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A New Player’s Guide: How to Play the PTCGO Competitively


pokemasterTz

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Hello PTCGO! PokemasterTz here, and with a quick guide on learning to play the PTCGO competitively. This is geared toward newer players, but I am sure that even experienced veterans can benefit from this a least a bit. Keep in mind I am human, so if there is anything you disagree with, please post and I will do my best to fix it. Let’s get started.

Table of Contents

1. Competitive vs. Casual Play
2. The Winning Mentality
3. Deckbuilding

a. Picking a Strategy

b. Finding a Core

c. Adding On

d. Teching

e. Testing

4. Deckbuilding: Metagaming
5. Deckbuilding: Deciding What to Include
6. Deckbuilding: Getting Cards
7. Deckbuilding: Established Decks
8. Conclusion
9. Writer’s Note
10. Glossary
 

Competitive vs. Casual Play


First of all, let’s get some things straight. There is a huge distinction between casual and competitive play. The PTCGO looks deceivingly simple, as when you start out, it seems easy enough once you know the rules. In reality though, the PTCGO is a complex, thought-provoking game, and while it is played principally for fun, there are many, many players who play it very competitively. There is a huge gap between casual and competitive players, and the transition between the two can be rough. This guide aims to smoothen this transition, and hopefully introduce many players to the competitive scene.
 

The Winning Mentality


To get into competitive play, it is necessary need to get into the competitive mindset. A competitive player and a casual player think completely different. Let’s compare the two mindsets:

1. A casual player thinks about progressing, a competitive player thinks about controlling.
 

A competitive player will not simply look at how to progress, they will look at how they can control the game. While Progressing is always good, what’s more important is controlling the board. It does not matter how many prizes you have taken if your opponent has taken control of the board, as now you’re helplessly sitting there while they have the perfect setup and commence to annihilate you. Setting up to take control of the board is always more important than taking prizes, as if your strategy can be successfully executed, while your opponent has next to minimal board control, it does not matter how many more prize cards your opponent has, you’re going to win. Now, this is not to say that taking prizes is bad, on the contrary, it is what you should be doing, but at the same time, you should also be taking control of the board.


2. A casual player plays the option that will most affect the current state of the game, a competitive player plays the option that will most affect the future state of the game.
 

A competitive player simply looks at what will benefit in the long run the most. If you see a move that might not help you now, but can help you later, do it! If you are currently losing, but you have set yourself up for the longer course of the game, your chances of winning increase dramatically compared to if your winning currently, but have no permanent set-up, and only have temporary control. Always think about the prize trade and board control in the long run.


3. A casual player finds a good option, a competitive player finds the best option.
 

This one is simple, but a lot of people still do it. Think about EVERY move you make, no matter how small. Better safe than sorry. There is no fine for taking a couple seconds more to think “Wait…. Is that really the best way?” There is plenty of time on the clock, and thinking a bit can save you from making the completely wrong move. Now, I’m not saying you should spend 5 minutes on every move, just take a couple of seconds to think and pause. Don’t make your opponent annoyed at having to wait 23 minutes for you to play a card, but make sure you think before rushing in impulsively.


4. A casual player looks at how he/she is doing, a competitive player looks at how the opponent is doing.
 

Look at your opponent’s side. They are half of the game. Just because you have a strong setup, doesn’t mean they have a better setup and vice versa. It is important to make decisions that not only help you, but also hurt the opponent. Making sure your opponent is in-check is extremely, extremely important, don’t focus so much on getting set-up that you ignore what your opponent is doing.


5. A casual player does what is expected, a competitive player learns the expected.
 

Ah, mind games. A casual player does what is expected, so a competitive player does what is not expected, right? Wrong! A competitive player does not simply become unpredictable, a competitive player learns what the opponent expects you to do, and then plays on that expectation, dropping a surprise play, catching the opponent off guard. You want to make the opponent think that there one step ahead of you, which results in sloppy play and less caution, then drop that one surprise that they didn’t think of because they thought they were outsmarting you. The PTCGO is very much about mind games, and outmaneuvering is the key to victory.


6. A casual player moves on from mistakes, a competitive player learns from mistakes.
 

You are going to fail. A lot. Then you’re going to get better. Then you’re going to fail. And it’s okay. Failing makes you a better player. It happens to everyone, but instead of sulking about it, or just moving on, learn from it. Think about what you could have done to avoid the situation. Instead of blaming your failures on bad luck, learn from your failures, and get better. Failing is how you succeed at anything, and the PTCGO is no different. A great way to learn is to look at the log of the game (You can export it) after a loss. You’re bound to find something you could have done better, then with that finding, you’ll become a better player. Even if you win a game, think about how you could have done better. Know that there is always room to improve, and improve! Getting better is done only from trial and error.


