Combo Zacian. Pikarom will lose some of its support but the deck should survive the rotation and Dragapult will have a tough matchup against Eternatus VMAX when it's released in Darkness Ablaze but it should still survive. There are probably the most different ways to play Dragapult out of all of these decks. You can combine it with Gengar SSH, Malamar FLI, and many other Psychic Pokémon. Some other decks that might be worth mentioning are Mewtwo and Mew GX, which can be combined with the vast number of GX Pokémon in the format to create some interesting decks, and Cinccino Mill/Control, which drags games out and wins through deck-out. Keep in mind that you don't need to play a top-of-the-meta deck to be competitive. These decks are all quite expensive and if you can't yet afford it playing something like Galarian Obstagoon, a cheap and fun lower-tier deck is an option. I hope this post helps you gain a better understanding of the Standard meta and that you'll find success playing one of these decks or an entirely different deck altogether.
  10. 3 points
    I just wanted to pass on that I really enjoyed doing the player's cup today (even though I played TERRIBLY) - because I live in a rural area, without competitive pokemon tournaments near me, this was one of the first times that I've been able to do something competitive like this (I've done one league cup, but I just don't have the time flexibility to devote a full Saturday to drive to/from an event). So I really appreciated it. I know the Pokemon company only did this because of COVID-19, and they probably have concerns about any success of the online client diverting attention away from the physical game where profit margins are likely much higher, but it would be great if events like this could continue in the future.
  11. 3 points
    @matthew69 It's so nice to see a trading company again! Your service is great for the community and super helpful. Thank you for re-opening TopCut training company after so many years, it's great to have you back. 🙂
  12. 3 points
    After a couple of years of being closed I can now announce that having been back in the game and stocking for a few months Top Cut Trading Inc. is now finally re-open for business! In a sense the premise of the thread and how it works is still exactly the same - it is still OUR cards for YOUR packs. You may have noticed the thread is a bit shorter at the moment though... this is because there were a lot of new sets since we were last open and all the old values have also changed. As such I've basically had to start again with much of the thread. The unobtainables list is also very outdated so I will remove it for now... although this will return in the near future as a useful resource for trainers. Currently listed are cards (excl. promos and FA/SR trainers) from the next format standard. However, you can request unlisted cards (although we cannot promise to have all of them available) and we will give you a price for them in packs on request. Eventually we will probably get around to listing most of these cards permanently on the front page, but for now we decided it was better to open sooner rather than later. If you have any questions feel free to ask! I realise that many of the people who use the forums now may not remember the old trading card thread and how it worked (although for me it still feels like yesterday lol). We will be giving out some free stuff over the next few days for people who place an order to get a chance to win - this includes Dragapult Vmax, 25 Unified Minds packs and 25 Cosmic Eclipse packs! (Three separate prizes each to be given to a different lucky winner from the first 100 people who place an order). The very best, Matthew and the Top Cut Trading Inc. team!
  13. 3 points
  14. 3 points
    The RNG is as impartial as it can be, it doesn't give better luck to lesser skilled players to compensate and even the playing field. If you believe otherwise, then show us your proof. Whether it's the algorithm itself (I'm 100% certain that you do not know it) or a statistical analysis of the results produced by the RNG with sufficient data pool, you need actual proof or all you have is a baseless claim. No one has said this. Anyone with a basic knowledge of what the RNG is knows that it's essentially that, a complex algorithm. Could that algorithm be programmed to be rigged in favor of certain players? In theory yes, but all of the collected evidence so far shows otherwise. Statistics is effectively the only approach we have to the kind of results the RNG produces when we do not know the algorithm and it's basically impossible for us to figure out or reverse engineer it based on the results (if you're capable of doing this, by all means enlighten us). As long as it's properly done, a large data pool coupled with a proper statistical analysis is all you need. And in any case, statistics are a much more solid piece of evidence than a claim without any sort of proof, which is what you have in your hands right now.
  15. 3 points
    It was very cool to see this post pinned for a bit! In my opinion though, I don't see how any thread can get pinned if it is one that is constantly needing updates. If the person updating it falls behind, a beginner may happen to show up, and think that the outdated info on said post is legit. They could just constantly pin it and remove it as it is seeing "action", but I don't see things like that happening. This is NOT meant to take anything away from anybody at all. Just how I've always seen it.
  16. 3 points
    Hello everyone A lot has happened in the past month and half, i haven't been playing PTCGO at all since the end of May due to me getting a new time-consuming job and accordingly i didn't update this guide because i don't really know how muhc the prices have changed, i do appreciate the support this thread got recently, i was planning on returning when Darkness Ablaze comes out as i'm really excited for it, but i will try to come back sooner than that (and of course update this guide which has hopefully helped even a few people) and hopefully i can find the time to do that starting from this day anbd until the next set come out Of course all manner of help when it comes to card prices in order to update this is welcome either here or in PM, Thank you for the support you've shown
  17. 3 points
    I'm closing in on to years on these forums 😃. It's been fun! Exactly. I just don't see what some of these people still don't seem to get. Seriously, to add on to what @ChawkyV said awhile ago, I'm shocked that people are still handing out free codes, but I'm very happy that they do even though I don't get them. Just be grateful.
  18. 3 points
    I wouldn't really call it unfair for one to get all the codes that were posted on a single comment. First of all that person made effort in checking in frequently (may sometimes involve luck) in order to get codes and that person's effort is rewarded. Secondly I don't have time nor feel like searching up every single account on this thread to give a code to, individually.
  19. 3 points
    Nearly impossible is a big difference from impossible. Despite how improbable it is, you can have anomalies where you flip way more heads or, in your case, way more tails. Here’s the link for a coin flipping test that @Sakura150612 did to show that the coin flips weren’t “rigged” or anything. https://forums.pokemontcg.com/topic/50987-rng-experiment-attack-coinflips/
  20. 3 points
    ...yet you're succeeding at it, nonetheless. There are many confusing rulings in the Pokémon TCG, including ones I personally don't like. You can even find threads where I've explained what I don't like. I try to make sure I've got a good point to make when I do it, but now I'm worried I just look and sound like your previous post. >_< Did you consult past rulings? Q. If I use Escape Rope but my opponent's Active Pokemon has the "Omega Barrier" Ancient Trait does he or she have to switch it? Or if they have a Pokemon with "Omega Barrier" on the bench can he or she choose that and not switch it to Active? A. If your opponent has an Active Pokemon with "Omega Barrier", then Escape Rope's effect will be blocked. If a Pokemon with "Omega Barrier" is on the bench, choosing that Pokemon will not stop the effect as the Active was the target of Escape Rope. (Primal Clash FAQ; Feb 5, 2015 TPCi Rules Team) Q. If my opponent's Active Pokemon has the "Omega Barrier" Ancient Trait, can I use Lysandre to switch one of my benched Pokemon with it? A. If your opponent's Benched Pokemon has "Omega Barrier", then Lysandre's effect will be blocked. But choosing a Benched Pokemon without "Omega Barrier" will cause it to switch with the Active Pokemon because the Benched Pokemon is the target of Lysandre. (Apr 9, 2015 TPCi Rules Team) The (relatively) short answer is that "Unnerve" blocks Item/Supporter effects that directly apply to Axew. When someone uses Boss's Order's Switch 1 of your opponent’s Benched Pokémon with their Active Pokémon. The effect is being applied to your opponent's Benched Pokémon. Even if one argues that it is being applied to both the Benched and Active Pokémon, Unnerve (like Omega Barrier) would only block half the effect. The other half would happen as normal, and you'd have two Active Pokémon... except you can't. So the game then forces a correction, Benching your former Active. Not the Item/Supporter directly.
