As a former yugioh player I can tell trap cards and “Interactivity during your opponents turn” is overrated. There’s plenty of interactivity in Pokémon. The only difference is that pokemon allows both players to play and both players have to play to respond to each others play. In yugioh, you deny you opponents ability to play at all which is not interactive at all. It results in play being overturned to play as many interruptions as possible vs decks designed ignore interactions.
Yeah, thats one of the things that took me away from yughio, sometimes you gotta play throught so Many negations or disruption that IS almost not worth
I've only ever played Pokémon competitively, and I honestly prefer the simplicity of the turn structure that it has compared to the other two TCGs. And your comment about denying opposing combos reinsures my preference even more... I would absolutely hate to try to set up a cool combo only for it to be completely picked apart by trap cards
@@pikiptcg I’ve only ever had back and forth gameplay when coming to Pokémon. For Example, I played a match with Arceus/Giratina against a Lugia Player. Despite me Judging/Ionoing them under path to the peak we both had a back and forth game where either of us could have won given our decision making. You did a decent job trying to balance these cards but imagine trying to play them.
Yeah, I don't think I've found a TCG that I fully jive with every aspect of. Yugioh's cardpool is far more fun for deckbuilding than any standard Pokemon format I've ever played, but I do definitely prefer the pace of play that Pokemon has over Yugioh. Personally, I tend to value deckbuilding as a whole more than the general gameplay because even in Yugioh, there is room for different playstyles depending on the deck you play. From my experience with Pokemon, rotations often result in repeating ideas that don't get a chance to interact with one another. The legacy of mechanics such as fossil Pokemon and the Lost Zone are great examples of archetypes that could be readily solved both with themed engines and boss monsters that support every aspect the gimmicks can support. The prime examples of this are Buried Fossil from Skyridge. A card that fixed one of the largest issues with fossil Pokemon by always being a basic Pokemon. Though I do wish that Yugioh's banlist would be used more liberally as a format sculpting tool because its by far the most flexible banlist template I've ever seen. For some reason, even for formats without rotation, the idea of limiting a card instead of banning it is surprisingly rare
Don't worry, it shouldn't ever happen. TPCI experimented with those mechanics back in the DP era and it was not very well received, so they dropped the idea and haven't really made any cards since.
I forgot to mention Power Spray and Alakazam in the video, but I think it's super interesting to see that Creatures has experimented with the idea before, and that it had a very similar wording to the cards I made!
@@pikiptcg It does kind of suck that these attempts were both done in the same generation 6 gens ago at that. I'd honestly really like to see another stage 2 like Mysterious Treasures Alakazam because those powerful effects could be easily balanced by being attached to difficult to get out "boss monsters"
Adding timing rules and slowing down the pace of play would be terrible for tournament play. If you had to get verbal confirmation for every action more matches wouldn't even finish game 1 in a 50 min match timer. That being said, I think you're going at card deisgn from the wrong angle for pokemon. Instant speed from hand effects or "hand traps" aren't a great fit for pokemon. Instant speed abilities could be another thing. What if there was a Garbodor that could negate one ability per opponent's turn to hose stuff like Luminion V or Teal Mask ex? What about a once per game "If your opponent would play a supporter, instead they draw 3 cards". I think you would need to easy pokemon players into instant speed effects and having them face up on the table, ideally with a new rule box type and visually loud frame could be an interesting thing. Also the art is cute! Keep it up!