These 6 tips should hopefully help you get a better understanding of the winning mentality a competitive player has. In general though, simply think more. Thinking is so important in this game, and make educated decisions! The mentality of a player is extremely important, and with the correct mindset you’ll find that how you play improves dramatically. With that out of the way, let’s move on to the next section.
 

Deckbuilding


Now that you understand how to play, you need to have a deck to play! Let’s split this up into steps:
 

1. Picking a Strategy

 

Picking a strategy is important. A common misconception many players have is that building a deck around a certain type is a good idea. Similarly, many players also believe that adding as many Ex cards in the deck as possible is a good way of winning. However, these methods lack a strategy. Every card in your deck should aim towards the strategy your setting up. Building a deck around a strategy is what you should always do. If there is a card that does not contribute to your strategy, it should not be in your deck. There are a couple general (It’s debatable, there is probably a couple more) categories of decks.


- Disruption – Disruption decks focus on stopping the opponent. They simply stop the opponent. Focusing on energy denial, reducing damage output, limiting access to certain cards, and the discarding of important resources, these decks are incredibly frustrating to play against, and stop or limit the opponent while chipping away and then winning.

- Lock - A specific type of Disruption that focuses on completely stopping the opponent from doing anything. Lock decks often use a status condition like paralysis to accomplish this. These are hard to set up, but likewise hard to get out of.

- Aggro – Most straightforward and common type of deck. These simply focus on doing damage to knock out opponents and win. Energy acceleration is commonly used to charge powerful OHKOs, and these type of decks simply dish out damage. This type of deck is what you should generally lean toward if you’re a new player, just to learn the ropes.

- Snipe – These decks work by doing small amounts of damage continuously to the board. Snipe decks use Pokémon that target the bench in different ways to build up damage slowly until they are knocked out. Snipe decks can knock out any Pokémon on the board, not just the active, which is their biggest strength, knocking out threats before they can get set up.

- Mill – These decks don’t take any prize cards, instead, they focus on a different kind of condition – decking out an opponent. They often stall the opponent while using attacks or trainers that get rid of the opponents cards one-by-one, until eventually they run out of cards. They are a bit unconventional, which makes them quite dangerous to those who are unsuspecting and do not have good resource-management.

- Toolbox – These decks simply plan for every possible outcome. They throw in a variety of stuff, and have a bit of everything, allowing you to be very flexible and versatile.


Now that you have picked out a strategy, let’s move on to the next step.


2. Finding a Core

 

All right, we are going to establish the “core” of your deck. First of all, with your strategy picked out, find a card or a couple of cards that will establish the base of your strategy. Leaf through the card database or your collection, and pick the cards out that you feel will execute this strategy best. Absolute basics only at this point.
 

3. Adding On

 

With a basic core, now add in other cards. Your staples and cards that work toward your strategy. You should end up with around 30 – 40 Trainers, 5 - 15 Pokémon, and 3 – 12 Energy. You should have around 2/3 plus of your Pokémon be basics (It can depend) Stage Two lines should either go for a 4-3-3/4-3-2 line for evolving the old-fashioned way with Rare Candy. A common mistake is not adding enough trainers, and instead adding too much energy or Pokémon. You should not have too many Pokémon, because since you should only be focusing on one strategy, you only need to focus on 2-3 Pokémon. For energy, you’ll find that if you increase your trainer count and decrease energy count, you will still have the same energy access because you have increased draw support. With all of your staples, basic core, and additional cards that vary depending on the deck, you have a pretty good base list.
 

4. Teching

 

Teching is an extremely important part of your deck. When you Tech, you are simply adding cards that increase your win rate against decks you have trouble with. If your deck has a weakness to a certain card, think about Teching in a card that helps you win that matchup. Tech what is important, but do not over-tech. Over-Teching leads to an inconsistent deck, and is unnecessary. Make sure you can handle a matchup, but also remember to focus on consistency and to not add unnecessary cards.

5. Testing

 

Now that you have a list, test it! Your list is going to perform poorly the first few times you play it, but as you do, edit it and find what works best. Eventually, after much trial-and-error, you should have a working list. Be patient, and your list will get better and better!