  21. 3 points
    You're mistaking Thing A for Thing B. It is like how - at least, in the USA - "free refills" on soft drinks are usually the norm. How to the restaurants benefit from that? The ones that do not offer free refills have a harder time competing with the ones that do, and soft drinks have a massive markup compared to what it actually costs to "produce" them for you. Even someone who comes into the store, orders only a drink, and just sits there nursing it for a while, getting three or four refills, is an issue because of the space they occupy, not the soda pop their consuming. ;) The PTCGO is an "add-on" to the physical Pokémon TCG, not a 100% independent product. As far as I can work out, it exists for three reasons: Acts as an extended tutorial on how to play Acts as a "Rewards Program" for folks buying new product Acts as a placeholder to defend the IP The PTCGO is designed so that someone can at least learn the fundamentals of playing the Pokémon TCG at home, without even having to face other people (online or IRL). As long as the current structure exists, that Code Card various products come with is now an easy way to add value - or at least, perceived value - to anything Pokémon wishes to add it to. That last one could be the most important. Say physical Pokémon TCG sales plummet to the point it is no longer a viable business model. With the PTCGO already in place, TPC could give the word and and shift it into a pay-to-play model, or at least a "free-to-play" model that barely lives up to the title. You know, like a certain other online TCG folks often forget failed as a real-world TCG before hitting it big as a digital-only, F2P game. There have been - and continue to be - many unofficial ways to play the Pokémon TCG online. They earn zero profits for TPC, and TPC has no say over how those games conduct themselves.
  22. 3 points
    Hi! A couple years back or so, PTCGO re-released the Power Relay Theme Deck via a code card that I believe was handed out PAX. Many of us are missing the Basic Orange deck that was given to players years ago, and we would love a second chance on obtaining this. I have collected every other Theme Deck in-game as I've been playin' since Nov. 2014, and would love the opportunity to get the last one I need.
  23. 3 points
    @guruguy87, the event you encountered wasn't a bug. You misinterpreted Axew's Ability. Unnerve prevents all effects of Items and Supporters done to Axew, meaning that when your opponent tries to play a Guzma on Axew to bring him into the Active Position it will fail. However, putting Axew in the Active Position doesn't prevent your opponent from gusting up your other Pokémon on the Bench, cards like Guzma, Lysandre, and Boss's Orders, affect the Benched Pokémon, hence the wording "Switch 1 of your opponent's Benched Pokémon" as opposed to Escape Rope or Repel which reads "Your opponent switches their Active Pokémon with 1 of their Benched Pokémon." Other cards in Expanded that have similar protections to Axew include Electrike, who has an Ancient Trait called Barrier that protects him from all effects of your opponent's Trainer cards, except for Stadiums. If you're playing Axew in Expanded, you may want to consider switching over to Electrike whose Ancient Trait can't be negated by Power of Alchemy, Silent Lab, or Garbotoxin. If you're looking to keep your Benched Pokémon from being gusted up, some cards to consider are Ribombee LOT who protects your Fairy Pokémon from all effects of your opponent's Supporter cards, Articuno TEU, which protects your Benched Water Pokémon from effects of Supporters while it's in the Active Position, and Togekiss PLS, who protects your Pokémon from effects of your opponent's Items while it's in the Active Position.
  24. 3 points
    You need both. Supporter use to be more powerful but it's only one per turn. Main use is to draw/renew hand in big amounts. Item use to have a specific use. But you can use as many as you want during your turn. Be sure to add around 30-34 Trainer cards in each deck you build to make all go smoothly. Supporters (8-10) Items (12-15) Tools (4-6) Stadiums (2-4)
  25. 3 points
    Introduction: For a very long time, many users have questioned the integrity of the game's RNG, claiming that it is broken in one way or another. These complaints range from broken coin flips, to excessive mulligans, to bad shuffling. These claims have for the most part have had little to no data, which means that the only forms of proof we had of the RNG working correctly were the words of the Staff and common sense. Of course, some people simply refuse to believe in the authorities for some reason, so I've decided to gather a significant amount of data myself to shed some actual light on this perceived issue. I'm going to be frank, I pretend to burry the issue of the RNG once and for all eventually. For now I will begin with a small experiment on the simplest for of RNG (coin flips) to get this rolling, but I intend to tackle the other forms of RNG when I have time, which might not be anytime soon. The reasons why mulligans, deck shuffling and other types of random events are more complex to investigate are mainly that 1) Many time doing so requires knowledge of what ended up in your deck and what ended up in your prizes. It's possible, not too hard to do, but time consuming to do repeatedly, as I do need significant data pools to make a valid study, and 2) Perhaps more importantly than the first reason, is that the math behind calculating the probabilities of some of these is an absolute nightmare. I do not have the time to spend on doing these calculations at the current time. This experiment will cover 2 parts mainly: A comparison of 100 coin flips in each AI games and PvP games in order to show there is no significant difference between them. Most importantly, to show anyone who might be skeptical of data collected in AI games (which to be honest is a necessity, given that collecting hundreds or thousands of coin flips in PvP in a short time span is tough and very time consuming) that you do not get worse coin flips in PvP than you would in AI. A collection of 500 coin flips in AI games, including the initial 100. This is to show that the spread of data is in fact more than less even at higher amounts of data. Some Concepts I'll Use: Before starting I'd like to point out some things that are necessary to understand my mini study. Sampling Error and Acceptable Range​ While the values should tend to an average in the long run, there DOES exist a way of telling if small data pools correspond to a working RNG. As you'd expect, the more data the closer we get to a 50-50 split and the less data the opposite is true, and there is a mathematical way of determining if the deviation from a 50-50 split is within the expectations of a normal, functioning RNG, which is to say the Error of a sample. The Error gives us a range of values where the distribution of heads and tails is considered to be acceptable (meaning it indicates an RNG that works correctly). To determine the error of a sample where the outcome is binary (yes or no, heads or tails, etc.), we must divide 1 by the square root of the sample size, giving us a percent of acceptable error. Error = 1 / (S Size)1/2 The range of acceptable heads/tails distributions is the expected average (meaning 50%, which I will be referring to in its decimal for, 0.50) ± the error. Range: Lower End = 0.50 - Error; Upper End = 0.50 + Error For the most part I took samples in the AI games in groups of 10 or similar, and in the PvP games in groups of 5 or similar. To give everyone an idea, the ranges from sample sizes between 4 and 12 are the following: 4: ±0.50 [0.00-1.00] 5: ±0.45 [0.05-0.95] 6: ±0.41 [0.09-0.91] 7: ±0.38 [0.12-0.88] 8: ±0.35 [0.15-0.85] 9: ±0.33 [0.17-0.83] 10: ±0.32 [0.18-0.82] 11: ±0.30 [0.20-0.80] 12: ±0.29 [0.21-0.79] As you can see, this means that any group of 4 (or less) consecutive coin flips can have absolutely any result at all and it would still be within expectations. For this