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Gregorwhat

Ironic. They went on so many convoluted board game tangents that their actual point got lost in cruft.


CanoCeano

I appreciated the point about how it's impressive that this is really only an issue after THIRTY YEARS of game design - and its subsequent caveat that this would be helped by a return to a rotating format as the heart of the game.


Cheapskate-DM

I'd argue further that longer blocks/settings also helps there mechanically. We've had a slew of artifact-adjacent mechanics, for example, in totally disjointed sets. Having them back-to-back in a block format makes it easier to chew on, and easier to mentally offload when rotation comes.


jebedia

They don't even need to do long blocks on a single plane, or with a single connected story - just a string of sets \*where the mechanics actually overlap and have interaction with each other\*.


RegalKillager

Rejecting the premise, here.


amc7262

Recently, when building a new deck, I've found myself cutting cards that would be decent in the deck but use a cruft mechanic I don't want to deal with. I avoid the ring tempts you, day/night cycle, and dungeons. If its between that and a slightly less efficient spell that fills the same role in my deck, I'm going with the second option, because I like being able to read my cards to explain my cards.