Deckbuilding: A Note on Metagaming


Before we progress any further, I would like to talk about Metagaming. Metagaming is extremely important; your deck should always be able to handle the most common decks and consistently win against them. Look at what is popular, and make sure the deck you are playing can handle everything, and if not, consider Teching for those match-ups or switching decks all together. There are two types of players; players that play what is popular, and players that play what beats what is popular, which in turns becomes popular, making players play it, but then players play what beats that etc. This never-ending cycle is what results in the Meta shifting, and the Meta is always changing because of this, and as the Meta shifts, your deck should shift too.
 

Deckbuilding: Deciding on What to Include


When you deckbuild, there will be decisions that you have to make. While the ultimate decision on what to include and what to exclude belongs to you, a good general rule is to simply use what is comfortable with you. Test a lot of options, and use what feels right. Use what you feel better using, not what the popular choice is, or the “better” choice everyone says you should. It is my belief that you play the best with what you are comfortable with, as at a top-tier level of competition, understanding your deck is the most important thing to do. Stick to what you are comfortable with, as your deck should reflect your playstyle and personality, as it is impossible to play the PTCGO at a high level without truly understanding your deck. If you’re torn on a choice, do what feels comfortable. Now, this is not to say you should not change your deck, on the contrary, you should test out options that can increase how comfortable with your deck. In general, just go with your instincts, and you should be fine.
 

Deckbuilding: Getting Cards


Well, you know how to build a deck, but you don’t have access to the cards needed. There are several ways of getting cards:
 

- Spending Trainer Tokens. You can buy theme decks/booster packs in the shop. However, these are non-tradeable. You can also by the Pikachu Avatar Collection Boxes though, which are tradeable, and several trading companies accept them as a payment for cards/reward points.

- Playing Tournaments. Most likely the fastest way to get packs. Get as many Tourney Tickets as you can, then start off playing themed tourneys, using the stronger theme decks like Dark Hammer, Destruction Rush and Basic Blue to get packs, then you can switch to the other modes. You can also pay Tokens to enter Tournaments where you can win tickets.

- Trade packs. Either use public trades or trading companies, but in general it is more profitable to trade packs directly than to open them.

- Find good trades on pub. Find a good trade, there are decent trades on pub! Look at 7:59, 23:59 and 47:59 to find the best trades, as at those times people have just posted their trade, and no one has had the chance to accept the trade if it is good yet. However, please do not scam players. It’s okay if you find a profitable trade, because the owner posted it willingly, but scamming is simply not okay. This includes trades that are designed to rip off unsuspecting new players and re-selling. Please make the community a better place by not doing this.

- Buying codes in real life. While this way certainly is very fast, I want to clarify that it is entirely possible to progress through this game quickly without spending a single penny, however, if you want to, this is a fast and easy way.


Deckbuilding: Established Decks


A brief note here on established decks. This guide talked about building a deck, but if you’re a new player, I would recommend using an established deck that has already been proven to learn the ropes, then if you want to, building your own deck. Now, you can still take the tips here to edit your deck, but I just would like to point out that to start, you should use some scaffolding and think about an established deck. In fact, in the competitive scene, there is generally the same decks here and there, because they are simply very effective. If you build your own rogue deck, that’s great! But keep in mind that you should generally stick to established decks, unless you are very comfortable with your rogue deck. This doesn’t mean that you cannot add your own flair though, there is tons of room for customization and interesting techs even for established decks. Rogue decks are still perfectly viable though, so don’t feel restricted. In fact, who knows? The rogue deck you made could be so great it could turn into an established deck!
 

Conclusion


In conclusion, I hope you have found this deck somewhat useful. There are a lot of controversial topics among the community in this article, and I know I am probably going to get a ton of backlash for this. I am not saying that these ideas are absolutely correct. I can be wrong, and I am sure I am wrong in some ways, so do not expect perfection. If you have a problem with this, please bring it up so I can make this guide better. Please only post constructive feedback though, as I don’t want this thread turning into a hostile environment. I hope you have learned a little more about the PTCGO from me and my thoughts, and that this guide can help many players get just a bit better at the PTCGO. If you need additional information, use these forums or look elsewhere online. Thank you for your time, I know this guide is quite the read.
 

Writer’s Note


A quick note here. This guide was not written with any specific examples for a reason. I wanted to create a “timeless” guide, something that would hopefully always work, and with a constantly changing meta, if I gave specifics this just would not work after a couple of years, as there would be older cards that new players have never heard of and simply get confused about. Now, despite my best efforts, there will still probably be changes in the future, so if you’re reading this sometime after the time this is being written (February, 2016), take into account possible changes. I do however recommend looking at specific decklists. Either use the strategy section of the trading card game page, or do a quick online search, but look at whatever the current dominating decks may be. Thanks again for reading.