Thank you so much for the kind words!! They really mean a lot to me! And I completely agree with you about adding timers and making each action act like a "phase", that would be a nightmare to try playing, and like you said, it would take way longer than the 50-minute rounds that we have now. And I like the idea of "easing in" with counter cards and focusing less on "immediate response" and more noticeable effects like an Ability or a lasting effect. I honestly could actually see Creatures making cards like that in the future, we've seen cards and combos like your ideas before, so I think you're definitely on to something! Thank you for your thoughts and for stopping by, I really appreciate it! 😁💚
i would say that traps completely stopping your opponents plays aren't very fun to play with or against. maybe ace spec regulation allows you to search and puts its effect into play immediately after the opponent's happens. so you get unfair stamped, however once you draw regulations grabs and activates your spec to unfair stamp them (and lost zone both itself and your spec)
Pokemon has slightly toyed with the ability of effects activating during your opponents turn in the form of things like Galarian Cursola V's ability, and various tool cards throughout the years. Not nearly as expansive as you went into with this video, but still something theyve dipped their toes into
Confusing Cymbals needs to be reworded to say "and only if your opponent's Active Pokemon can have a Pokemon Tool card attached to it" to account for pokemon like Tune-Up Revavroom
12:22 what happens if scoop up cyclone/penny/cheren's care is used by the opponent while jamming tower is played, would it be cool if the opponent could then use the card back againist you
That's actually a very interesting ruling... In its current wording, you'd absolutely be able to use an opponent's Confusing Cymbals against them, but I'm not a huge fan of keeping possession of opponent's cards in your hand or deck, so I'd probably have to make an errata if these cards were to actually be officially used 😅
That is true! Amoonguss is probably one of the only cards in the modern era that can be played during your opponent's turn, I completely forgot about it! Thank you for reminding me!
I totally agree with you! If the concept itself didn't interfere with how sequencing works, I'd absolutely love to see how the format would shape with these cards!
Out of all of these, I'd say the only one I'd actually petition for to be added would be Looker. It's the only one that can prevent an opposing action without potentially breaking the game or causing problems
Not a fan of hand traps and the like. A more healthy fix would be to not print or ban op abilities like dusknoir and/or to print counter cards in the meantime (i.e bench barrier but for damage counters/effects of abilities on a basic, or a stadium that turns off the active Pokémon’s abilities as an anti disruption card against mons like Iron Thorns). Judging by the upcoming Budew it seems they want to buff going second but a no cost attack that item locks on a free retreat basic is the worst kind of equalization
There are two trap tools (Team Flare Hyper Gears that are attached during your turn) But they are too old. They are called Team Flare Gear Jamming Net (attack is lowered by 20) and Team Flare Head Ringer increases attack cost by *
So my ideas are, abilities, tools or energy cards that activate on your opponent's turn. Like: "whenever your opponens takes a price card draw a card". "You can attach this tool to your opponent's active Pokemon, when the Pokemon this card is attached to leaves the active spot put 5 damage counters on that Pokemon and discard this card.
I completely agree with you on this, it's way too confusing and game-breaking to have immediate action counters like the ones I made (and being denied is super tilting, literally one of the worst feelings in a competitive game ever). Your ideas are definitely much better here, they would allow for more understandable situations and would allow opponents to have a chance to counterplay, unlike my cards, and your ideas are also pretty fun and not just detrimental to the opponent! There actually is one Pokémon, an Alakazam from 2007, that had an Ability (actually a Poke Power) that blocked opponent's Poke Powers during their turn by discarding two cards, similar to Knockout Neutralizer. Overall, I really like your ideas and wanted to thank you for your insight on this topic! I really appreciate it! 😁
Id make the following into trap cards. Escape roap, pokemon catcher, energy switch that works for both me and my opponent. I would also make a anti bosses orders trap card. Also i tuned out at the lost box unfaisr stamp acespec stuff. just make a card that says negates the use of an acespec when played from an opponents hand.
We already had cards like Head Ringer its cool when the effects are cool gimmicks but other than that I don't think cards like this are healthy to the game.
I feel like cards like fezandipity, orthworm, iron boulder, and klawf ex, (as well as counter catcher, counter gain, vengeful punch, deluxe bomb, etc) already have trap card type mechanics. Fez draws cards for your mons being fainted. Orth, boulder, and klawf ex do something when there hit, counter catcher and gain do stuff when your behind on prizes. Vengeful and deluxe do damage when an opponent either attacks or knockouts.
That is true! Orthworm, Klawf, and Iron Boulder all technically do interact with your opponent at the end of their turn, but cards like Fez, Counter Catcher, and Counter Gain only can work during your turn, which makes them more like "comeback" cards rather than trap cards. But you're definitely correct about placing damage counters, that does technically count! I never thought of it that way!
