Somone went on a rant about the game on bgg and Richard actually posted (allowing it wasn't a sock puppet admittedly). The comment made some interesting points about how the design was approached so I reproduce it here
Edited by FFGSysopsQuoteHi Carlos,
I can't speak to how the game design portion of this will go over, I am anxious to see if the depth of skill that I think is in the game is actually there; there is only so much testing that can be done in the bubble of beta. But I can correct the factual error that FFG came to me in some strategic reaction to their card game line.
I have been working on this game for many years - before I approached FFG myself. I was personally so excited about the concept I flew myself out there and presented it, unsolicited.
I'll also say that if the game fails to do what it is supposed to I am willing to accept the game design blame because they have been amazing publishing partners in putting together this product - they have been incredibly supportive of my wishes for design, never making a change without fully convincing me it is correct, and outside game design I felt listened to in the look, humor, and intended organized play.
Your observation that you know what I am looking for, and you get that with sealed deck and draft is probably mostly correct - I scratch my itch with those formats as well. However, I feel like for me there is something still missing which I used to get in leagues. The leagues would play for weeks, sometimes even months - where people had very limited sets of cards, and I really liked the long term strategies that evolved as you learned everyone's place in the league - people would get to know their decks much better than a typical draft or sealed deck tournament, and get more invested in the best way to use these resources. Technically this can still be done - but it is a pain keeping league stuff separate, and you can only do it with a tight community because it is so easy to cheat - even by mistake. That is also why printing these cards in one massive set which people can construct their own leagues out of doesn't go where I want - you can already do that with other games but hassle has proven too great for the most part.
Many who hear what I am after do identify with what I am looking for but are left cold, at least at first, by my solution - because examples of sealed decks, drafts, and leagues have some amount of customization, which Keyforge lacks. There is something very subtle which goes on with keyforge that wins some of them back in the end, which is that the mechanics lead to a style of play which isn't entirely unlike customizing on the fly. The reason for this is the fact you refill your hand every turn and when you run through your deck you reshuffle and continue - this means you can dump cards that are unimportant in one matchup and effectively 'sideboard them out', with the only cost being a bit of tempo, not the crushing cost in most games of a card. On the other hand you can sprint through your deck to reshuffle and draw that keycard again in cases that you want its effective inclusion in your deck increased.
Anyway - some things to think about.
peace -
Richard
Allowing that is Richard Garfield, the bloke is a star...