- PokeMasterTz
 

Glossary


Some Terminology I used that you may not know:

Board Control – Who has authority over the current state of the game; you know, who’s controlling the board. Simply a general term to show who is set-up more; the player that has board control is the one who has the better set-up for their strategy currently. (Not really an official term, I just used it for convenience.)

Deck Core – The Centerpiece(s) of a deck.

Deck Out – Making your opponent run out of cards in their deck and thus win.

Draw Support – Any card that lets you draw into more cards.

Energy Acceleration – Adding energy onto a Pokémon faster than attaching one per turn, done by some additional effect such as an ability, attack or trainer card.

Energy Denial – Stopping your opponent from attaching energy by removing it or preventing them from attaching it in any way.

Metagame – The state of the game, what decks are dominant and common.

Prize Trade – The flow of prize cards between you and your opponent, the rate which each player is taking prizes.

Staples – Common cards that are included in almost every deck, I won’t list any current staples for reasons mentioned in the Writer’s Note, but you should be able to find a current list with a quick search easily.

Teching – Adding in a specific card to deal with a matchup against a specific deck.

Temporary Control – Only having Board Control currently.

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this guide is great :) would have loved to see a recommended cards section though (at least for trainers) as well as a recommended number of basics (new players usually have problems figuring that out)

 

also, recommended stage 2 lines (4-3-2 or 4-3-3) would be a great help for some players trying to tech in cards like bats (arguably the most useful stage 2 atm) into their deck

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this guide is great :) would have loved to see a recommended cards section though (at least for trainers) as well as a recommended number of basics (new players usually have problems figuring that out)

 

also, recommended stage 2 lines (4-3-2 or 4-3-3) would be a great help for some players trying to tech in cards like bats (arguably the most useful stage 2 atm) into their deck

Thanks! The reason I didn't do a recommended cards though is addressed in the Writer's Note. And I think I will work in that recommendation for stage two lines.

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Great guide, but needs some proofreading. Lots of apostrophes in where they don't belong.

 

Oh man, I didn't even realize how bad my apostrophe placement was. Thanks a ton for pointing that out and the positive feedback, I think I got most of them. (Finishing the guide late at night was a bad idea....) :)  

Thank you very much for this.  :)

Your welcome I hope it is of use to you.

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Would you consider setting up energy acceleration or draw power 'board control'? 

 

Most of my decks have a specific setup in mind that will allow me to go forward taking prizes, something that gets my main attackers powered up and attacking.  It isn't so much control over the opponent though.  Control seems generally to involve lock decks, either things like attacks that make your pokemon immune or disruption of your opponent (energy disruption, status condition, item lock and so on). 

 

My problem is that I am able to control my own situation but haven't been able to make decks that control their's, which work great, except when I run into competitive 'control' decks, which disrupt my set up.  I tend to focus on speed so hopefully I can enact my strategy before they monkey wrench me.  I can never seem to balance being able to disrupt or control my opponent with taking prizes and setting my self up in a consistent fashion. 

 

Take for example the Deluge deck or Emboar, the 'control' is only over your own situation and your ability to accelerate energy, which once set up steamrolls most everything, but even the least hard 'control' deck completely smothers your chance of setting up (say Seismitoad EX). 

 

I guess I am not competitive enough to consider playing lock or control decks, but I can see how that's sort of next level playing.  I think consistently losing to these decks is why I don't really want to play them. 

 

I love your guide, BTW.  It's excellent.

 

Short of using current examples, though, could you please explain the somewhat vague concept of Board Control better?  Or what types of board control are their?

 

You could control their active pokemon (push / pull), their energy, their tools, abilities, items, the size of their bench (I suppose), cards in hand;  or am I misinterpreting board control to be disruption? 

All disruption is board control but not all board control is disruption? 

 

Otherwise I am given to understand that all decks must include some disruption of your opponent's setup essentially, would that be a fair way of putting it?

 

What I sort of get out of this is that it's not enough to simply focus on setting up your own strategy, or your strategy must in some way give you control over the choices your opponent has, I suppose having a powerful attacking pokemon is great way of limiting you opponent's choices?

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Would you consider setting up energy acceleration or draw power 'board control'? 

 

Most of my decks have a specific setup in mind that will allow me to go forward taking prizes, something that gets my main attackers powered up and attacking.  It isn't so much control over the opponent though.  Control seems generally to involve lock decks, either things like attacks that make your pokemon immune or disruption of your opponent (energy disruption, status condition, item lock and so on). 

