When was the last time anyone experienced a 40+ minute match in standard?
Me yesterday when I got bored of aggro mirrors and tried to build a pure anti aggro OTK warrior deck that would easily put dirt in the eyes of aggro matchups, only to remember too late that matchmaking is a bitch and I would only encounter quest priests for the next 2 hours. That is, two quest priests to be very specific.
Not trying to invalidate anything you said, I'm just taking this opportunity to speak out against the bitch.
When you say "too good" do you by any chance mean "not good enough" ? If so then yes, the coin is way too good.
Some decks can abuse the coin because it's a 0 mana spell, but for most decks it's just objectively worse than going first, and has only gotten worse with every expansion cycle.
And sometimes you draw poorly and effectively can't make good use of the coin until way later in the game, basically putting you at an increasingly large disadvantage against your opponent every turn, for the entire game. On turn 1 they have a 1 mana advantage over you, 2 mana on turn 2, up to turn 10 for a total of 55 mana advantage througout the game + 10 mana every turn past this point, and you're left with a miserable 1 mana advantage for 1 turn as compensation. The whole system is trash and needs to be reworked.
If they wanna keep the coin going forward with unstoppable powercreep, second player should get a coin every other turn (1 - 3 - 5 - 7 - 9) and it shouldn't be a spell that mimicks class identity cards like Innervate and benefits from spell synergy, making some classes actually benefit sometimes from going second despite the huge mana disadvantage throughout the game, while other classes struggle with it because they can't generate additional value or synergy from spells and only deal with the disadvantage of going second. All the while entire archetypes, generally slower ones, control or combo decks that don't just throw cards out of hand on curve every turn, are being left out not because big cards are trash like everyone believe, but because they simply can't keep up with on curve fast plays from an opponent going first, no matter how unbalanced and powercreeped are your timmy cards, they are not going to keep up with 55 mana ramp and you will still lose to a 2014 vanilla aggro deck if you go second.
lol you've never played quest priest if you believe it takes 10 minutes to reach the quest reward and play it, mate.
Me yesterday when I got bored of aggro mirrors and tried to build a pure anti aggro OTK warrior deck that would easily put dirt in the eyes of aggro matchups, only to remember too late that matchmaking is a bitch and I would only encounter quest priests for the next 2 hours. That is, two quest priests to be very specific.
Not trying to invalidate anything you said, I'm just taking this opportunity to speak out against the bitch.
When you say "too good" do you by any chance mean "not good enough" ? If so then yes, the coin is way too good.
Some decks can abuse the coin because it's a 0 mana spell, but for most decks it's just objectively worse than going first, and has only gotten worse with every expansion cycle.
And sometimes you draw poorly and effectively can't make good use of the coin until way later in the game, basically putting you at an increasingly large disadvantage against your opponent every turn, for the entire game. On turn 1 they have a 1 mana advantage over you, 2 mana on turn 2, up to turn 10 for a total of 55 mana advantage througout the game + 10 mana every turn past this point, and you're left with a miserable 1 mana advantage for 1 turn as compensation. The whole system is trash and needs to be reworked.
If they wanna keep the coin going forward with unstoppable powercreep, second player should get a coin every other turn (1 - 3 - 5 - 7 - 9) and it shouldn't be a spell that mimicks class identity cards like Innervate and benefits from spell synergy, making some classes actually benefit sometimes from going second despite the huge mana disadvantage throughout the game, while other classes struggle with it because they can't generate additional value or synergy from spells and only deal with the disadvantage of going second. All the while entire archetypes, generally slower ones, control or combo decks that don't just throw cards out of hand on curve every turn, are being left out not because big cards are trash like everyone believe, but because they simply can't keep up with on curve fast plays from an opponent going first, no matter how unbalanced and powercreeped are your timmy cards, they are not going to keep up with 55 mana ramp and you will still lose to a 2014 vanilla aggro deck if you go second.