reason, it's extremely hard to spot any anomalies in the short run with any sampling size that is of 4 or lower. While a 5% difference might not seem like a lot, it really does make a visible difference. For any sample size that has a range other than 0% to 100% you can tell that the vast majority of the samples will not exceed this mathematically determined range. For the 2 overall sample sizes, 100 and 500, the ranges are as follows: 100: ±0.10 [0.40-0.60] 500: ±0.04 [0.46-0.54] Aberrants What I will determine as an aberrant is any sample that does not fall within the range that I established using the previous formulas. I want to note that all of my samples are of 5 consecutive coin flips or higher, meaning that I will always have a small probability of obtaining an aberrant. Basically, I have 2 checks for telling if the RNG is working properly or not: > Long Run: The overall sample must be close to a 50-50 spread and within the expected range. > Short Run: The vast majority of the small samples must be within expectations. If the aberrants are very few and far between, chances are that the RNG is perfectly normal. Sadly I do not have a formula to determine how many aberrants would constitute a "broken RNG" and how many would constitute "exceptionally good/bad luck" which could be written off by a small sample size, so this is slightly subjective. However, if the total number of aberrants is blatantly abysmal, then we can all conclude that the RNG is fine. The Decklist and the Collection Method: I determined that the easiest method for collecting coin flips was using AOR 20/98 Gyarados. For this purposed, I assembled a clone of my Archie's Blastoise deck with some modifications, the idea being to charge Gyarados up with Blastoise. I want to note that this decklist is not optimized for either data collection or actually playing (trying to win), and it has remnants of the original deck which do not serve any purpose here. ****** Pokémon Trading Card Game Deck List ****** ##Pokémon - 16 * 2 Shaymin-EX * 2 Victini * 2 Exeggcute * 1 Jirachi-EX * 3 Magikarp * 3 Gyarados * 1 Manaphy-EX * 2 Blastoise ##Trainer Cards - 32 * 1 Professor Sycamore * 1 Computer Search * 1 Rough Seas * 4 Trainers' Mail * 3 Acro Bike * 1 Startling Megaphone * 4 Puzzle of Time * 4 Battle Compressor Team Flare Gear * 4 Ultra Ball * 2 Archie's Ace in the Hole * 4 VS Seeker * 3 Superior Energy Retrieval ##Energy - 12 * 12 Water Energy 3 Total Cards - 60 ****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO Sakura****** This is the list that I used for AI games. The PvP version had some changes to make it more consistent, as most players won't just sit there as I charge 10+ energies on Gyarados (for example, I only used 9 energies in the PvP deck). This deck was (surprisingly enough) not that terrible in PvP, even netting me some wins despite not being what I was aiming for, but that's not what I'm here to discuss so lets move on. I would also like to quickly note that the idea behind Fliptini is not so much to get a better damage output, but to get more flips out of my attacks for the sake of collecting data. In PvP I even decided to reflip in some cases where I would have gotten a KO with the initial flip, simply because I was having a hard time finding people who would stay for a long game with this deck (most people either conceded immediately after I had my combo, or destroyed my poor magikarps before I ever got to do anything. Also decks with bench damage like bats were a no-go in this experiment because it was impossible to save the magikarps before they got to evolve). Part 1: AI RNG V.S. PvP RNG I will be listing the samples (numbered in the order they were registered), the spread of each one and the total at the end. If there are any aberrants I will explicitly mark them so in a bright red text note. I want to note as well that for PvP I couldn't get a perfect 100 samples, because it's harder to manipulate the number of energies I can attach and how many times I can attack when I'm playing against actual people, assuming that they are trying to win (most of them are). For this reason I ended up with 104 flips in PvP instead of 100, but it doesn't make too much of a difference. AI Games Data: 1) ​H:6; T:4 2) H:4; T:6 3) H:6; T:4 4) H:5; T:5 5) H:5; T:5 6) H:2; T:8 7) H:4; T:6 8) H:3; T:7 9) H:5; T:5 10) H:6; T:4 Totals Flips: 100 Total Heads and Tails: H:46; T:54 Number of Aberrants: 0 Range: 0.40-0.60 Total Within Expectation: Yes PvP Games Data: 1) H:3; T:2 2) H:2; T:3 3) H:2; T:5 4) H:6; T:1 5) H:4; T:3 6) H:4; T:3 7) H:6 T:2 8) H:6; T:2 9) H:4; T:1 10) H:3; T:2 11) H:2; T:4 12) H:2; T:4 13) H:4; T:3 14) H:3; T:2 15) H:3; T:2 16) H:3; T:4 17) H:6; T:1 18) H:0; T:7 ABERRANT Totals Flips: 104 Total Heads and Tails: H:63; T:41 Number of Aberrants: 1 Range: 0.40-0.60 Total Within Expectation: Yes As you can see, in both scenarios the total is within expectations (AI was in the lower quarter while PVP in the upper end), and there was exactly 1 aberrant sample in all of them, although there were a couple more that cut it close (6 and 1 is close to the limit but still within expectations). From these samples I can conclude two things: RNG in AI and PvP should be about the same. In fact, my luck in PvP was better than in AI, which is not what I am trying to prove but it does serve to show that people aren't getting screwed over in their games at least. While some may still claim they do, I have mathematically proven that any streaks of good and bad luck I may have gotten (with exactly 1 exception) are within expectations, and both averages are also within expectations. This means that any data I collect in AI will be considered as a valid representation of what happens in PvP. Initially, it would seem that the RNG is completely fine. To further prove this I proceded to collect 400 more samples in AI to gather a total of 500 coin flips. Part 2: Collection of 500 Coin Flips For the second part, I took the initial 100 flips and added 400 more. This took me a total of 50 different samples of varying sizes. The following is the list of the samples (note, once more, that the first 10 samples are the same 10 I postes in the first part): 1) ​H:6; T:4 2) H:4; T:6 3) H:6; T:4 4) H:5; T:5 5) H:5; T:5 6) H:2; T:8 7) H:4; T:6 8) H:3; T:7 9) H:5; T:5 10) H:6; T:4 11) H:7; T:3 12) H:6; T:4 13) H:2; T:8 14) H:4; T:6 15) H:6; T:4 16) H:6; T:4 17) H:5; T:5 18) H:7; T:3 19) H:6; T:4 20) H:4; T:6 21) H:4; T:4 22) H:6; T:2 23) H:5; T:4 24) H:2; T:7 25) H:5; T:4 26) H:3; T:6 27) H:7; T:4 28) H:5; T:6 29) H:7; T:4 30) H:8; T:3 31) H:6; T:5 32) H:7; T:4 33) H:6; T:3 34) H:3; T:6 35) H:5; T:5 36) H:6; T:4 37) H:5; T:5 38) H:4; T:6 39) H:6; T:4 40) H:4; T:6 41) H:5; T:5 42) H:4; T:6 43) H:5; T:5 44) H:4; T:6 45) H:3; T:7 46) H:5; T:5 47) H:2; T:9 ABERRANT 48) H:8; T:3 49) H:6; T:5 50) H:5; T:6 Totals Flips: 500 Total Heads and Tails: H:250; T:250 Number of Aberrants: 1 Range: 0.46-0.54 Total Within Expectation: Yes Much to my surprise, the final result was an exact 50-50 split. Anything between 230 heads and 270 heads would have been within expectations, but this time the total was dead in the middle of the range. I think it's also important to note that there was exactly 1 aberrant in 50 samples, which I think could be considered blatantly abysmal compared to the total. Conclusions: With this, I believed I have proven once and for all that coin flips are nowhere near to be as completely broken as some people claim. I would like to explore some more cards that require coin flips and the start of the game flip as well, but I'd like to point out that many people have claimed (incorrectly) that their coin flips for attacks and similar things are way off, which this small study completely disproves. While we may never know the RNG algorithm (and would probably not be able to interpret it even if we did), I have now empirically proven that coin flips have shown absolutely no indication at all of being broken. Thus, the ultimate conclusion of my experiment is that the RNG is working as expected.