 

My problem is that I am able to control my own situation but haven't been able to make decks that control their's, which work great, except when I run into competitive 'control' decks, which disrupt my set up.  I tend to focus on speed so hopefully I can enact my strategy before they monkey wrench me.  I can never seem to balance being able to disrupt or control my opponent with taking prizes and setting my self up in a consistent fashion. 

 

Take for example the Deluge deck or Emboar, the 'control' is only over your own situation and your ability to accelerate energy, which once set up steamrolls most everything, but even the least hard 'control' deck completely smothers your chance of setting up (say Seismitoad EX). 

 

I guess I am not competitive enough to consider playing lock or control decks, but I can see how that's sort of next level playing.  I think consistently losing to these decks is why I don't really want to play them. 

 

I love your guide, BTW.  It's excellent.

 

Short of using current examples, though, could you please explain the somewhat vague concept of Board Control better?  Or what types of board control are their?

 

You could control their active pokemon (push / pull), their energy, their tools, abilities, items, the size of their bench (I suppose), cards in hand;  or am I misinterpreting board control to be disruption? 

All disruption is board control but not all board control is disruption? 

 

Otherwise I am given to understand that all decks must include some disruption of your opponent's setup essentially, would that be a fair way of putting it?

 

What I sort of get out of this is that it's not enough to simply focus on setting up your own strategy, or your strategy must in some way give you control over the choices your opponent has, I suppose having a powerful attacking pokemon is great way of limiting you opponent's choices?

Thanks for the lengthy post and all the feedback, I really appreciate it! I think my guide confused you a bit. "Board Control" simply refers to which player is more set-up. if you have board control, it simply means your more set-up than the opposing player. By controlling, I meant controlling in the sense that your more set-up, so you win the game easier. So disruption is a method of controlling by crippling your opponents set-up, but I was mainly referring to simply setting up your strategy more when I was talking about controlling over progressing. I guess I can give an example since this is not the guide. Say I'm playing VirGen. Let's say I'm playing the mirror. My opponent has a single Virizion EX, two energy attached, and a Shaymin on the bench. I have the same set up, except I also have a Genesect EX, G Boster and all. Because I am more set-up, I have board control. Now, lets say a few turns pass and my opponent starts making a comeback. My opponent now has a Genesect set-up, and can switch out to get a knockout on an active Virizion. However, my opponent sees that if he/she does so, after their Genesect G Booster's, it gets knocked out immediately. So instead, they Emerald Slash to their second Genesct, and Skyla for a Shadow Triad to recover a potentially lost G Booster in the future. Thus they are "controlling" without directly progressing in terms of prize cards by setting up, and are working toward board control. I hope that clears things up a bit, and thanks again!

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Hi,

 

great post - thanks!

 

One question: "Get as many Tourney Tickets as you can"   - how that?
 

So far I have only found 2 options to get tickets:

 

a ) daily login bonus

b ) standard tournaments for 49 tokens

 

Is there more?
 

Cheers

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Hi,

 

great post - thanks!

 

One question: "Get as many Tourney Tickets as you can"   - how that?

 

So far I have only found 2 options to get tickets:

 

a ) daily login bonus

b ) standard tournaments for 49 tokens

 

Is there more?

 

Cheers

there are in fact two more methods which I know of:

 

1. versus ladder

2. prize wheel

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there are in fact two more methods which I know of:1. versus ladder2. prize wheel

There is also a third method which is the player purchasing tickets with money.

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  • 2 weeks later...

Hi there, I've got quite abit of tokens and would like to know which booster pack would help out the most!

Most sets have at least one commonly used (not common with respect to rarity, but commonly used) good card. A few examples off the top of my head:

Roaring Skies - Shaymin-EX

Furious Fists - Machamp with ability and Lucario-EX

BREAKthrough - Octillery with ability

BREAKpoint - Garchomp

Primal Clash - Swampert with ability

 

Those are just some of the best cards, of course there are others.

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  • 3 weeks later...

Hey, noob here :]

Anyway, has anyone asked you to add a link to a trading page? As in, the value of cards and what not, because it can be hard to find just through a search engine. An example would be The Top Cut Trading. That's all!

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Hey, noob here :]

Anyway, has anyone asked you to add a link to a trading page? As in, the value of cards and what not, because it can be hard to find just through a search engine. An example would be The Top Cut Trading. That's all!