That would've been the goofiest video ever lol ...but, if a video like that were to be on anyone's channel, there could actually be a chance that it would be me 😅
Even if they did somehow manage to program these cards into the game, the moment someone tries to play one of them, the game would probably freak out and crash the servers lol
Ace regulation has so much room for abuse in competitive settings. If someone waits for their opponent to look through their deck/ drawing cards to play it, they can try and force a penalty against them
Exactly. Sequencing would become a nightmare for everyone involved, and like you said, players could try forcing penalties, which goes against the spirit of the game. That's ultimately why I never want to see cards like ACE Regulation Policy in the game... they disrupt the natural flow of the game way too much.
This philosophy made me chuckle a bit, u tin all seriousness, it would be entertaining to see how far Creatures would go to keep "one-upping" themselves for power creep...
I made a video about 4 months ago talking about the state of Expanded... I don't think much has changed since then, but I'd definitely still recommend it! 😁
You're right, it does! I just wanted to use Yugioh as the example for phases, because it fits more with the theme of "trap cards" specifically. My apologies for the confusion! 😅
I am going to predict, i feel like pokemon is going to print "trap cards" for the game, and i would laugh if it similar to the ones you have created, especially the power spray. that card is "Broken".
As a former yugioh player I can tell trap cards and “Interactivity during your opponents turn” is overrated. There’s plenty of interactivity in Pokémon. The only difference is that pokemon allows both players to play and both players have to play to respond to each others play. In yugioh, you deny you opponents ability to play at all which is not interactive at all. It results in play being overturned to play as many interruptions as possible vs decks designed ignore interactions.
Yeah, thats one of the things that took me away from yughio, sometimes you gotta play throught so Many negations or disruption that IS almost not worth
I've only ever played Pokémon competitively, and I honestly prefer the simplicity of the turn structure that it has compared to the other two TCGs. And your comment about denying opposing combos reinsures my preference even more... I would absolutely hate to try to set up a cool combo only for it to be completely picked apart by trap cards
@@pikiptcg I’ve only ever had back and forth gameplay when coming to Pokémon. For Example, I played a match with Arceus/Giratina against a Lugia Player. Despite me Judging/Ionoing them under path to the peak we both had a back and forth game where either of us could have won given our decision making. You did a decent job trying to balance these cards but imagine trying to play them.
Yeah, I don't think I've found a TCG that I fully jive with every aspect of. Yugioh's cardpool is far more fun for deckbuilding than any standard Pokemon format I've ever played, but I do definitely prefer the pace of play that Pokemon has over Yugioh. Personally, I tend to value deckbuilding as a whole more than the general gameplay because even in Yugioh, there is room for different playstyles depending on the deck you play.
From my experience with Pokemon, rotations often result in repeating ideas that don't get a chance to interact with one another. The legacy of mechanics such as fossil Pokemon and the Lost Zone are great examples of archetypes that could be readily solved both with themed engines and boss monsters that support every aspect the gimmicks can support. The prime examples of this are Buried Fossil from Skyridge. A card that fixed one of the largest issues with fossil Pokemon by always being a basic Pokemon. Though I do wish that Yugioh's banlist would be used more liberally as a format sculpting tool because its by far the most flexible banlist template I've ever seen. For some reason, even for formats without rotation, the idea of limiting a card instead of banning it is surprisingly rare
AGREED
Oooh no no. I won't do Power Spray twice in one lifetime.
I just got back into Pokémon I’m leaving if they ever make trap-type mechanics.
Same lol 😆
Don't worry, it shouldn't ever happen. TPCI experimented with those mechanics back in the DP era and it was not very well received, so they dropped the idea and haven't really made any cards since.
Back in the day there was a card called Power Spray that you can use during your opponent turn that prevented the use of abilities for their turn
Yeah, that's definitely the closest thing we've ever had to a counter effect.
I forgot to mention Power Spray and Alakazam in the video, but I think it's super interesting to see that Creatures has experimented with the idea before, and that it had a very similar wording to the cards I made!
Power Spray being only able to be used by SP decks was bad in hindsight. It really forced the meta to play SP or mega hard counter SP.
@@pikiptcg It does kind of suck that these attempts were both done in the same generation 6 gens ago at that. I'd honestly really like to see another stage 2 like Mysterious Treasures Alakazam because those powerful effects could be easily balanced by being attached to difficult to get out "boss monsters"
Instant like for the thumbnail drawing
Thank you so much, it really means a lot to me! 😁💚
Adding timing rules and slowing down the pace of play would be terrible for tournament play. If you had to get verbal confirmation for every action more matches wouldn't even finish game 1 in a 50 min match timer.
