Corran wrote:I think it depends on the situation. If a deck has to pull xyz or it just loses, adding that variance feels mean, but there is something to playing TRM and not knowing whether you'll get the JCC, Boss Nass Chambers, or both. I've resigned myself to being wrong, but I do wish more decks had the chance to have an explosive start with the trade off that it won't happen every game.JarJarDrinks wrote:In that case, agree to disagree.aermet69 wrote:Okay. I meant automatically AND consistently...JarJarDrinks wrote:QMC already had that setup. This just adds consistency.aermet69 wrote:As a QMC fanboy I think this is super helpful. Like SUPER helpful. However, on average I really dislike the tendency to set up automatically that is happening a lot.
I just can't understand the mindset that increasing the luck factor in a decks early game set up is a good thing.
I agree a lot with aermet here. The trend both in legacy and in later D and D designs has seemed to be to make the game more consistent every time its played. It's true that not finding the right card when you need it, or having a "bad matchup" makes a deck less fun (and more likely to lose), but when it gets to a point where you can always get whatever you need ("tutoring" cards) or what opponent does doesn't really matter (this card) things start to get stagnent, which is worse for the game overall imo. Seeing qmc avoids battles all the time, it's no surprise some crave for more of that.
To the credit on this design I do appreciate that's its once per game and that (usually) opponent can cancel. That's is something I like. Agree wording is wonky... I still doubt many or any will play original, but what do I know, at least there's an appearance of choice.
Granted...with thread titles about creep when presenting a card, it should be no surprise some things it does to much (and others crave for more of it). I'm not sure if its merely on the "I liked/didn't like" legacy line or just presentation.