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Originally posted by EmTeeEm

Players are encouraged to respond to whatever incentive you offer. If you need to play 10 instants, but don't need to win, the optimal path is not to brew a spells-matter deck (especially if it would cost wildcards). It is to make a Cantrip Tribal deck that completes the requirement quickly.

So while you will get some variation and brews you'll also get decks that are even dumber than Trickery. The current system gets around that by having Quests to push you to play different decks, but Dailies to push you to actually try and win with those decks and not just do something silly.

Players are encouraged to respond to whatever incentive you offer. If you need to play 10 instants, but don't need to win, the optimal path is not to brew a spells-matter deck (especially if it would cost wildcards). It is to make a Cantrip Tribal deck that completes the requirement quickly.

Yep, this is the exact problem. Players will search for the most efficient way to accrue value, even at the expense of their own (and certainly others') fun. We sometimes talk about alternative progression systems internally, but they all have their own issues. With daily wins, at least the incentive is aligned with the inherent and expected goal of a game of Magic.

That doesn't mean we'll never have another system, and we certainly won't stop thinking about it. But anything we consider would have to clear a pretty big hurdle to be better than the simplicity of "play to win the game." (And for all you memelords out there, we'd probably have to build some new tech for it, too.)






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