And so life is an endless
circle, as school finally starts to come to a close, I find that I have a
little more time for this sort of thing. After reading a few of the
articles, I thought I might as well start getting back into reading the Pojo
articles.
This was where I stumbled onto
the STILL raging Archetype debate over "What's better, originality or
omnipotence...," all right, so it's not that bad, but it shows the point.
I thought I might as well throw my hat into the ring on the matter, as a way
of getting back into the flow of things.
What the Big Three have going for them:
1. Tried and true stratagies- You cannot deny it,
the Big Three starts are combat tested and work. They are customized and
refined to a razor sharp degree, which is why they do what they do so well.
2. Versatility- The Big Three are highly
customizable, with only basic evolution or Pokemon chains needed to work
properly.
3. Reliability- Again, you have to admit after
playing against people who are not armed with a Big Three deck or varient,
they do work if they're built properly.
What the Big Three have against them...
1. Rigidity- Probably the biggest problem with the
Big Three is that despite there versatility and ability to conform to playing
styles, they still have a central theme, that 99 out of a 100 times cannot be
altered to deal with a truly vast array of situations without either changing
it to another type of non-archetype(which some people argue isn't a bad thing)
or jeopardizing the decks valuable stability.
2. Blahness- They tend to get old fast, but that
is an old fact. I'm not going to regale you with the details, but
Haymaker's get boring after a certain time, although I can argue for Rain
Dance being taken out of this little arguement on "Why play such a cheap
deck that isn't any fun???"
3. Economics- Face it, to make the archetypes,
you're gonna have to either buy a lot of boosters, spend a lot on singles, or
network like its 2009(the old 1999 saying doesn't work anymore. ^^;;;) To
piece together an archetype deck from scratch takes a lot of time and effort,
going from acquiring the cards to refining them into a deck, to tweaking it
until it's a working final product.
I think that covers
everything...well, everything but a little bit of a tangent on the subject of
Rain Dance, blahness, and excitement. Rain Dance is my personal favorite
archetype, and my Tidal Surge v6.0 just rolled off the blocks. I like
the Rain Drain varient, playing heavy Energy Denial with Fossil Golduck and
tons of ER. It's a nifty spin on the concept, and it works well.
What makes it fun to play? The thrill of possibly decking yourself, or not
getting the Breeder that you need to power up the bench. That's what
keeps me loyal to Rain Dance as a tried and true warrier when it comes to the
stratagy.
Does this mean I couldn't win
if someone gave me a pile of cards, and said "build a deck"?
It'd all depend on what he gave me, if it was a pile of Magikarps, Caterpies,
and Base Porygons, probably not(^^;;;), but still, it's easy to win with
original decks. I played with a modified Mimicry deck that a friend
concocted, but didn't have the cards to construct, I had a mono-fire Ninetales
Lure deck that had Rapidash and Fossil Magmar for support go 27-2 and my local
Pokemon League. Maybe I didn't settle the old raging issue, but I think
I offered a nice view from both sides of the coin.
Well everyone, may Goddish
smile upon you, and may you never run into the Al-tomic exploding Snorlax in a
dark alley at night.
-CJ
pokefreakazoid@yahoo.com