I want to write something about powercreep, so here you go:

This is something I think about a lot with regard to this game. Over the last few sets, there is a lot of things I find not only concerning in terms of the balance of the game, but (much more importantly) in terms of the enjoyment of the game. Part of this is pretty clearly an issue with the longer rotation, but that is just one contributing factor here.
What I see is stuff getting more and more powerful, in turn more and more swingy, and therefore much more frustrating to play against, when Greg gets a good draw/cascade with one of the most busted decks. I firmly believe that MTGPQ would be completely unplayable if the event structure and the way cards are obtained looked anything like paper MTG (or any other TCG). The reason the problems I talk about did not destroy the game (yet at least) is simply that in terms of powerful cards (and PWs to a lesser extent), only a handful of the most enfranchised players are actually able to consistently get them all and therefore most players can't have the best possible decks.
There are few design issues I see right now, I will go through them. For all of these, I will list a few examples, but there are many more for each (and a lot of cards offend two or more categories). A lot of the cards I mention don't even really see much play, my point is to some extent to point out how many of these cards even exist right now.
a) Repeatable destruction effects. This type of cards can be fun and interesting, as they pose a challenge to the player to deal with, a riddle to solve. However, if those cards are all that is played against, they become frustrating very quickly. These cards are especially dangerous, because they form a feedback loop - they make it harder for you to answer them, by removing your resources and synergies, thus reducing counter-play options. Even if I eventually answer all of them and win the game, I did not enjoy that game, and in quick battles I probably won't even bother.
examples: Rakdos, Vraska, Demolition Field, Desert, but also stuff like Krenko, Aclazotz...
The fix to those cards is - give the player a chance to answer them; make them a little more niche; make them more expensive; less reusable or worse on offense. And for god sake, don't have this many of them legal at the same time. Rakdos as a 3/3 would be fine. Demo-field with 3 activations instead of 10 would be fine. Desert at a -1 instead of -x and the destruction/damage clause reworked would have been a cool hate card. Not this.
b) Multiplicative/Exponential scaling. This is again something that players really like and an effect that could be really fun. But not this much of it. There are like 10 Power/Toughness doublers in the game right now. It should not be this easy to go from nothing to lethal board in one turn.
Again, when this is one or two cards in the game, it is kind of fun to try to make them work, to see how big you can go. But if this is what you see in every event several times, it gets really annoying, because again, if you get unlucky for one or two turns, you lose.
examples: Zopandrel, Okinec Ahau, Ghalta & Mavren, Titan's Vanguard, Tumblewagg, Fortune, tempt with bunnies, Banner of kinship, even like Bulk Up...
c) Asymmetrical mass destruction cards. Similar to a), but in some sense even worse in terms of enjoying the game. Cards that destroy everything you have are just so insanely frustrating to play against, and make a large part of the game up to that point completely irrelevant. I am not saying that the game should have no mass removal or not even asymmetrical one, but it should not be this accessible and this common, and this powerful. Mass destruction is inherently asymmetrical, making it just face-up asymmetrical is just bad design. Losing the entire board (and hand in some cases) to a single card and single lucky cascade is so incredibly frustrating...
examples: Demolition field, Requisition raid, Coalition victory, Grist A2...
d) Cards that give too much mana. Mana is probably the most critical resource in this game. Its fine to have a few cards that cheat on it, but currently there are some insane offenders in this respect. If there are cards that can give a ton of mana at once, make it a little harder to do so, have some hoops to jump through, or better, have some restrictions on what it can give mana to, or something like that. The fact that you can go Grist A1, get a ghalta, with a little luck cast any cards you have in your hand when you had nothing on board is nuts.
examples: Ghalta, Brightglass, Tempt with discovery, Mystical Teachings, Grist A1, Golden Wish, Mana Crypt, Cryptex, the MKM lands, the moxen a little...
e) Cards that have just way too much power/toughness for their costs. Looking at the older sets/cards, a 10/10 worth of stats would be some 15+ mana even at vanilla. This does not really seem like that big of a deal, but I think it is, for these reasons: 1) The games get faster, and therefore the variance goes up. 2) this is only really true for the to x% of the cards. If anyone wants to play with the other cards, they will be playing at a disadvantage. 3) damage-based removal gets relatively worse, effectively powering down red and green, which often have to rely on those cards.
Most offending cards: Akul (effectively a 14/14), Sab-Sunen (6/6 for eleven, that would be fine, but **** are those abilities with this statline), Vraska (3/3 for 4 is really strong on its own, but again, **** are those abilities), Ghalta (15/15 would be fine at vanilla, but that ETB), Rakdos (again, effectively a 12/12)...
