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The Wrong Way to Support Archetypes With the recent release of Dark Magician
support, it's again confirmed disagreements I've had with
Konami's card design philosophy for a long while. I
like to think that Konami can make high profits and balanced
play at the same time by improving their integrity and
broadening the base of players, but that might be wishful
thinking. Hype Waves The first issue is that support for an
archetype is generally non-existent for 5-10 years and then
it is released in a giant wave. This appeals more so
to hype than sound game design: make fans hungry with a
drought and then excited with a big wave of support.
The deck becomes an overplayed trend for a month or two, and
then it is largely neglected. Once the archetype is
made obsolete via power creep, it receives nominal support
every so often, but this support is usually inferior to the
older support and rarely addresses the archetype's flaws to
begin with. This is problematic for people who have
ran the deck for years when it was low-tier ; everyone hops
on the train and that person who originally ran it is no
longer unique. Not only that, but now several people
at that person's locals is running that deck. While
the person was originally able to win locals with their
rogue build, now they must alter their deck to conform to
the generic cookie cutter standards just to remain
competitive. Another byproduct of this is that we often
get a few overpowered support cards at once instead of a
wide variety of balanced support released over time.
If Plants had steady support, Lonefire Blossom would have
had limitations. Substitoad would've had a once per
turn clause if Frogs were a viable archetype before it came
out. Lack of Variety The second issue is that archetype support
is made so that every player should run the deck essentially
the same. Deck building skill is minimal and the only
real choice you have is the ~5 deck slots left after the
essential cards and overall staples are used. Archetypes should have more than one way
of being ran. It would certainly be a step up to allow
an either-or scenario. Offensive or defensive build?
Aggro or control build? But even more can be done with
that. Allow every step of the way to have an element
of choice. One good method would be to make two cards
with a similar function, but treat them both as the same
name (i.e. Cyber Harpie Lady vs. Harpie Lady 1). With Dark Magical Circle, for example.
They could release "Dark Magical Sphere", which is treated
as "Dark Magical Circle", but it has a much stronger search
effect in exchange for a removal effect which merely
destroys instead of banishes. In this case, you could
do 3 Sphere, 3 Circle, 2 Sphere/1 Circle, 2 Circle/1 Sphere.
Do this with several different cards and players can
eventually find an intricate balance which promotes a
specific kind of play. The worst case scenario, with many
archetypes, is that the Spell line-up (for example) consists
of 4 staples, and 3 playsets of obvious archetype support.
There's no tradeoffs. There's no complexity.
There's no individuality or choice.
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