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Popular Content

Showing content with the highest reputation since 08/23/2019 in all areas

  1. 6 points
    Dealing with reset stamp will be completely different compared to dealing with N considering that reset stamp is an item card while N is a supporter and it's not in the standard format.
  2. 5 points
    Ok, so sure, the Judge card is annoying, but at least it's fair. It affects both players equally and it has additional utility. But this Reset Stamp card is just ridiculous! AND it's an item card, not even a supporter! So the going strategy now is for everyone just to spam reset stamps at each other? It makes setup for both parties impractical and slows gameplay dramatically. It will eventually reach a point in Sun and Moon where every deck MUST have them to be competitive. I thought it was the goal of the game makers to NOT to produce cards like that; cards that limit the choice, flavor, strategy, and overall flexibility of the player. At the very least it could have been some kind of "diamond prism" or only-one-per-deck kind of card. Overall, Reset Stamp cards should be banned in standard mode, and the sooner the better.
  3. 5 points
    Considering Zoroark survived a ban, I guess you could say that reset stamp will. Though I think it does depend on how much draw support we will receive in future expansions.
  4. 5 points
    How can you call it a good addition if you don't like being on the receiving end of it? That's basically being a hypocrite.
  5. 4 points
    Reset Stamp should definitely be banned in standard mode
  6. 3 points
    The key is that the Psychic Pokemon need to knock out the opponent's Pokemon themselves. If you're using poison or other effects, those won't count. Many Psychics rely on poison, it can be hard to do this one. It has a number of them you need to get. I don't know that number, because the number changes at higher levels (mine would be at 16). The challenges don't reset daily. You can get a new one each day. You can get rid of a challenge if you give up on it, and a new one will be available if it has been a day. Early challenges can be completed against Trainers, but after a few levels they must be completed in games against other players.
  7. 3 points
    Drumroll, please. 1st Place 2nd Place 3rd Place 4th Place 5th Place And here are the random draw prizes - Five codes PLUS a Unified Minds code - Surprise! 6th Place 7th Place 8th Place 9th Place 10th Place Congratz to the winners! You have two choices-I can send you codes thru the message system, or I can redeem them and send as trades in-game. Just a common in return, don't care what. PM me to let me know! Keep in mind IOS users can't redeem codes in game, and must do it thru the site. 1st to 5th Place, keep in mind you're ok trading the prizes around, but don't count on it. A lot of us are in different time zones. Heres a notification for winners-in random order, no guessing the winners early. @TGT89@Pajacyk@ShannonBK@DawsonJr88@Chasista@guentomaster@harshu@kodking@Minethlos@RGBGSCRSE I really, really hope the censorbot doesn't have a fit. Cheers!
  8. 3 points
    So, I've returned recently to this game and there are still items that cannot be obtained that are trading at 700+ pack value in this game. Why is this allowed? It sends a bad message to new players in my opinion. I feel this game needs to allow people obtain all cards/gameplay pieces, perhaps in a new, custom "pack"/box. I don't like seeing all the exploitations out there. (I speak as a person with 4 beaches.) Also, in the versus rewards, can we please not just have full art trainers and EXs/GXs, but also LEGENDs, Primes, Secret Rare/Full Art Pokemon, and CoL/HGSS/Secret Rare energies? There's no reason why they wouldn't be cycled like all the other rare cards. Thanks!
  9. 3 points
    1. The ladder runs 3 weeks, with the rare exception being off by a day. 2. Buy The new Fire theme decks, Relentless Flame (Charizard) and/or Blazing Volcano (Entei). They are the strongest right now. 3. Only the daily quests contribute to this. As you get to higher levels, you'll gain choices for the daily challenge, and slots to hold unfinished challenges over to the next day. 4. Tickets are only for the tournaments. See #2.
  10. 3 points
    Those 13 cards account for about a fifth of your deck. 3 games is a very small sample size, and allows that in the games before and after, you got several of them. I'm not even saying there isn't something wrong with the shuffling, only that no one has ever posted enough data to say that there is. One person once claimed that a deck with 40 basics would mulligan within, IIRC, 6 games, due to the "poor" shuffling. So I tried, and couldn't get it to mulligan at all. For an example the rigor required to make these claims, see the coin flip thread pinned in the Player vs. Player forum, or look into actual statistical sampling.