  26. 3 points
    guruguy: what the heck game, what is all of this broken no-skill, copy/pasted garbage? This isn't fair! Game: Uhh... OK. Here's some super easy decks that you'll beat no matter what. guruguy: what the heck game, what's with all of these silly decks that can't ever win? These goofballs obviously suck, this is too easy! Game: ... Ok, serious answer now xd Pretty much what @Raticate555 and @EcnoTheNeato said. Not everyone will have a good deck for every type, much less a good deck for every type that's also a Stage 1 or Stage 2 deck. You COULD try to improvise a bad deck just for the challenge, but at that point you may as well go all the way and make a deck that's guaranteed to lose but also guaranteed to complete the challenge within 5 minutes. Keep in mind that different people enjoy the game in different ways. Some people prefer to focus on just a handful of their favorite decks and won't have hundreds of different decks available at any given time. Others might enjoy fast paced, Basic oriented decks that run little to no evolution cards, so completing these challenges becomes tedious if you don't make a deck specifically designed to take care of it quickly. With everything considered, there's nothing silly or goofy about doing this. It's just a matter of personal preference.
  27. 3 points
    @ChawkyV I know you may have other things going on in your life, but I want to ask whether you can/will continue to update this guide. It is very useful to the community and we want you to continue. But if there is too much going on in your life right now, then we understand.
  28. 3 points
    If there is a deck that you want to play that evolves (already doubtful) the type that you need for your challenge (even more doubtful), then go for it. But if you get an evolve challenge with a type that you don't have a deck for, play a deck just to do that challenge. I have 1 for each type, so when I have a challenge and am already on a 0 win streak (don't have to wait long for that 😄), I just pick up that deck and grab myself 60 trainer tokens. My favorite one is grass which uses Butterfree, Metapod, Caterpie ******* Scoop Up Net.
  29. 3 points
    Considering I only ran GCTC for a few months, I totally understand why they would eventually collapse. Well, it's good to be back in the game and see some old faces like Sakura and Otakutron
  30. 3 points
    They all, WE all, face the same RNG and coin flipping. Those don't bring anyone down.
  31. 3 points
    As plenty of trainers are playing in tournaments for the Pokémon Players Cup, I thought this would be a good time to request that the coin cap be increased. Tournaments give a lot of coins, and before long, you'll be at the 25,000 maximum. I already have the pop-up warning me about this every time I log onto the game (it shows up once you're above 20,000 coins). There are still 2 months before the next expansion releases, so for now there's not much to spend the coins on. I don't see any downside to being able to hold more coins. Please consider implementing this feature if you have time.
  32. 3 points
    This game has become nothing but a market for people to profit from.... so many people trading for packs and reselling them on auction sites and I even had a good laugh seeing the mewtwo vivids on a certain auction site for upwards of 800+ dollars.. Would be cool to see like a pokemon center online and make it worldwide! they could put all past and new stuff for people to buy.
  33. 3 points
    Can I sugest you not frame it as a "Demand"? This is a free-to-play game. Unlike some such games, the PTCGO lives up to it; at best, you can spend money on physical product (including just buying/trading for Redemption Code Cards) in an effort to "pay to win". Even when someone does that, it only indirectly generates money for the PTCGO, because the PTCGO is far removed from that revenue. It is different than if - for example - you're paying a $20/month subscription fee for a game. There, you're paying good money, so unless there's some other mitigating factor, yeah... go ahead and make demands. I would prefer the Dev Team focus on fixing glitches, improving the UI, etc. than simply adding alternate playmats or dice. Now, it might be nice to have such things, so I'm not saying "No." I'm just trying to put it into perspective, and keep this thread from sounding self-entitled. We make suggestions all the time. What would be really handy is a thread that just catalogs all these suggestions. A lot of them are repeated quite frequently, and that means more clutter for the people looking for ideas to sift through. It also means an idea that people want gets a poor reception, because we're just so sick of seeing it posted over and over again. Whether it makes any sense to respond that way to the nth thread suggesting it or not. XP
  34. 3 points
  35. 3 points
    Reference & Guides: Completing a trade: First of all you need to check the thread to find out the necessary value of the card you want , to decide whether you wish to trade for that particular card. You can find the cards of the thread easily by pressing "Ctrl+f " on your computer and then placing the name of the card you are looking for into the search bar that will appear on the screen, and pressing Enter. If you aren't sure which cards you want (this may seem unusual to older players; but newer members of the game may be unsure as to what deck that they want to build, as well as which cards they should use) then do not be afraid to contact me or one of the other authorized traders in game, we will all be happy to help and advise you. If you want deck help, then just create a Forum thread of your own in the Deck Help section, and then more players will be able to give advice to improve your deck and make it stronger, so you will know which cards to look for. Once you have found the cards that you want to trade for, you can Post a Reply on the thread (by pressing the 'Post a Reply' button at the bottom of any post) and then record it in a similar manner to the sample post below, which will make it clear which cards you want, their value in Booster Packs, and which packs you want to use. Sample Post: Finished? Congratulations, you have made a trade request and now you just need to complete the trade. Just follow a few more simple steps, and you will be on your way to Pokemon paradise! While you wait for myself or any of our other Active Trading Team to respond to your trade request please tag your packs for trade. You can do this by finding the packs in your collection, and clicking the button with the two arrows so that it lights up and changes colour. You will also need to accept a friend request from one our traders. We may offer a discount at this stage, dependent on which cards you have ordered, and the size of the order, but you are not able to award yourself discounts. One of our trading team should send you the offer quickly, or contact you in game to sort out the trade. If someone fails to do so please find one of us in game and ask us directly if needed. Otherwise feel free to re-post that you have yet to receive help or to answer to any questions. We aim to get to you as quickly as we can, but sometimes it can be difficult for a variety of reasons so please try to keep patient. Instead of waiting for the trade to be sent to you, you are more than welcome to send your trade yourself, as me and many other members have a large binder of cards already tagged for trade. Please bear in mind though that we may not all have the exact quantity of the particular card you are looking for, so I do recommend PM'ing the player to whom you are sending the trade in game before doing so. Please try to organize your trades neatly and double check your values, as it will save us a lot of time at our end when it comes to reviewing your orders. Also please respect the wishes of the person trading with you. What they want to accept in the end will be the choice of them and them alone. Notes, and lists of abbreviations: 1. Non-Foils (NF)-Nothing on the card is unique, just a normal card. 2. Regular Foils (RegF/Holo/Foil)-The art of the card has a foil effect, but nothing else. 3. Reverse Foils (RevF/RH/Rev)-The card itself has a foil effect, except for the art. 4. Full Art (FA)-the cards will have versions where the art takes up the whole card. 5. Rainbow Rare (RR)-the cards will have versions where the art takes up the whole card and is often all silver (or sometimes gold) in colour. 