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Complaining that everyone plays the same deck is a moot argument on so many levels. For one, that happens to ANY CCG that stays around long enough and has millions of players that numberchrunch everything. If Fearia hat that many players, this game would also have been distilled down to a couple of decks that everyone plays.
Next, the number of viable decks has nothing to do with how difficult it is to pilot them or how many decisions you have to make. Implying that it has kind of reveals that you don't know that much about the inner workings of CCGs.
Then there many, many formats and options to play, including variants like Commander. Nobody forces you to play Standard comepetitively.
I do enjoy Fearia, especially over Hearthstone, but I always considered it to be somewhere between Hearthstone and Magic complexity vise. Short card texts, main focus on creatre based combat, no continous global effects, no timing rules because there is no interaction when it's not your turn, no additional zones of play like exile and graveyard, no need to add lands to your deck and and and. The latter alone sets Magic aside, it's the only CCG in existance that has this mana system. The main reason why other models are used in about every other game? Because it's very complicated to build a deck with the right amount of mana sources, the correct mana curve and so on. I know players that do well with copied decks that haven't figured out the inner workings despite being veterans for 10+ years.
To say Magic itself is braindead and needs no skill is ludicrous. As always: You actually need some skill to see why it needs skill ... back in my times as moderator of TheManaDrain.com I was in awe how much you could know about this game and what really seperates players from another. When I arrived at BeyondDominia, I thought of myself of a good Type I player because I did well in local tournaments, but I quickly learned that I was John snow, I knew nothing. Even years later after I joined the Type I Clan and was honoured to moderate the Apprentice forum of TheManaDrain I knew my place - everyone else was just levels above my skill that I didn't knew existed.
Again, for the record: Fearia is a damn fine game, that's why I am here, but having deeper strategies is not the reason for that.
Combo decks: delay the opponent and/or draw cards until you get your combo, then play it. Use force of will or pact of negation to stop counterspells.
Control: counterspell anything that's a threat until you can play your win condition
Midgame decks: get laughed out of the room because half the decks you are facing will kill you by turn 4 or earlier
I usually hop from game to game, since netdecking and stale metas are a problem for any card game, but with MTG this is more pronounced than any other game I've played. They pretty much have a culture of netdecking. I've beaten world pros in tournaments before, it's not some feat, they never had a chance, because I recognized the meta and built a counter-deck that beat them. If they had played a different meta deck that mine didn't counter, I wouldn't have won.
You also brought up another thing that I forgot entirely: land floods and land screws. Always annoying to happen, and can throw a game, even if you've mathematically tuned your deck to have optimal numbers of lands.
Faeria isn't the most complex card game ever, but at least it's relatively cheap to jump into and out of, and it doesn't have such a pervasive metagame. If you ask me the best competitive card game ever, I would say Android Netrunner, but I haven't played that for a few years either. I'm sure by now it's probably developed the same CCG syndrome of ramping costs and metagame stagnation that every CCG succumbs to eventually.
But I would say MTG is far more complex than Faeria simply because of the instant speed effects and the stack. Not to mention the amount of cards, mechanics and game zones.
However, MTG can be a lot more forgiving (mainly in slower formats like standard and modern) due to board wipes. In Faeria, things kind of snowball and the first player to get an advantage is more likely to win the game (which makes the game much more linear in my opinion).
I think Mythgard is roughly on the same level of Faeria in terms of skill required (medium).
I've heard that Gwent has a very high skill ceiling, never played it though.
I still can't follow you, what do you mean with "play itself"? Fearia has this single additional feature with lands and movement but doesn't that also "play itself" once you got the hang of it? Every game you do the same things over and over and the descisions you have to make aren't that complicated, especially with an opponent that cannot interfere with you while it's your turn. And again - if Fearia had millions of players like Magic has, then everything here would be more competitive as well - and that means less deck varity and more repetitive gameplay.
Seriously, what are those "vastly greater amount of decisions" you can make here besides land placement and creature movement?
Cleric: Yes, in Faeria things escalate fast and the one getting an advantage usually wins. But isn't that also a thing that makes it less deep? I don't really have to play around certain cards here in Faeria, I just try to steamroll and fight over the board at all times.