  11. 3 points
    I agree with this as how are we supposed to effectively test our @ home decks if we cannot use every card possible? I keep reading that this "game" is not supposed to be anything more than a way to test different builds in a faux real-life experience, which is why we won't get any new play styles outside of whats given to us. It's a bit ridiculous honestly that they advertise it as one thing but then the game feels like a normal TCG where we have to use real money and lots of it to obtain the cards we want or need to mirror what we have in real life.
  12. 3 points
    You raise really strong arguments for your case and the amount of data you collected speaks for your scientific approach to the topic. Good job. The only argument I could possible muster to even compete with your wisdom would be the notion that a deranged chimpanzee, who's only way of communication is to write hieroglyphs on walls with his own faeces, could design a better deck than you.
  13. 3 points
    I'll assure you that I'm not trying to get people to Downvote my stuff and I would definitely not do that for a best friend.
  14. 3 points
    -18...it can't get worse...right?
  15. 3 points
    Thanks, motyr, I really appreciate the downvote. 😏
  16. 3 points
    I bet someone is going to downvote this comment too.
  17. 2 points
    Judging by how you say that the deck doesn't look nothing special, it seems you only looked at the power level of the cards on their own. But what really matters is how useful the Pokemon are to the deck's general flow. And the deck performs really well on that: it has a solid starter in the form of Farfetch'd, solid attackers for all 3 stages of the game (early Rapidash, mid Charizard, late Nidoqueen), and even has a great searcher to boot though setting it up can take some time depending on your luck. Hardly any Theme Deck has a good flow like that: almost all of them lack in 1 or even multiple areas. Instead they have a surplus of Pokemon in the areas it does have, but a surplus is unecessary: you don't need more starters than 3 Farfetch'd, nor more early attackers than 2 Rapidash, more mid attackers than 2 Charizard, or more late attackers than 2 Nidoqueen. Nothing is a surplus in Relentless Flame, everything has a purpose and is fairly effective at their purpose, and that's what makes Relentless Flame good.
  18. 2 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.
  19. 2 points
    Mach Strike was just about the best before Relentless Flame came along. The difference isn't so much in the cards you mention, but in the rest of the decks. It helps to lay out the two decks next to each other and match up the cards by their function in the deck. I considered doing this here, but transferring a table from one place to another through the interface here would take way too long. So anyway, Nidoqueen fills Lucario's role, sort of. Where Lucario gets you the Cynthia you need to power up Garchomp, Nidoqueen instead gets Charizard evolved in the first place, something Lucario can't do. Nidoqueen's slower than Lucario though, so there are 2 Pokemon Fan Club in RF in addition to the Nest Balls both decks have. There are 2 Nidoqueen, but only 1 Lucario. MS's 1 Pal Pad is vital to it. It needs to be used AFTER both Cynthia are in the discard, so that Garchomp can have 4 attacks at 200 rather than just 2, and that still requires that Cynthia be used when you need a powerful attack, rather than when you need a new hand. It's too easy to be forced to waste these just getting set up. RF has 3 Farfetch'd that make for okay starters with a functionally identical purpose to MS's 2 Solrock, giving RF just a bit of an edge in getting that out on setup. That leaves 11 other Pokemon cards in Strike, where Flame has only 5 more. Flame has 2 extra spaces for Trainers. Each deck has Cynthia, Kukui, Hau, Nest and Timer Balls in equal numbers. RF has 2 of each of the remaining Trainers, where MS has 1 of each. RF's 2 Switch cards match MS's 2 Escapes (Board and Rope). Where MS has a Rescue Stretcher and a Malasada, RF has 2 Brock's Grit. Grit should, in an ideal game, be used to put energy back in the deck, but can rescue several Pokemon in a pinch. I think that just leaves 1 Looker in Mach Strike and 2 Copycat in Relentless Flame. Looker here serves no purpose other than as an extra Hau, as the top and bottom of the deck are pretty much the same thing in this deck. Copycat acts more like Cynthia, but with a number of cards that's more variable. Overall, RF gives more consistency, having fewer different cards and fewer fillers. MS is still strong as far as Theme decks go though. Admittedly, I tend to use Blazing Volcano rather than either of these, so I might have missed a detail or two.