6. Alternative Art (AA)-the card has a second version of the Full Art, often more expensive. 7. Promotional Cards (Promo)-Cards obtained via special promo codes. Available in some merchandise & also given out by TPCI at times. The values on these cards vary greatly. Some of these are amongst the rarest cards in the game. 8. Secret Rares (SR)-Certain cards will have a golden and shiny, secret rare version. 9. League Cards (LC)-Unlocked via codes obtained by attending league events. The value of these cards also varies but they are usually higher than regular set cards of the same prints value. Some of these cards can also be somewhat difficult to obtain. 10. Pokemon Extra (EX)-Basically any pokemon that has an EX after its' name. Generally they only come Regular, Promo or Full Art. 11. Mega Evolutions (Mega EX)-The next step after EX cards. These cards must be evolved from an EX pokemon and cause your turn to end. 12. Pokemon Prime (Prime)-Rare cards from HGSS era sets usually distinguishable by the special border (with the appearance of spikes) around the art. 13. Pokemon Legends (Legends)-Rare Legend cards obtained from HGSS era sets. You can easily tell these cards apart because the names will contain two Pokemon (E.g. Raikou & Suicune Legend) and each Legend Set will contain two halves to the full card. 14. Pokemon GX (GX)-These are the newer replacement for the earlier EXs. 15. Pokemon V (V)-Basically any pokemon that has an V after its' name. There are also sometimes Vmaxes which are the evolved versions (in the TCG). Some cards may cost additional value: If the trader wishes for cards to be specific versions we reserve the right to ask extra value in certain cases. As some but not all of these cards can be much harder to obtain than other more common versions of them. This will only be in effect for SELECT RegF, RevF, Promo & League cards. If you are on a budget other versions of some cards may be available for a lesser value. If you prefer a specific version of a card just let us know, we have a fairly large amount of cards on hand, so will try to help you if we are able to. Values for Full Arts, Secret Rares & Other high value cards from packs should already be listed though. If you have any other questions please do not hesitate to ask. All cards with '*' noted by the value may not be discounted, even in a larger trade. It is often difficult to keep up with the demand on these rarest cards. This restriction might also apply to other rarer cards, such as those from the HGSS-era. Trade Suspension: Certain traders may, in very rare circumstances, have to be banned from trading with us on the thread. There are two main reasons for this needing to happen: >Traders with suspected multi-accounts (there is a limit often of up to 4 of 1 card per-account, or less for some things like gameplay/Ace Specs etc. - any player we suspect may be breaking this with multi-accounts, even if we lack proof, will be suspended.) >Rudeness or disrespect towards staff (if you have a problem with any staff member please speak to me via pm, or talk to them directly off thread - any players violating this without justification will be suspended). Competitions, Promotions and Events: It's been a long time coming, but finally the Competitions, Promotions and Events section is up and running! In this section you will find our daily/weekly promotion deals and reduced value offers, as well as any competitions and events coming up organized/sponsored by the Top Cut Trading Inc. that you might like to join! Please keep checking back in this section for the updated promotions, as they will be altered from time to time, so make sure you aren't missing out on a great deal! Remember, many of these promotions will be on a first come, first served basis so do not just hang around waiting. If there is a specific deadline to the promotion, then it will be listed alongside it. Promotions: 1. If your order totals to 10 or more packs (excluding any "*" rated cards) then you will receive a random FREE EX Pokemon (non-Legendary Treasures) 10/10 Completed -To claim this promotion please post "Top Cut Promotion #1" 2. Max Potion EPO will be available for a discounted total of any 4 Booster packs from BLW-PLF (BLW, EPO, NVI, NXD, DEX, DRX, BCR, PLS, PLF). Maximum two Max Potion per player. (Normal Pack ratios still apply) 10/10 Completed -To claim this promotion please post "Top Cut Promotion #2" 3. If your order totals to 5 or more packs (excluding any "*" rated cards) you can get a FREE Trainer/Pokemon with a total value of 0.5 packs or less of your choice. (Normal discounts still apply; 1 order per player) 15/15 Completed -To claim this promotion please post "Top Cut Promotion #3" 4. If your order totals to 10 or more packs (excluding any "*" rated cards) you can get a FREE Trainer/Pokemon with a total value of 1 packs or less of your choice. (Normal discounts still apply; 1 order per player) 15/15 Completed -To claim this promotion please post "Top Cut Promotion #4" 5. Half Price all Promo EX Pokemon (Limit two EX per Customer, Absol/M Absol EX excluded)25/25 Completed -To claim this promotion please post "Top Cut Promotion #5" 6. All Trainers with a value of 0.5 are now available for a discounted total of just 0.33 packs each! Fully Completed Competitions and Events: New Years Raffle 2016: Fully Completed *All traders who trade-in more than 10 packs for cards (non * rated/ HGSS) until January 1st 0:01 GMT will earn themselves an entry for a chance to win one of 4 unique prize packs!* Christmas Raffle 2015: Fully Completed -Prizes: Random Assortment of 25 Booster Packs + Mystery Card (SR VS Seeker) -Entrance: Complete a trade request of 10+ Booster packs for non-'*' rated/ HGSS cards. Reopening Raffle 2020: Currently Open! -Prizes: 1) Dragapult Vmax, 2) 25 Cosmic Eclipse packs, 3) 25 Unified Minds packs Three different winners, selected at random from whichever people place the first 50 orders. Entrees: awesomegenesect (1), adamgold (2), TrainerJoYstiCK (3), Valkyria (4)
  36. 2 points
    Introduction Oh boy, it has been a while. Right after the first chapter I sat down and wrote part two of this tutorial series. However, after approximately 5 pages, consisting of an overview of different deck archetypes, strategies and applying this knowledge in your game, I figured that it'd be way to much input for new players. Thus, after weeks and weeks of delay, I finally present the slimmed down, beginner friendly version. This is why you lose – chapter 2. Chapter 1: Part 1 – a relaxing game of solitaire Winning in Pokemon TCGO is quite "easy". You simply need to take your last prize card before the opponent does the same. Compared to other popular card games, interactions in Pokemon are rather on sided, as the majority of cards will affect your side of the board alone. That's why we start with a cute concept: the goldfish (or solitaire). In the first chapter we already talked about deck building and identifying good cards. Now it is time that we learn how to properly play our deck. Start by testing your deck against the AI. They shouldn't pose any thread to you and can thus be neglected as a blank sheet. Try to focus solely on your own side of the board ( heck, you could even take a sheet of paper and cover the top half of your screen). Here is a little check list that you want to keep track of: did you attach an energy every turn ? If the answer is no, than you might re-evaluate your draw supporter and energy acceleration cards where you able to have a meaningful attack from the 2nd/3rd turn onwards ? Remember that it's okay to pass the first turn, or use it as a tool to support your board state (Alola Vulpix, Lapras GX, Mimykri, etc.) where you able to get your stage 1-2 Pokemon out in time ? how many of your key cards are left in your deck ? Do you have trouble finding cards (i.e. special energy, evolutions, supporter, tools, etc.)