That being said, I think you're going at card deisgn from the wrong angle for pokemon. Instant speed from hand effects or "hand traps" aren't a great fit for pokemon. Instant speed abilities could be another thing. What if there was a Garbodor that could negate one ability per opponent's turn to hose stuff like Luminion V or Teal Mask ex? What about a once per game "If your opponent would play a supporter, instead they draw 3 cards". I think you would need to easy pokemon players into instant speed effects and having them face up on the table, ideally with a new rule box type and visually loud frame could be an interesting thing.
Also the art is cute! Keep it up!
Thank you so much for the kind words!! They really mean a lot to me!
And I completely agree with you about adding timers and making each action act like a "phase", that would be a nightmare to try playing, and like you said, it would take way longer than the 50-minute rounds that we have now. And I like the idea of "easing in" with counter cards and focusing less on "immediate response" and more noticeable effects like an Ability or a lasting effect. I honestly could actually see Creatures making cards like that in the future, we've seen cards and combos like your ideas before, so I think you're definitely on to something! Thank you for your thoughts and for stopping by, I really appreciate it!
😁💚
i would say that traps completely stopping your opponents plays aren't very fun to play with or against. maybe ace spec regulation allows you to search and puts its effect into play immediately after the opponent's happens. so you get unfair stamped, however once you draw regulations grabs and activates your spec to unfair stamp them (and lost zone both itself and your spec)
Pokemon has slightly toyed with the ability of effects activating during your opponents turn in the form of things like Galarian Cursola V's ability, and various tool cards throughout the years. Not nearly as expansive as you went into with this video, but still something theyve dipped their toes into
Confusing Cymbals needs to be reworded to say "and only if your opponent's Active Pokemon can have a Pokemon Tool card attached to it" to account for pokemon like Tune-Up Revavroom
That's a really good point, I didn't consider that and Honchkrow V! 😮
12:22 what happens if scoop up cyclone/penny/cheren's care is used by the opponent while jamming tower is played, would it be cool if the opponent could then use the card back againist you
That's actually a very interesting ruling... In its current wording, you'd absolutely be able to use an opponent's Confusing Cymbals against them, but I'm not a huge fan of keeping possession of opponent's cards in your hand or deck, so I'd probably have to make an errata if these cards were to actually be officially used 😅
Fun fact: A card similar to Nemona's challenge already exists:Amoonguss (Silver Tempest 12).
That is true! Amoonguss is probably one of the only cards in the modern era that can be played during your opponent's turn, I completely forgot about it! Thank you for reminding me!
Interacting and "interrupting" shouldn't be conflated.
i think it could help so much, id could help balance big ex, it could help balance bosses orders, so much could benefit from this
I totally agree with you! If the concept itself didn't interfere with how sequencing works, I'd absolutely love to see how the format would shape with these cards!
Power spray is the worst part of 2010 I really don't think trap cards make pokemon better, they just massively slow the game down.
Looker looks like a genuine great card.
Out of all of these, I'd say the only one I'd actually petition for to be added would be Looker. It's the only one that can prevent an opposing action without potentially breaking the game or causing problems
lol first card targeting dusknoir was funny
I despise Dusknoir so much, I knew it had to be the first card I made lol
Not a fan of hand traps and the like. A more healthy fix would be to not print or ban op abilities like dusknoir and/or to print counter cards in the meantime (i.e bench barrier but for damage counters/effects of abilities on a basic, or a stadium that turns off the active Pokémon’s abilities as an anti disruption card against mons like Iron Thorns). Judging by the upcoming Budew it seems they want to buff going second but a no cost attack that item locks on a free retreat basic is the worst kind of equalization
HELL NO
TOTALLY AGREED
There are two trap tools (Team Flare Hyper Gears that are attached during your turn) But they are too old.
They are called Team Flare Gear Jamming Net (attack is lowered by 20) and Team Flare Head Ringer increases attack cost by *
Unless you can "set" them the cards would be either too situational or overpowered.