  20. 2 points
    so i had an idea where the devs can add an AI market in a sort. so to explain it would be like a market menu, where u could trade certain card rarities for other cards. so say two common cards for and uncommon, here is how the rarities would work 2x common= 1x uncommon 2x uncommon= 1x rare 2x rare= 1x rare holo 5x rare = rare GX or rare EX and so on, this is not a set exchange rate but i have set and idea of what it could be like. so the point of this market is to allow for people mainly starting players to trade in cards they dont need for cards they do need. now to keep this mechanic level and stop people from becoming overpowered by speed grinding cards for good ones. the game will look at your battle history and deck history, it will then learn that u may prefer fire type card or dark type cards. it will also look at your collection and take note of cards u have listed as wanted. now this wont mean the market will instantly give you those cards as an option, but it will increase the chance of those card appearing as offers. now their will be things the player could do to make sure they are not being given random useless offers. the player could customize filters like in the collection filters or trade filters. but it wont have the exact same look and design as the other filters, it will only have the card set (team up, lost thunder, etc, etc), card types (water, fire, electric, grass, etc, etc), possibly rarity format (*******, unlimited etc, etc), type (supporter, pokemon, item, tool, etc, etc). the player could also decide how long offers last for with these options: 5 hours, 8 hours, 12 hour, 24 hours and 48 hours. or for a reasonable price of like 50 tokens, they can refresh offers. but they can only refresh 3 times a day. players can decide whether they want to make the cards obtained by market trade offers tradable or not. now as i stated above this idea is only to help people complete decks or collections. i know people will say this makes trading obsolete. the chances are low for u to get specific desired cards like a reshiram. also players seem to only trade cards from current sets, like UNM, UNB and TU. older sets like Lt, CS and SM are harder to find on the trade menu. i love to trade as it is what makes this game so lively, i just dont like sitting for days on end to find a card i need and see the desired card they want is either trade locked or i dont have it. please upvote and comment here on whether u guys like the idea or have and improvement ideas. PS: i do not know where to put this thread so i put it in game feedback, i dont mind if it is relocated to somewhere else, i just hope someone from higher up will see this and consider this cool and frankly utilizing idea.
  21. 2 points
    I havnt seen basic energy rotate, i feel confident they wont rotate anytime soon.
  22. 2 points
    It's not that it doesn't rotate, it just keeps getting reprinted, so older copies of the card, which have an identical functionality to modern copies, and are allowed in standard.
  23. 2 points
    Just to emphasize: Yes, the deck won the world tour. There were a total of 4 copies in the top 32 in that tournament. Reshiram reached 9 copies in the top 32 and Zekrom 6. The next big tournament was won by Zekrom with 14! copies of Reshiram in the top 32, 7 of Zekrom and 3 of Mewtwo. The next one was won by Gardevoir with 11 copies of Reshiram, 6 of Zekrom and 4 of Mewtwo in the top 32. So, since it's release the deck managed to win 1 tournament and has been under represented ever since. Lets face it, the problematic card in the current meta is Welder, as it provides the fast energy acceleration for both Reshiram and Mewtwo, without whom those decks wouldn't barely considered playable.
  24. 2 points
    On behalf of everyone playing this game: Please punch your brother in the face.
  25. 2 points
    If you search online for: “60 cards the legacy format: history, decks and offline” you'll find a nice introductory article that I wrote nearly 3 years ago for *********** It features a brief history of the format, key cards and a bunch of deck lists, so really everything you need to start your journey :).
  26. 2 points
    Based on the quality of your writing I'd say the chances of a hacker are 0/10 and the chances of you missing something are 11/10.