? Playing against the goldfish can be a bit boring, yet it helps you to refine your deck and also helps you in developing the ability to process the data on the field faster. Remember that you have to keep track of both sides in a real match, as well as managing the game clock. And I know what you are thinking right now: I have a bitter pill to swallow for you: You aren't good at the game. It's not easy and despite having “better” cards than you, chances are that your opponents might furthermore posses a better understanding of the game. Anyway, back on track. Part 2 – let's draw some eyes on that blank sheet Time for the second exercise – playing against real people. Once again, we'll start by focusing solely on ourself ( remember the checklist). You'll probably find out rather quickly that real people can't be compared to cute little goldfish, instead you are facing sharks, who smell blood in the water. At this stage of your career you'll lose a lot of games. We've all been there and it's only natural. The most important thing is to realize why you lost the game. Are your opponent's GX / EX Pokemon just OP, or did you fail to find your energy in time ? Can those 250HP never be beaten, or did you fail to set up your next attacker in time, losing valuable turns in the process ? Did plying 30 cards in a single turn really propelled your opponent out of your reach, or did you in turn simply failed to get your own engine running ? There is only two things you can improve and that is yourself and your deck. Part 3 – The Struggle to reach the top We've already discussed deck building and how to improve the consistency of your deck, so let's talk about ways how you can improve as a player. Know your enemy Unlike the real game, the Pokemon TCGO client reveals certain information about our opponent before the match, namely which type of Pokemon they are using. Combined with knowledge of the current meta game (aka the most popular decks in the format), you can predict their choice of cards with a surprisingly high hit ratio. I'd waste to much time to talk in great detail about potential combinations of cards and their respective deck archetypes, but that would take too long. Since the meta game is shifting with each expansion anyway, this would be a lost cause, anyway. You can learn a lot about the game by watching streams and reading articles, or by simply observing your opponents actions. At the beginning this can be a bit overwhelming, especially if there is so much going on in a single round, yet I highly encourage you to read every new card you encounter in great detail. Furthermore, you also need to make a connection between different cards, as independent cards become much stronger, if you pair them if other cards. A neat example: Volcanion's “Power Heater” can attach 2 Fire Energy cards from your discard pile to your benched Pokemon. Volcanion EX's Ability “Steam Up” lets you discard a Fire Energy to boost the attack of your basic fire Pokemon by 30. The stadium card Scorched Earth and the trainer card Fiery Torch allow you to discard Fire Energy to draw extra cards. Blacksmith lets you attach Fire Energy from your discard pile to your Pokemon. Starmie's ability “Space Beacon” allows you to return 2 basic energy cards from your discard pile to your hand. That leaves us with the following (potential) play for turn one (on the draw). Play Scorched Earth, discard a Fire energy and draw to cards. Bench Volcanion EX, discard a Fire Energy for “Steam Up”. Bench another Volcanion EX and do the same. Attach an energy to your active Volcanion. Use Fiery Torch to discard another energy and draw more cards. Use Black Smith to attach 2 energy cards to your benched Volcanion EX. Use Shaymin EX's ability “Set Up” to draw more cards. Attach a Muscle Band or Choice Band to your active Volcanion. Attack with Power Heater and attach your energy to your benched Volcanion EXs. On the first turn we now hit for 100-110 damage (20+30+30+ 20/30), attached 5 energy cards, drew a bunch of cards, prepared out bench and are set up for the next round. There are obviously a lot of additional cards you could play, as well as swapping out cards for their respective counterparts. Neither is that sequence ideal against every deck and every situation, yet it should serve as an example how different cards can interact with each other, in order to form something bigger. A Pokemon has more to offer than raw stats In the first chapter we already talked about identifying good Pokemon, based on their damage to energy cost ratio. However, sometimes a Pokemon can be good, due to a certain interaction. Let's take a closer look at Tapu Koko. The card sees play in the majority of Standard decks, yet not necessarily for the reasons you might expect. While “Flying Flip” is a decent attack, especially in a format where your main attacker can't usually go for a one hit KO (OHKO for short), spreading your damage to fin isn't beneficial for a lot of decks. Looking back at the first chapter, ******************** to the active Pokemon doesn't remotely achieve the numbers we are looking for and while you can pair Tapu Koko with additional support cards, those would be limited to one or two distinct decks. So, with that in mind, why is the card still played in so many different archetypes ? To give you a little hint, in Expanded you don't see nearly as many Kokos running around, even though the format has arguably more little critters (i.e. Night March) compared to Standard. Take a look at your collection, select “Standard”, “Retreat Cost 0” and “Basic Pokemon” (and don't forget to turn on “show not owned”, to see every available card). Notice something ? Except for Jolteon EX, every available card has terrible stats (hp be low 60, a bad attack, etc.). The only useful cards are Tapu Koko, Mew and Shining Mew (although the later is only beneficial on the first turn and requires a Psychic Energy to boot). Mew is decent, yet 50 HP can be a bit awkward, as this threshold is easily reached on the first turn by almost every deck. So, after careful consideration, Tapu Koko is definitely the best option here. But why do we want a card with zero retreat cost, anyway ? Remember what I said about Expanded ? One crucial supporter that the Standard format lost during the latest rotation was Lysandre and although Guzma serves as a decent substitution (and in some instances even as a superior choice), being forces to switch your active Pokemon can be a bit of a hazzle. Unless of course, you have a Pokemon with zero retreat that is eager to step on the stage, only to retreat immediately afterwards. The moral of the story: Sometimes a decent card can become a star, due to lack of competition, or due to the environment. If it bleeds, we can kill it Lets talk about the elephant in the room, a topic that every new player will sooner or later encounter: Pokemon GX and EX. To make one thing perfectly clear from the beginning: Whether you like them or not, they are an important part of the game and they won't leave any time soon. Neither will the developers release a “non EX- GX format” and said format wouldn't be too hot either, trust me on this one. Thus, you need to learn how to deal with those cards. Lets start by taking about the strengths of GX and EX Pokemon. One the one hand we got 170-240 HP, which are quite a lot, especially on a basic, or a stage 1 Pokemon. Additionally, they also have quite decent attacks, sometimes paired with useful abilities and a unique GX attack on top of that. So, in a nutshell, they are pretty strong. However, they also posses a couple of weaknesses. Like most Pokemon, the majority of them are weak to a certain type, which means that a 240 HP monster can be killed with a mere 120 attack. They also offer two prize cards, which means that you only need to kill 3 of them, compared to the regular 6. In terms of GX Pokemon, they are also apt to be a Stage 1 – 2 Pokemon, requiring more space in their respective decks, as well as additional support cards (i.e. Rare Candy). Unlike their GX evolution, the basic /stage 1 Pokemon are usually fairly weak, and can thus be targeted, before they get the chance to evolve. Last but not least, due to their overwhelming HP, the game offers you a choice of cards designed to fight them. From Choice Band, over cards like Alolan Ninetales, Golisopode, Mimikyu and Hoopa, all the way to cards such as Counter Energy, Po Town and Espeon EX. Besides dealing damage, you can also attack them by denying Energy, try to control them with status effects (sleep, confusion, etc.), add additional damage (poison, burn, etc.), or by forcing out cards that have high retreat cost. Always keep your last lesson in mind though: Don't litter your deck with a bunch of situational cards. If energy denial fits into your game plan, add a bunch of hammers to your deck. If it doesn't than don't try to fit a square into a hole, they simply weren't made for each other. Last but not least lets talk about trading damage. Depending on the format you will have to use more than one attack, in order to get rid of a 240 HP monster. The good news is that you are still winning in