Honorary mention) The lands. So far all I said were effects that are too powerful. This one is not a power creep issue, but a general design one. In paper MTG, lands are what gives you your mana. In PQ, this is kind of true - they provide gem conversion at the start of your turn. If you invest your resources into playing lands, you will get more consistent mana later in the game. Or at least that is how it used to be. IMO lands should be made with the explicit intention to do exactly that. And treated similarly to how paper MTG treats its lands - lands themselves are meant to be inoffensive, the basic resource no one really touches. Land destruction is scarce and hard to build around. This is not currently the case in PQ for two reasons: First, the MKM lands (and a few others) are way too powerful. They are simply way too powerful to be the basic resource. And second, it is way too easy to destroy them. Rakdos/desert/demolition field/requisition raid etc. should absolutely say non-land. And similarly, desert and demofield should not have the land tag.
Why treat lands like this? Because it decreases variance - if you are not getting the swaps in your colors, you basically just lose those turns. You don't get to play the cards, you don't get to play the game. And because then players have a chance to recover. If your opponent plays something that will kill you in two turns and you just happen to get only loyalty swaps on those turns, you are screwed. If your opponent has a rakdos and you have nothing, right now you pretty much just have to wait to draw the kill spell. You are not progressing the board, while your opponent gets to do whatever. If lands worked like I described and Rakdos couldn't touch them, you could develop your board a little bit, have some agency, not just sit there and curse. Have at least some basic resources left after everything gets blown up. Have the mana to play the kill-spell once you draw it. Have some consistency in your counter-play. Or you could chose not to play lands, and instead go for the higher risk / higher reward of playing artifact/enchantment based conversion and one-shot conversion. As it is currently, the land tag is meaningless.
I know many players will claim to disagree and I also know many of the same players have already complained about (at least some of) the things I outlined here.
There are a ton of cool designs and exciting cards in PQ. Let us play with them without feeling like we are shooting ourselves in the foot by not playing ghalta/rakdos/grist/akul/desert/tempt with bunnies/golden... I want to play with the Eyes of the Duskmantle, On wings of Golds, Gyomes, Treasure Hunters, Ojer Pakpatiqs, Capricious Hellraisers, Hugs, Clay chamipons, Quilled Greatwurms, Questing Druids, Evolving Adaptives, Vadamirs, Pawpatch Recruits, Zoralines, Avengers of the Fallens, Steamcore Scholars, Fangkeeper's Familiars, Artist's Talents and all the other fun and interesting cards that just don't stand a chance right now when you go against an optimized-for-winning deck with one lucky cascade (at least not consistently). There is a ton of them, they are all just shadow-banned...
Comments
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I am totally agree with the insane powercreep that combined with 3 years of standard rotaion become this format into a a dice-rolling game. With too much powerful cards, usually we have turns where one of the two players make some cascade matches and cast its entire hand suddenly, from zero to all in one only movement, ridiculous. Especially when it happens on the opponent's side, because an AI doesn't have fun, but the player gets very frustrated when this happens and everything he has done during turns is destroyed and he finds himself with 3 or 4 threats from the opponent on the table from absolute nowhere. This is a game, so we like Fun and not Frustration.
Looking at the latest sets, it seems the developers are following the strategy of releasing 2 or 3 very broken cards per set, some playable, and a bunch of unplayable cards. This will affect VIPs who get every card in the game less, but for free-to-play players, it means we have to spend a huge amount of resources (which take a long time to acquire) on a couple of broken cards from that set because the meta is so broken that if you try to play fun but weaker cards, you'll be overwhelmed by the 20 broken cards being played in Standard (in every deck) and the 3 very powerful PWS that take up 90% of the games.
So finally I only watch here one solution. Standard now is impossible to balance so I think we need some new, less powerful game formats that don't include all the broken cards in the game, like being limited to one Mythic and two Rares, ban the most powerful cards in new formats (not standard)... (for example), or some sort of restriction that allows for different decks to be played and not constantly playing the same games over and over again. Standard has been unreliable and repetitive for months (seems like you arrive vs the final boss in a game and simply you can repeat this battle once and again), and it's not going to change; it's only going to get worse because more and more broken cards are being added. In August/September, we'll have the Standard rotation, but basically, Breach the Multiverse and a few other cards will be lost, so Standard will remain just as heavy until January 2027, when the next rotation will take place.
These have been my feelings since many months ago. A very repetitive, tiresome standard with no opportunity to generate new decks and fun strategies.
Please create new game formats. Thanks3
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