@Spzi
@lemm.eeA shower thought which applies not specifically to MTG, as it would obviously be a different game.
Balancing. It is hard to balance every card during design phase (or even impossible, as can be shown), which results in some overpowered cards which make the game less fair.
Supply and demand. A card which is played often (by many players, in many games) has it's mana cost increased slightly. A card which is played rarely becomes cheaper.
This is probably not feasible with most mana costs sitting in the 1-digit-range. We can't make a 2-cost card "slightly" cheaper. So we would either need a mana system which works with decimals (e.g. 3.1415 CMC), or raise the integer system to a higher plateau (e.g. 314 CMC)
It's also only contemplable in digital versions, where a server can monitor every card drop, and adjust costs accordingly.
A big drawback is that your deck's costs can change over night (or even between consecutive games), forcing players to edit their decks more frequently. A partial solution could be a notification system, and/or scheduling the recalculations to a slower frequency, like once per week or once per month.
A big advantage is that we now have an impartial Big Brother watching the balancing. Humans can err, crowds and echo chambers even more so. When people complain about an imbalanced card, is their cause justified or is it just a small but loud minority? Monitoring the cold hard data seems like a better way, and automated problem solving likewise.
What are your thoughts on this idea? Do you know another TCG which applies something similar?
The deck (60 cards, Historic) is based around the 'perpetually' keyword. It also involves [[Rusko, Clockmaker]], because I simply love that guy.
Here's an overview of the most important general cards:
And here are the perpetual stars:
The idea is to play defensively, build up manabase and reduce cost on spells, enhance spells with flash and creatures with extra abilities. Worst enemy is having things exiled. [[Farewell]] or [[Ugin, Spirit Dragon]] are the absolute worst to encounter.
I think the synergy between Rusko and 'perpetually' is pretty nice. Enhance stuff, drop it in grave, draw it again to enhance it further.
It's a bit sad players have only 20 health. This setup starts to shine when the game is already over.
I was happy to find a working deck (currently around 85% ladder) which uses Glarb and Nashi. Haven't seen them played by anyone else yet. Same for [[Vigorous Farming]] and [[Blooming Cactusfolk]], underrated cards imo.
So, what are your thoughts? Have you played something similar? Have we met online? What would you change?
What they actually mean is rather "these two things are very dissimilar", or "these two things are unequal".
I guess in most situations "cannot be compared" could be replaced by "cannot be equated", with less lingual inaccuracy and still the same message conveyed.
To come to the conclusion that two things are very dissimilar, very unequal, one necessarily has to compare them. So it's rather odd to come up with "cannot be compared" after just literally comparing them.
For example, bikes and cars. We compare them by looking at each's details, and finding any dissimilarities. They have a different amount of wheels. Different propulsion methods. Different price, and so on.
When this list becomes very long, or some details have a major meaning which should not be equated, people say they cannot be compared.
An example with a major meaning difference: Some people say factory farming of animals and the Holocaust are very similar, or something alike. Others disagree, presumably because they feel wether it's humans or animals being treated, the motives or whatnot make a difference big enough that the two should not be compared equated.
Can you follow my thoughts? Are 'dissimilar' or 'unequal' better terms? I'd be especially interested in arguments in favor of 'compared'.
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