the prize race, even if they kill your initial attacker. The bad new is that you can't really build up 6 individual attackers in a single game. Thus, we either need a way to survive their attack, or try to grab extra prize cards along the way. Both are valid options to win the game and it depends on the deck which one suits you better. Sometimes its your best option to ignore their Pokemon GX and knock out their basic Pokemon. Sometimes you need to use your advantage in tempo to deal the first blow, even if that means that your Pokemon is going to die in their turn. As long as it sets you up for a KO in the next round, it will be worth it. Against certain decks you need to be mindful of cards like Max Potion and Acerola, that can turn your efforts into shambles, while other times you need to be wary of their attacks ( i.e. leaving Ninetales GX with 170 damage counters isn't in your best interest). Eventually you'll learn the ins and outs of your opponents decks and will be able to make adjustments accordingly. The best tip I can give is is simply to never lose heart. You are the underdog and sometimes you will get crushed beneath GX and EX cards. As long as you don't resign, just because you dislike those “op” Pokemon, you'll get better, take more prize cards and eventually increase your win rate. 4. 2 plus 2 that's 4, minus 1 that's 3, quick maths Remember our last lesson called “the principle of four” ? For the last lesson in this chapter we'll also take a look at the magic number 4. However, this time we'll be focusing on the opponents side of the board. One of the most useful tools to gain information on the board is the discard pile. When you watch live games on stream, you'll notice that the top players check out their opponents discard pile ( as well as their own) nearly each round. I'd strongly advice you to do the same, especially since the whole thing is neatly sorted in the online client. We are mainly looking to get intel about the remaining cards of our opponents deck, as well as potential hidden blades they have yet to reveal. Especially when you reach the late game and battle for the last remaining prize card(s), knowing whether your opponent has access to cards like Guzma, Max Potion, etc. can make a huge difference. Likewise, you should check the discard pile after your opponent has discarded his hand via Sycamore, in order to get a better grasp what you are up against. This concept goes hand in hand with the before mentioned “know your enemy”, as knowledge about the meta game will help you figuring out what you are playing against. Furthermore, observing the outcome of a Sycamore can give you a good indicator of your opponents current mood. i.e. if you ever see the other player discarding 5+ cards, the majority of them being useful for his deck (DCE; important stage 1-2 evolutions, important supporters, etc.), he'll be likely in a bad mood. One more hit from your side and he might just quit the game. Likewise, if you watch your opponent sitting on 5-6 cards on his first turn, without playing a single supporter ( yet benching a bunch of basic Pokemon for a stage 2 evolution line), there is a chance that he's sitting on Rare Candy and the corresponding stage 2. Thus, a well timed N can lead to a good amount of frustration on the opponents side. Obviously this gamble can work against you, as your opponent might simply lack a supporter card and your N can propel him right back into the game. Even if you N your opponent down to 1 card with a 1/20 chance to hit the card he needs, you can still lose. At the end of the day, a certain amount of randomness can never be removed from the game. As long as you play every situation correctly, you'll increase your win percentage by a huge margin, regardless of RNG. Alright, I hope you enjoyed the second chapter. In the last episode we'll take a look at different archetypes, the three stages of the game, take a sneak peak at the term tempo and conclude this series. Hopefully this time it won't take 2 months to write it, though you never know. Till then, Felidae_
  37. 2 points
    Hey, it's great to see that my little study is still relevant now xd Thanks for directing OP over there. It's too bad he's one of those people who won't have his opinion changed no matter what and despite the evidence, but I believe most people are reasonable enough to see it for what it is. Simply referencing the famous quote popularized by Mark Twain doesn't automatically make your opinion into a fact (or even correct for that matter). Of course, one must be cautious with the evidence one is presented, but throwing "statistics" and "all kind of lies" together of the get-go isn't the right approach, because you've already discarded the evidence before properly evaluating if it's correct and/or pertinent. Just getting that out of the way Moving on... The perfect 250/250 split is purely coincidental. According to the calculations I did back then, anywhere between a 250/250 and a 230/270 split would have been within expectations of a fair coin (or RNG in this case); I believed this was self evident, but this includes all the values in that range, including 250/250. I do not understand what you mean by the RNG "having fun", but feel free to elaborate if you still feel like you have a point to make. Ditto to what @Otakutron said, this is a false appear to authority. It's great that you're a doctor and all, but this doesn't mean that you're better than the average person at noticing suspicious things nor does it mean that your understanding of statistics is either. Honestly, if you understood statistics a little better you could have questioned my work on different grounds instead of 1) Stubbornly sticking to your notion that one isolated case with a 1 in a million chance of happening is more solid evidence than a data pool that's 25 times larger than your own 2) Opening your argument with a famous quote that isn't particularly applicable in this case (well, unless you want to imply that I made up all the stats, in which case I invite you to gather 500 coin flips of your own without failing to record any and then share your findings; I can guarantee you that you will end up with a very similar data spread), and 3) Resorting to your qualifications as a doctor when it's completely irrelevant for the sake of understanding High School level statistics, which in terms of knowledge puts most of us on equal grounds. If I had to do some actual self criticism, I think the way in which I calculated the error ranges could have been a little better and I could also have chosen a more intuitive way of displaying error so that it's easier for others to understand. But that's it, so again, unless your intent was to claim that I'm straight up lying, you aren't making much of a case for yourself (and once more I invite you to do your own experiment with a sufficient data pool if you believe you've actually got a point to prove). Pardon, but I believe that the "common sense" action here is to look at actual data if you want to prove something. All you have recorded is a single case of a 20 tails streak which as others have said is unlikely but not impossible. When you go record 500+ coin tosses with the deck that you believe to be cursed, if that data shows something completely different from what I came up with then we can have a proper discussion. Without any evidence, it's much more reasonable to believe that you're being heavily influenced by confirmation bias and that you simply believe that you're getting more tails than heads when that isn't true. Again, a single occurrence of a rare event does not represent proof of anything.
  38. 2 points
    True, @Otakutron. I forgot about that. When I said, "Run a different deck," my point was to try something different, not like Trevenoir, Pikarom or Zacian, but a deck that's outside of the meta, probably a weenie deck. Not many players build their decks with counters to the likes of Night March that have fallen in popularity even though it's still competitive enough to build decent streaks. Weezing Spread is another highly underrated weenie deck that I have found a lot of success playing. The decks that hover on the outskirts of the meta, forgotten about by many, aren't teched for by many decks and have little opposition if they can stand up to top-tier decks. From my playing on the Versus ladder, APDZ seems to be becoming more and more popular among players which, to Otakutron's point, is probably responsible for the large number of Fire decks.