 

I dunno. Maybe he just didn't want to show favoritism towards any particular company. Anyway, I'll leave you the link to the 3 companies that are currently active:

 

Violet City: http://forums.pokemontcg.com/topic/32001-violet-city-trading-company-vctc-make-sure-to-send-friend-requests-generations-cards-now-available/

 

Phantom Knight: http://forums.pokemontcg.com/topic/37031-phantom-knight-trading-company-please-friend-phantomknighttc-after-ordering-phantom-gate-is-reset/

 

The Top Cut:

http://forums.pokemontcg.com/topic/25163-the-top-cut-trading-inc-2-back-open/

 


 

A few things you should note about Trading Companies and their prices:

  • All prices listed, for all the 3 companies, are in "standard packs"; i.e. they are valued as how many of the standard pack it would cost you to buy something. Currently Roaring Skies pack are taken as having the standard value of 1, and all the other packs have their own ratios. Some packs are worth more than RS packs, others are worth less. So for example, in the VCTC your RS packs are accepted at 1 value for any card, your BREAKpoint packs are accepted at 0,75 value for cards that aren't marked with an asterisk (*) and at a value of 0,5 value for (*) marked cards. These values all change with the passing of time due to several factors, but are relatively stable in the short run.
  • Each company sets its own value for each card. That said, Companies won't sell you cards for an outrageously low or high price. Their prices are usually really close to the market value.
  • Each company has its own rules, but the way it usually works is that you need to have your payment (the packs tagged), send friend requests to the traders, place your order as a post (in the links I left yo above) and wait untill a trader sends you the order. Again, each company has its own specific rules, so make sure to give a good read to them when and if you decide to order cards from one of them.
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TL;DR.

 

Look for a deck that's being played over and over.

 

Click Copy Deck.

 

Pray to the RNG God.

 

Instant Competitive. 

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TL;DR.

 

Look for a deck that's being played over and over.

 

Click Copy Deck.

 

Pray to the RNG God.

 

Instant Competitive. 

 

That's an extreme over-simplification of the practice of net-decking, but I'm too tired to give you a proper explanation right now, so you can go figure that one out yourself...

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TL;DR.

 

Look for a deck that's being played over and over.

 

Click Copy Deck.

 

Pray to the RNG God.

 

Instant Competitive. 

I actually would never support this. This actually "KILLS" potential deck creativity of players. So making decks is the best way. Brainer ideas come up while making new decks. So copying is not what I support, and shouldn't be spread either.

 

Of course copying is a good way to get started. But don't just rely on copying, you never know your deck might win the world championships next year ! Look at those players who made those "Competitive Decks" for the first time itself. They created awesome decks and look 100s of players follow them now. Who knows you might be the next one. So rather than just copying, try your skills out. You might be a potential Deck wizard ! ;)

 

Thanks :)

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I actually would never support this. This actually "KILLS" potential deck creativity of players. So making decks is the best way. Brainer ideas come up while making new decks. So copying is not what I support, and shouldn't be spread either.

 

 

 

Of course copying is a good way to get started. But don't just rely on copying, you never know your deck might win the world championships next year ! Look at those players who made those "Competitive Decks" for the first time itself. They created awesome decks and look 100s of players follow them now. Who knows you might be the next one. So rather than just copying, try your skills out. You might be a potential Deck wizard ! ;)

 

 

 

Thanks :)

There's no deviation from the decks that are being played. I've had people concede because I called their moves right down to the wire. Even their opening pokemon.

 

 

 

Also can you not talk like a How To booklet from a Starter Deck?

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There's no deviation from the decks that are being played. I've had people concede because I called their moves right down to the wire. Even their opening pokemon.

 

 

 

Also can you not talk like a How To booklet from a Starter Deck?

 

In case it wasn't obvious enough, harshu's native language isn't English. Despite that, he tries his best to communicate as well as possible and to be of help to the comunity, and I hope that from here on out you try to respect that.

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In case it wasn't obvious enough, harshu's native language isn't English. Despite that, he tries his best to communicate as well as possible and to be of help to the comunity, and I hope that from here on out you try to respect that.

I wasn't making fun of his grammar or anything. You're assuming. Try to relax and not think you're some sort of authority.

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I wasn't making fun of his grammar or anything. You're assuming. Try to relax and not think you're some sort of authority.

 

Fine. I apologize. Between rl issues and all the shennanigans going on here in the last few days I've been on edge and seeing bad intentions were there didn't exist any. I'm gonna go away to calm down for a while and I'll be back when I'm thinking clearly again...

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