Also being denied to play is the worst interaction for a tcg.
So my ideas are, abilities, tools or energy cards that activate on your opponent's turn.
Like: "whenever your opponens takes a price card draw a card".
"You can attach this tool to your opponent's active Pokemon, when the Pokemon this card is attached to leaves the active spot put 5 damage counters on that Pokemon and discard this card.
We've had some coutes that see 0 play like Billowing Smoke DAA158, genesect SFA40 or Amoonguss UNM14.
I completely agree with you on this, it's way too confusing and game-breaking to have immediate action counters like the ones I made (and being denied is super tilting, literally one of the worst feelings in a competitive game ever).
Your ideas are definitely much better here, they would allow for more understandable situations and would allow opponents to have a chance to counterplay, unlike my cards, and your ideas are also pretty fun and not just detrimental to the opponent!
There actually is one Pokémon, an Alakazam from 2007, that had an Ability (actually a Poke Power) that blocked opponent's Poke Powers during their turn by discarding two cards, similar to Knockout Neutralizer.
Overall, I really like your ideas and wanted to thank you for your insight on this topic! I really appreciate it!
😁
Id make the following into trap cards. Escape roap, pokemon catcher, energy switch that works for both me and my opponent. I would also make a anti bosses orders trap card. Also i tuned out at the lost box unfaisr stamp acespec stuff. just make a card that says negates the use of an acespec when played from an opponents hand.
We already had cards like Head Ringer its cool when the effects are cool gimmicks but other than that I don't think cards like this are healthy to the game.
As a new pokemon player coming from yugioh, part of the switch is i like how pokemon plays, if they do trap cards id just stop card games...
I think Pokémon should take a note from Digimon ACE mechanic.
I feel like cards like fezandipity, orthworm, iron boulder, and klawf ex, (as well as counter catcher, counter gain, vengeful punch, deluxe bomb, etc) already have trap card type mechanics. Fez draws cards for your mons being fainted. Orth, boulder, and klawf ex do something when there hit, counter catcher and gain do stuff when your behind on prizes. Vengeful and deluxe do damage when an opponent either attacks or knockouts.
If you could attach confusing cymbals to your own pokemon, I feel it could help Hissuian electrode V.
That is true! Orthworm, Klawf, and Iron Boulder all technically do interact with your opponent at the end of their turn, but cards like Fez, Counter Catcher, and Counter Gain only can work during your turn, which makes them more like "comeback" cards rather than trap cards. But you're definitely correct about placing damage counters, that does technically count! I never thought of it that way!
Seeing the thumbnail on the poll had me thinking you made a garde deck with electric generator😭😭
That would've been the goofiest video ever lol
...but, if a video like that were to be on anyone's channel, there could actually be a chance that it would be me
😅
Technically, we have one handtrap in standard (amoongus) it's just very unlikely to be useful in the meta
I'd be all for this.
But we all know that they wont be able to program them into ptcgL 😅
Even if they did somehow manage to program these cards into the game, the moment someone tries to play one of them, the game would probably freak out and crash the servers lol
Ace regulation has so much room for abuse in competitive settings. If someone waits for their opponent to look through their deck/ drawing cards to play it, they can try and force a penalty against them
Exactly. Sequencing would become a nightmare for everyone involved, and like you said, players could try forcing penalties, which goes against the spirit of the game. That's ultimately why I never want to see cards like ACE Regulation Policy in the game... they disrupt the natural flow of the game way too much.
Yes please. They already stepped over multiple core rules and the game is incredibly unfun because of that so might as well go all in
This philosophy made me chuckle a bit, u tin all seriousness, it would be entertaining to see how far Creatures would go to keep "one-upping" themselves for power creep...
I would be really interested to see a video from you about the current state of the Expanded Format
I made a video about 4 months ago talking about the state of Expanded... I don't think much has changed since then, but I'd definitely still recommend it! 😁
… magic also has phases?
You're right, it does! I just wanted to use Yugioh as the example for phases, because it fits more with the theme of "trap cards" specifically. My apologies for the confusion! 😅
Interesting
I am going to predict, i feel like pokemon is going to print "trap cards" for the game, and i would laugh if it similar to the ones you have created, especially the power spray. that card is "Broken".