Again, Wave 1 and 2 was likely designed by Jay Little, as can be seen by the adherence to a cost formula. Wave 3 tossed that formula out. And then Wave 4 was a complete shift to Alex and Frank, who understand the tournament game a bit better than Jay Little, and probably the Wave 3 designer.
I don't see why it is easier to assume that they make sub-par cards on purpose rather than them being accidents. Quite honestly, Magic designers probably design bad cards because of the sales model rather than any reasonable game design theory. Which is why I have a tough time seeing it being used in FFG games. Especially when you look at their LCGs. Now, somethings may be designed to be more niche than other cards, but niche cards are not necessarily bad cards.
Magic doesn't need bad cards to sell packs, it only needs a sea of mediocre cards and a few very good cards to make the few good cards look good and get people to chase after them, which is exactly what you see in Yu-Gi-Oh and how they drive sales for their packs. The chase rares would sell packs just as well if all the cards below them were on a flat power level. Printing chase rares will sell packs, but the designers of MTG realized not too long ago that it is good design principles that get new players to stick with the game through the learning process and keep the returning players happy.
The differences in the game's business models don't really invalidate the points I made in my first post about why bad cards are good for customizable games and why game designers would want to put bad cards in their game. I'll admit that I am ignorant about the competitive state of FFG's other LCGs, but I seriously doubt that every card in that game gets relatively equal tournament play and that there aren't any cards that never see any play ever outside of casual games and newbs.
You do understand that the Daredevil card was errata'd to function as intended, right? Because with the original wording, you would not take stress, because you only get stress in the step after you perform the maneuver, which doesn't occur with an action. Same result, as that is how most people played Daredevil anyway, but the new wording was needed to make it actually work that way. It is the same reason why poor Night Beast is screwed out of his ability when stressed.
Yes I do. Do you realize that the updated wording on Daredevil means the card works completely different than how it was originally printed, regardless of intent? It's not like the card didn't work at all the way it was originally printed, but the original wording meant Tycho couldn't use the upgrade while stressed, and interacted with certain other crit cards and upgrades differently. It's functional errata if it fundamentally changes what the card does. Citing "designer intent" to call it something that it's not is a cop-out, designers are responsible for correctly communicating their intent through the rules and card text without making the players guess what they actually mean.
Example of errata that isn't functional: Expert Handling. Before the errata, Expert Handling let you take a Barrel Roll as your action and then clear an enemy Target Lock token and then take a stress token if your ship didn't have the Barrel Roll in its action bar. None of that changed after the errata, the wording was just changed to allow the card to do what it says within the rules.
Edited by Tvboy