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Comment by mxwsn

3 years ago

Variance is a critical lifeblood for card games, as demonstrated by the commander companion mechanic debacle, as a key lesson that mtg r&d has known but occasionally forgets. But not only at casual levels but many levels, mtg can definitely have too much starting hand quality variance that starts to reduce fun. Tournament mulligan rules and mtg arena starting hand sampling algorithms point to this.

I personally suspect that aggro would completely dominate a separate land deck meta if pushed hard enough. But I'm all on board for an alternative game design that invents new interesting questions to ponder, addresses a pain point of mtg design, and most of all makes it more fun for a kid.

> I personally suspect that aggro would completely dominate a separate land deck meta if pushed hard enough.

Agreed, I probably should have listed it first.

Even in the short term, look at when Arena ran their Treasure events where each upkeep that player would get a treasure token. By the end of the first day the event was dominated by “mono red” decks with 13 land and free splashes.