You couldn't be more wrong. Do you actually know any top MTG players? A friend of mine is an ex-MTG pro and he's saying that magic has immense depths strategy-wise. Just look at a single data point - somehow, him, me and a couple of other solid players have been dominating the local Prerelease tournaments for many years. If the game is all about luck, we wouldn't be consistently finishing in top8's of those tournaments year after year, while some other players have been playing for a long time hardly ever making it there (and bear in mind that Prerelease is a sealed deck format, most random in the whole MTG).
All these alternate win conditions, milling, poison, etc. are really just fulfilling the same role as HP. Okay, so you attack his deck instead of his health. Either way you're just trying to deplete a resource down to 0 before he can kill you, you've just replaced one HP pool for another. Continuous global effects are only really useful if they are a cheap part of a combo or control mechanism. Most of the really cool effects are midgame effects and thus unplayable. Your 7 mana cost enchantment (like Debtor's Knell) is useless because the game will be over before turn 7.
MTG certainly has a much larger volume of cards, so it's more complex in that regard, and the game mechanics themselves are more complex. But in terms of the actual, practical level of creative thought that goes into deck design and playing a match, it is completely auto-pilotable.
Player A has a 2/2 creature and holds a Giant Growth (gives +3/+3 to a creature temporarily). Player B holds a Lightning Bolt (does 3 damage to target player or creature). Both are instants, so they can be played any time you have priority.
So, if player A wants to boost his creature, he plays Giant Growth, but it is only put on the stack and hasn't resolved yet. Player B can respond by casting Lightning Bolt on that creature. Player A could respond to the Lightning Bolt but let's say he doesn't have anything else, so the effects are resolved. Lightning Bolt resolves first and kills the creature. Then Giant Growth resolves but doesn't have any target anymore, the creature is already dead, so it fizzles (is countered).
Otoh, if the opponent tries to bolt the creature first, player A can respond with Giant Growth, which resolves first, pumping it to 5/5. Then the Bolt resolves and the creature survives.
And that means you can bluff, it means you have to know what the opponent COULD do at any time and it means you have to think twice and thrice before you do anything!
And as I said, almost EVERYHING uses the stack - a creature that can pump itself or others with one of the abilities, damage prevention, regeneration, bounce effects, you name it. If you ever experienced a multiplayer game where one player casts a mass destruction spell like Balance and everybody responds by activiating stuff before it get's destroyed or trying to save things or trying to manipulate the number of cards in hand and lands/creatures in play so the Balance will have a different outcome ... if you ever experienced this we wouldn't have this discussion!
Oversimplifying this or even reducing this to just counterspells is not just unfair, it's flat out telling me that you have no clue of Magic or are very bad at it.
I could as well oversimplyfy Fearia's land placement and movement which "seems to be the holy grail of Fearia" and as far as this discussion shows the ONLY thing that gives the game more depth. Placing a land every turn, occupying the wells and moving around units in single steps isn't exactly rocket science either. Most games follow the same pattern, especially the first couple of turns are more or less preset and there are only two questions to answer - "am I attacking or defending?" and "when do I start drawing extra cards?" Much like in Magic. That's oversimplified of course but you can see how easy it is.
These game mechanics are not very complex or intriguing when you've played the game 1000 times. When you are experienced enough at something, it becomes second nature to be able to analyze it at a glance, and dismiss what is a bad move or what is a risky move. That's what I mean when I say the game plays itself. With enough practice it becomes obvious in any situation what the correct move is. Your choices, for that matter, are extremely limited, since you only have a fixed number of cards, a well-studied idea of when to play those cards, and the games themselves are very short (unless it's control-vs-control, where it's an absolute grindfest). Matches are extremely inflexible due to this. At least Faeria gives you a power wheel which you can use to draw, gain mana, add lands, etc. or you can play a creature defensively, offensively, as a harvester, etc. MTG doesn't offer this much flexibility. That's a big reason why I liked Android Netrunner, because it gave the player the most flexibility with their actions.
Also I already said myself that I didn't consider Faeria a complex game, but that I liked it because it was relatively cheap to jump and and out of, and that it's meta is less hard-cast than the typical MTG meta. So it provides more novelty-per-dollar (this is a very qualitative metric, I know) for me than MTG.
Faeria is not at the peak either, but it sure requires more thought on the part of the player than MTG.
I'd say Chess and GO are two of the most common games which require HIGH skill.
I'd say Artifact or Gwent (and Faeria and Mythgard) are well below Chess and Go in terms of skill differential, however they require a lot more skill than MtG does.
MTG is for people who just want to relax and have fun (mainly around a kitchen table or a Friday night setting).