  39. 2 points
    Top one, your original post. Bottom one, your most recent post. I appears that you are refusing to listen to what people have to tell you. Now you think that the theme format has an issue? Are you serious? Sorry if I'm wrong, but it appears that the second part of each of those posts are almost the exact same thing. It shows that you have almost got nothing out of this conversation. @Otakutron has only been trying to help, and you're refusing to listen. If I were him, I wouldn't even waste my time on this thread anymore. I don't know what you want anyone to say.
  40. 2 points
  41. 2 points
    Look, I totally get you. It must be so frustrating. However, thanks to some amazing products we have access now, you could totally start playing competitive decks for as low as 100 bucks. Buy 2 of these: https://www.pokemon.com/us/pokemon-tcg/product-gallery/trainers-toolkit/ for 4 Dedennes + 4 Boss's Orders (you probably won't need 4 of them, but some decks do use 3 of each) + other goodies; Buy 1 of the Pikarom league decks: https://www.pokemon.com/us/pokemon-tcg/product-gallery/pikachu-zekrom-gx-and-reshiram-charizard-gx-league-battle-decks/ for 4 Jirachis; You'll be more the halfway there for the competitive scenario. You'll get the online codes + physical cards to play with your friends. Unfortunately, I think The Pokémon Company sees the online game more as a means of allowing players who purchase the physical cards to practice their skills, not the other way around (new players who want to get to know the game and start playing online). That should definitely change because... it's Pokémon, the biggest franchise ever created we're talking about here, not some random new IP no one knows much about or cares. This online version of the game has been around for ages and it's a shame they don't bring major updates for it.
  42. 2 points
    I'm trying to distill it down into a short, simple explanation. Edit: Oh, and I clearly failed. @Sombres9 did it right, though. [/Edit] You'd have a group of players working together to provide trades to others. No, this wasn't a charity; think of them as the "convenience store" of the PTCGO. You'd go to their threads, read their posted prices, tell them what you were wanting and how you were paying. If the "how" sounds funny, remember this is a trading game; usually, they posted values in terms of generic 1:1 trade value packs, but would accept the equivalent. Then, one of the traders from the company would make the offer in-game. Many trading threads doubled as a kind of price guide. Their prices were based on them providing not just the virtual goods but service. Instead of waiting hours or days on maybe having your posted trade accepted, you just went to one of their threads. Some had enough members to keep someone "staffed" online at all times... and even those that didn't were likely to get back to you within 24 hours. You paid for that though; for example, if Card X was listed as 8 (1:1) packs, all but the worst traders could snag it for less with a little patience. Competent ones could get Card X for 50% to 75% of what you'd pay a trading company. A good trader could (reliably) manage it for more like 25%-30%... but that might take them days or even weeks as they hunted for good deals. So... if you were posting trades, you didn't ask for as much as a trading company because only those unaware of trading companies would be willing to pay such a price. If you were asking for a card, you wouldn't offer what the trading company had listed as the price, because if you were going to pay that, you'd have just used the trading company!
  43. 2 points
    Is there a perfect way to deal with any Pokémon? ;) In the Pokémon TCG, at the competitive level, only around 5% to 35% of the cardpool is useful. Yes, those are crude guesstimates. Most Pokémon-GX aren't actually that strong. They just seem like it because Your deck just happens to be weak against that particular Pokémon-GX Your deck is just weak against Pokémon-GX Your deck is just weak You're lacking in skill The above are not mutually exclusive. I'm not throwing shade, just making sure you've asked yourself if it is the Pokémon-GX that are the problem, a lack of knowing how to play against such things, or if you just need to stick to the Theme Format for a little longer, to grind out a better budget deck.
  44. 2 points
    Holly molly welcome back my friend xD I was really missing some of the old faces around here. On topic: They weren't banned, they all just kind of collapsed over time. AFAIK, all that happened was that their respective owners all just didn't have enough time or interest to maintain them working any more. Kind of a pity. I remember Lord Kieta talking about reopening once in the past but in the end it never happened, and from what I can tell, Awesomeguy and all the other main members of the VCTC are gone. I really miss them
  45. 2 points
    A Pokemon Tool is a Trainer card and the instructions on that card read "Attach a Pokémon Tool to 1 of your Pokémon that doesn't already have a Pokémon Tool attached." In the rulebook it says "When you play any Trainer card, do what it says and obey the rule at the bottom of the card [...]." Playing a card is the key here. When a Tool card is attached to a Pokemon you cannot play it, it already is in play; thus you must not follow the instructions on what to do with said Trainer card. You can only play a Trainer card from your hand (unless instructed otherwise).
  46. 2 points
    I agree with everything here and I would like to add that if you enjoy play lots of different decks, like playing 2 or 3 games with a certain one before moving on, favoriting them won't do much because you'll end up having so many favorited that you can't find the one you want anyway.
  47. 2 points
    Pokémon releases can be divided into two broad categories: Japanese relases International releases Japanese releases are only used in Japan and a few surrounding areas, at least, that is my understanding. The Pokémon Company (TPC) itself overseas that, while the rest of us fall under the management of The Pokémon Company International (TPCi). Each of these areas receive different sets. Usually (but not always), sets in the TPCi region are based on multiple Japanese releases. The PTCGO updates when the international (TPCi) release occurs... at least, as far as I can tell. Maybe it does update for players running the Japanese version of the game before the rest of us, but I've never been inclined to test this out. The International and Japanese sets do not correspond to each other in a 1:1 manner. The way a well-known, Pokémon-focused wiki counts full sets that have released, we (in the International camp) will receive Darkness Ablaze as our 89th set. It will consist of cards from Japan's Infinity Zone (their 80th set), the Explosive Walker Subset, the Charizard VMAX Starter Set, and the Grimsnarl VMAX Starter Set. How are we nine sets ahead of Japan? Like I said, we're not; everything I just mentioned as containing cards we'll receive in Darkness Ablaze has already released in Japan. However, all the way back in 2002, when Wizards of the Coast was in charge of the international Pokémon TCG, they decided to skip two Japanese sets (Pokémon Card VS and Pokémon Card Web). Which means we ought to be two behind except we get sets Japan never receives. They still get the same cards we do - more than we do, in fact - but we periodically receive entire sets composed of cards they received as promos, pre-constructed decks, gift sets, etc. Hope that clears things up, at least a little.
  48. 2 points
    Mods, can you just give me one good reason as to WHY you removed the website avatar store. That's just messed up if you ask me... Sure, it was a lot different as you would get tokens through doing certain stuff on the site to get the tokens, to BUY the clothing pieces. Maybe, they thought it was too gimmicky or something. I like it! Neat idea! This is VERY modest compared to some other suggestions that we've had. Hopefully, they don't take your suggestion, and just do nothing with it. Sure, they never tell us that they do nothing with it, but they never tell us ANYTHING after they pass the suggestion along. (Removed this, as it could POSSIBLY fall under the disciplinary action rule) But, Alas! The devs know more than I do, and I'll continue to trust that they're trying to do what's best for the game, even when I go on rants against them like this one XD.
  49. 2 points
  50. 2 points
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