Then why do somenthig like seek in the first place, other than greed, loosing the identity of the game in the process? Is this a cardgame or a videogame?
When you go after somenthig and you do everything to get it including loosing your identity then you are greedy
It's both, now.
Is magic a 2 player game or a (larger) multiplayer game? It was once just about 2 player, but people liked to play multiplayer, so they made cards for that. Is it about collecting, deckbuilding, or drafting? Every set has cards for all 3. Magic has evolved so far from what it what originally meant to be, and gone in so many directions already that adding one more dimension is hardly "losing its identity."
Except it's not both.
These cards are in digital, and not in paper. And that inherently is the problem. This represents a moment of divergence between the two platforms, and yes, that's an issue and concern. This cannot be a precedent going forward. Arena should be a digital form of paper Magic. The moment we're forced to choose between the two depending on the type of Magic experience we wish to have, or cards we hope to access, or whatever remaining and unforseen divides lay ahead, is when the playerbase fragments even more. Part of the appeal of Commander is the social aspect, and they're undermining that.
Arena will go on to be the only magic game available in the next 5-10 years.
Better screenshot this post so I can say I told you so in the future.
Hasbro is fattening wizards for a sale in the future or to become an online only game.
I'm still in complete disbelief that they did not include Elminster as a card....
also, Tarrasque is a stupid big letdown....
the stupidly powerful force of nature that destoy entire countries in Forgotten Realms when it awakens for a while is stonewalled by a Moss Viper
also, it's quite weird that there's no dual lands of any kind
ME too, elminster is the face of forgotten realms!
I imagine two of the main reasons they only made three dungeons are because it's harder to balance the more dungeons you add both in terms of the power level of venture cards and the dungeons themselves relative to each other, and secondly because the more dungeons you add the more complex all the venture cards become with different possible choices and outcomes.
The first mistake was not limiting the number of dungeons "in your deck". They should at least have made the dungeons take up a sideboard card slot.
Honestly, these should've just worked similar to sagas: Cards with a mana cost that you cast and go into your deck. If it was me I would've made them double-faced to represent the reward or loot on the backside, similar to the Ixalan DFCs.
This mechanic feels very undeveloped front, back and center. And I cannot wrap my head around why they thought it was a good idea and exciting for the players to only print three dungeons. It boggles my mind.
Look kids it's monopoly with dungeons in MTG and for our next trick...
Core sets were getting more and more complicated lately, I think they want to attract new players especially d&d people to magic and it's going to work, for this set at least.
Gonna buy it when my lgs gets them, as I did with the Godzilla lands. Shipping to Japan is like $30 so buying it from my lgs for $60-$65 is basically the same thing, without worrying about shipping and supporting the store too.
These cards will be part of future The list sets as well so you can get them from set packs, why would you buy the secret lair then? Also they said that they're directly for commander only.
Stifle is a much needed with all the triggers, maybe even main deck playable. Praetors mean my ramp deck will have more choices now instead of just ulamog and ugin.
Arena will go on to be the only magic game available in the next 5-10 years.
Better screenshot this post so I can say I told you so in the future.
Hasbro is fattening wizards for a sale in the future or to become an online only game.
ME too, elminster is the face of forgotten realms!
Look kids it's monopoly with dungeons in MTG and for our next trick...