There have recently been many discussions regarding broken combos. The most troubling, in my opinion obviously, is the infinite card draw combo and 1 round win (with Library Access and certain other cards once they're in your hand).
While I only play casually, so none of this really affects me, I envision the high level tournament scene being nothing but this combo at the top. There are already several such decks registered with obviously more in existence.
In general, I'm of the belief (and I stress that this is my opinion only again) that any sort of infinite possibility should see errata (it seems they wanted this with the rule of 6 but didn't go far enough to cover all cases).
There are 2 changes to the rules (not card changes) that I think would solve this problem and would not affect 99+% of the player base.
1.) Expand the "Rule of 6" to include ALL effects and cards. For example, Library Access' draw a card could only draw 6 cards regardless of how many times Library Access itself or other cards are played. This very slightly nerfs a few cards but in a vast majority of cases it only affects game breaking infinite combos. In all the games I've played or watched, I don't think we've had an effect go for more than 6 anyway although I do know it can happen with other cards sometimes that aren't as problematic overall.
2.) Add a rule that allows a player to call "no house" (or when forced to call no house) to entirely skip their turn (no forging, no using omni, etc.) in order to discard their entire hand and redraw. While this is less of a tournament winning issue than 1.), it is still an infinite loop stopper (player infinitely forced to do nothing until opponent wins).
I think the above two rules takes care of virtually every major issue brought up since the game's release and requires no card errata, just an update to the online rules.
There is a third errata that I would like to see, but it is a card errata and much less important than the above.
3.) Change: The Horseman of Death when played returns all Horsemen, except for Death, from discard to hand instead of all Horsemen. This ONLY affects double Horsemen decks and is also an infinite loop stopper. Currently, unless you can purge or get a lucky forced discard of Death (this is why it's not as important as it is possible to stop for some decks, but not all), it's possible to have a battle line of 7 Horsemen every turn. If the above infinite card draw engine is stopped, I see every tournament winner being double Horsemen with other houses that have good control and stealing to bide time until the Horsemen are brought online.
Before anyone mentions it, I know double Horsemen aren't unbeatable, but when played well it requires such a specific deck AND luck to even have a chance that I think it breaks the game. Single Horsemen decks are totally fine. I did watch the Team Covenant match where Stephen beat Zack's double Horsemen, but Zach massively misplayed it (not calling Sanctum for multiple turns to avoid "wasting" a turn unstunning) when he could have turned on the reaping machine much earlier before Stephen could have gotten his own stuff rolling. Even then, with Stephen using a deck almost tailor-made to stop/slow down Horsemen decks, the game went down to the very end.
I'm not here to argue with anyone as I've stressed this is all in my opinion and since I only play casually the tournament scene doesn't directly affect me, but I thought I'd proffer some suggestions that I see as beneficial to the game as a whole.
Peace to all the other Archons out there.
Edited by PickleTheHutt