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Do you like a maximum of three copies of a card in a deck?
The Rope

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January 3, 2013
1:13 am
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artrexdenthur said

As The Rope said, I would agree that commons being relevant is a good thing. I don't actually understand, though, how limiting the deck to 2 copies per card would make commons irrelevant… Could someone explain that? It feels intuitively sensible to me, but I can't articulate it..

It has to do with the digital nature of an online tcg. With only one playlet of a card I can put that play setinto an infinite number of decks. So every copy of a card over the playlet has 0 value to me for deck building purposes. Now some cards (mostly rares and up) will still have value because of trades, but commons trading rarely happens after a play set of each common is obtained. (One digital tcg I played it was common for new players to be gifted a full set of commons, or at least 1x of each common).

If I only need 2 commons for a play set it won't take a lot of packs before I have a full play set of each common. Hence, I will be less likely to buy packs to fill out my uncommon and rare wants and go directly to a secondary source.

Demnchi

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oh and dem unfortunately rarity always is an indication of power, I would expect the top decks to contain no less than 8 rare cards that's just the reality of tcg.

 

 

 

I think you guys misunderstood what I was trying to say. Rarer cards are supposed to receive a boost. That's not what I was talking about. Making Rarity a game-play factor in the sense that it effects the game (other than the base) shouldn't be done. The OP was referring to limiting Rare+ cards to x2 while everything else can be x3, and THAT is not acceptable imo. That is Rarity dictating too much about what can and cannot be done in a deck. The cards themselves should dictate that and not a rule tied to rarity. Rarity should only play a factor when designing the card's base stats/effects, as the more rare it is, the more powerful it should be because its chances of multiple copies are lesser than the commons (obviously, of course, it should still be balanced as if someone were to have a maximum number of copies anyways).

 

Commons will/should still be useful, especially if a rare doesn't have an effect that a common has (such as a utility of some sort).

Noreil

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I had an idea about this. What if the number of 3 copies (henceforth referred to as 3s) you can play is relative to the number of factions your deck is made up of? For example:

  1. Only 1 faction, you can have all 3s (so you could play only 10 different cards if you want)
  2. With 2 factions, maybe a maximum of 7 3s (so that means at least 12 different cards)
  3. With 3 factions, maybe only 2 3s and 11 2s (so at least 15 different cards)
  4. And with 4 factions, no 3s and a maximum of 10 2s (so at least 20 different cards)

Just a thought…

Noetherian
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Noreil said
I had an idea about this. What if the number of 3 copies (henceforth referred to as 3s) you can play is relative to the number of factions your deck is made up of? For example:

  1. Only 1 faction, you can have all 3s (so you could play only 10 different cards if you want)
  2. With 2 factions, maybe a maximum of 7 3s (so that means at least 12 different cards)
  3. With 3 factions, maybe only 2 3s and 11 2s (so at least 15 different cards)
  4. And with 4 factions, no 3s and a maximum of 10 2s (so at least 20 different cards)

Just a thought…

This is actually a really interesting idea.  (I don't know if your numbers are right, but this is a really interesting way to encourage players to play fewer factions, while still allowing for many-faction decks.)

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Lidralyn

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Noetherian said

Noreil said
I had an idea about this. What if the number of 3 copies (henceforth referred to as 3s) you can play is relative to the number of factions your deck is made up of? For example:

  1. Only 1 faction, you can have all 3s (so you could play only 10 different cards if you want)
  2. With 2 factions, maybe a maximum of 7 3s (so that means at least 12 different cards)
  3. With 3 factions, maybe only 2 3s and 11 2s (so at least 15 different cards)
  4. And with 4 factions, no 3s and a maximum of 10 2s (so at least 20 different cards)

Just a thought…

This is actually a really interesting idea.  (I don't know if your numbers are right, but this is a really interesting way to encourage players to play fewer factions, while still allowing for many-faction decks.)

I actually like this way a lot as well. With more factions it forces less reliability since there are less copies of each card in the deck. But it's a very good risk vs reward system.

Badmoonz

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I'd prefer a limit of either 4 or 5 copies.  The game seems it would be too random otherwise.

Chaos62417

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I really couldn't imagine 5 copies allowed… 6 different cards per deck, I really don't think that adds to the overall health of the game. But I do like the other suggestion basing on number of factions used. If not by factions used maybe you could do it based on totality, say you could have up to 4 cards with three copies and up to 7 cards with 2 copies. I don't know again just wanted people's opinions 

Badmoonz

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I was still thinking of a 40 card deck.  For a 30 card deck, I think 3 copies of a card is sufficient.  For limited play, there should be no restriction.

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