  27. 2 points
    Welcome to the game :). Nice to see that your are doing good, looking forward to face you in the future on the ladder :D. The leader boards work the same as the reward ladder: you gain points from winning games, but you don't lose points at all. For that reason the majority of players don't really care for the leader boards, as it essentially sows you spend the most time in game (a good win/lose ration certainly helps to acquire points faster, but in the end grinding 24/7 is the best option if you want to be on top there). Sadly there is no “real” ranking system. The matchmaking is ELO based (even though they never officially confirmed it), but depending on the time zone and the population on the server you might get paired up with stronger / weaker opponents from time to time. As a new player I'd recommend focusing on finishing the reward ladder and also to level up to 16+. At that level the packs you get from daily challenges (16 K.O.'s with a certain type) will grant you tradeable boosters, which is a great way to start your collection :). Also note that you get to store daily challenges and still get a new one each day if you have open slots (up to 3 challenges can be active at the same time, depending on your level). Hence you don't need to complete the KO challenge in a single day (as those can be a bit tedious from time to time).
  28. 2 points
    Aquí lo tienes: https://forums.pokemontcg.com/topic/70032-theme-decks/?tab=comments#comment-620789 Están los nombres en inglés y faltan las más nuevas, pero si ya las tienes, es la información que necesitas. Piensa por otro lado que las sinergias y opuestos pueden haber variado un poco debido a las nuevas barajas, aunque no ha sido algo exagerado, las de fuego parecen seguir siendo las mejores y por tanto se cumple que las de agua son su contra y las de planta apenas nadie las juega aunque san buenas.
  29. 2 points
    https://www.pokemon.com/us/pokemon-news/get-shiny-lunala-or-shiny-solgaleo-at-gamestop-via-pokemon-pass/ A distribution for shiny Lunala and Solgaleo has been announced. They'll be distributed at GameStop from October 21 to November 10 through the Pokemon Pass app. You'll get Lunala in Sun and Ultra Sun, and Solgaleo in Moon and Ultra Moon. Both will be level 60 and know the following moves: Lunala: Moongeist Beam, Psyshock, Moonblast, Moonlight Solgaleo: Sunsteel Strike, Zen Headbutt, Noble Roar, Morning Sun
  30. 2 points
    no what i mean is the profile downvoting you is a troll who just downvotes everyones content, i bet ya it is the same troll that downvotes my content, it does not matter as it proves he is worthless and has nothin better to do, dont let his action affect your idea of this active and healthy community.
  31. 2 points
    Nice deck, my friend always beats me with his full art Gardevoir and Sylveon GX Tag Team. Good luck with your battles
  32. 2 points
    You need to add a nose to this.. 8 ) the nose is -
  33. 2 points
    The best way to get the cards you are looking for is clearly the exchange. I trade the packs from the events against the cards I'm looking for. However, this is currently only fun if you do not play on a Windows device, because the whole trade section is very laggy and buggy.
  34. 2 points
    So its been 18 days and nothing has been done, is what im taking from this reply. Do you agree that this is unacceptable?
  35. 2 points
    i know the game have its tablet version(but i also force played it in smartphone long ago and it works), but wouldnt it be nice to have a lighter stand alone smartphone app(not just tablet) just for trading cards? just the trading section or probably collection too. some case i cant play but i'd love to surf trade section.hope it get green light
  36. 2 points
    On August 20, 2019 the Pokémon TCG Online game server was updated with the following changes: Added support for the Hidden Fates special expansion. Hidden Fates will be available in the game starting August 23 at 10:00am PDT and will be legal for use in tournaments starting September 6. Hidden Fates booster packs will not be available in the Shop or from random booster rewards. Giant Bomb (UNM #196, 251): Damage counters should now be consistently placed on the attacking Pokémon when the attack's total damage is 180 or more regardless of the attack's printed base damage. Grimsley (UNM #199, 234): There is now an option to move fewer than the maximum number of damage counters. Jirachi Prism Star (CES #97): Wish Upon a Star now triggers properly if Jirachi Prism Star is taken as a face-down Prize card multiple times during the match. Recycle Energy (UNM #212, 257): Recycle Energy no longer remains attached to a Knocked Out Pokémon in the discard pile if it was prevented from being returned to the hand by the opponent's Scoop-Up Block Ability. Rowlet & Alolan Exeggutor-GX (UNM #1, 214, 215, 237): The player going second can now evolve a Pokémon using Super Growth on their first turn of the match. U-Turn Board (UNM #211, 255): U-Turn Board no longer remains attached to a Knocked Out Pokémon in the discard pile if it was prevented from being returned to the hand by the opponent's Scoop-Up Block Ability. A server crash should no longer occur any time an AI opponent uses Pyroar's Scorching Fang attack.
