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It's not the miserable acting-out players that bother me, they’re a symptom. Its the developers that let their egos come between the player and the game.
I see it in so many modern games: this is my favorite class, card, tribe, unit, weapon, etc. You MUST use it if you want to win. Play my way so much worse even than pay to win.
It's as if the developer is in competition with the player (and of course, the prior generation of developers), rather than staying focused on an even playing field.
Must be my rose-tinted glasses but I don’t remember this developer attitude from the classics. I'm thinking Sim City, Civilization, HOMM, Railroad Tycoon, Doom, Everquest and you know what else.
It's just frustrating to see how many cards there are that are just designed to stop you from playing the game.
It's just stupid. A little control in the deck is all well and good, but somehow there should be a limit to how many control cards a deck can have.
I find the Mill decks just as bad.
Round 1 - Hedron Crab.
Round 2 - Land + Glimpse
Round 3 - Crab, Land, Glimpse
29 cards milled in 3 rounds - WOOOW!
And the fkng Crab is a 0/3 creature that even can block fast Encounter decks. So you dont have to worry about early engangements or exile cards - because he can only exile 1 crab in this time.
This is entirely normal across all of magic.
maybe they should consider balancing it? in magic duels only 1 mythic was allowed for each deck, like that. special rules for this game
They should! (And I'm sure they already do consider it all the time.) But it's a tough question without many great answers, especially when you consider how cemented MtG already is. Things like limiting mythics are a pretty drastic change and likely wouldn't impact the winrates for play vs draw all that much, it's just an inherent issue with tempo in turn based games. As was mentioned earlier in the thread, even chess has a pretty noteworthy disparity between white vs black winrates.
MtG gives the player going second an extra card but it usually doesn't help much with tempo. Hearthstone tried giving people on draw a one-turn boost to tempo with the coin and it helped a bit but the first/second difference is still there. Legends of Runeterra made it so each turn is less consequential because each player gets like a "half" a turn every round, and because mana can be carried over to the next turn to an extent (it's a pretty cool system being honest) but I think the winrates follow the same trend if I'm not mistaken.
Basically in any game with turns, people will find a way to optimize the advantage of going first and you'd have to give the other players something else to compensate. It's tough.