Obviously adding more "luck" instead of "skill" for most of the aggro matches, as they have to think less turns ahead (though it is clearly good to do so), and their plan is to kill quickly. That times mulligan really makes the difference.
Also, some controls will be pretty fucked up if their start is really bad against aggros, such as Handlock not drawing early Undertaker answers or AoE removals.
This game is designed like card war ( highest value wins ) what did you expect? All you do each turn is drop a card and if they have a card that beats it, they win tempo/board.
That's all that happens so obviously it'll be decided by your opening hand. You can't protect anything that's on the board yet you have to play things otherwise you fall behind, so this forces the game into a simple "my card beats yours" mechanic with very little depths and that highly limits the design space of future cards.
Rather than realize this weakness in their design and address it, they just soldier on further increasing the potential tempo swings in the early game as well as those coming from random effects.
No one knows why they do this lol. They seem to have convinced themselves that this is "fun", despite what people are saying. They're making lots of money though so it's all good.
thats what the life pool is for. an additional resource you can trade in for future tempo swings. it would be card war if everyone starts at 1 life.
Obviously adding more "luck" instead of "skill" for most of the aggro matches, as they have to think less turns ahead (though it is clearly good to do so), and their plan is to kill quickly. That times mulligan really makes the difference.
Also, some controls will be pretty fucked up if their start is really bad against aggros, such as Handlock not drawing early Undertaker answers or AoE removals.
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Sounds like you aren't playing a well rounded enough deck then.
I really want Pirates to be a playable theme.
It's still the same, except over more turns.
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