  37. 2 points
    Just kidding with the down vote Ash, couldn't help myself 😄
  38. 1 point
    It is also worth noting that if you have a Theme Deck, either from using a Redemption Code or having bought it from the in-game store with Tokens, you'll get a free booster pack for beating 12 opponent's with that Theme Deck. I am not sure if they have to be different or not.
  39. 1 point
    I am behind Harshu on this topic regarding the animations as the root of the issue, although 12.5 mins per player is usually reasonable. I liked playing better before animations and game felt snappy and responsive. I also like the click to play a card and undo better than the tedious carpel tunnel inducing drag and drop. I also preferred showing a sliver of all the attached cards, evolutions, and energy under each pokemon. I dont remember what else happened at that revision, but it looks like I didnt like anything about it. While I like faster gameplay, the slowness caused by players thinking is not what I get frustrated by. Its the animations, delays caused by the game itself, and players who walk away, not paying attention. A review and remedy to all game delays and tediousness is needed. **One delay I need more of is between tournament rounds when the next round is starting. I have no Idea how long the it will be to start the next round and want to get up from the computer, take a bathroom break or anything else. It would be nice to be able to either view the end of the match as a spectator so I can tell if I have enough time for a bathroom break, or give at least 45 seconds warning that a new round is starting.
  40. 1 point
    Sleep, confusion, and paralyze are all indicated by rotating the card. Only one can be applied to a Pokemon at a time, so they clear any of those that already is present. That's how the game works.
  41. 1 point
    I now buy a HGSS pack anytime I reach 200 gold, but it is only because I want those cool energy cards. I wouldn't recommend it to another player
  42. 1 point
    the fact is those packs will never always be expensive try giving things of solid value. like gems for gems 😇
  43. 1 point
    I had another cutie idea Whimsicott & Wigglypuff & Ribombee GX Type {y} HP 300 Hability Fairy Sense For every 30 or more damage this Pokemon take from attacks of your opponent's Pokemon (even it was knocked out), attach 1 {y} energy from your hand, discard pile or deck to your {y} pokemon in play anyway you like. {y} {y} {c} {c} Cutie Stream 50+ This attack cause 10 more damage for each {y} pokemon in play, and in the discard pile (y}{y}+ Fluffy Snap Song GX 200 Your Opponent active pokemon is now asleep. If this pokemon has at least 7 extra {y} energy attached to it, for the rest of the game each time your opponent switch their active pokemon to another pokemon the new pokemon is now asleep also put 20 damage counters on it if its HP is more than 200.
  44. 1 point
    It's really bad that it takes so long. Trading is an essential part of the game and in my opinion it is unacceptable that making an offer takes so long.
  45. 1 point
  46. 1 point
    Buy the relentless flames theme deck. You can't be wrong with it.
  47. 1 point
    UPDATE: Browsing the public trades causes game to lag more than anything else. Also I talked with a friend of mine and he says this problem only occurs on Windows. If someone can confirm this it would be helpful.
  48. 1 point
    When the rotation happens in August, will we still be able to use this card? It's part of Dragon Majesty which makes it legal but there's no Zweilous or Deino to evolve from :/
  49. 1 point
    if u play seimitoad and qucking punch will not lock only items but supporter too.tcg still not fix that. need some help here.sorry for bad english
  50. 1 point
    Hey there! I did say I found it on the official forum where people can go and see your post here to see who it was, but I'm more than willing to tag you in the post if you have a /r/ name. You can reply here or PM me it!
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