There is one trend that has bothered me when the game was released, but I shrugged and thought it will go away. But it didn't. In fact, it got worse:
Most decks don't try to build on interesting synergy, or clever tricks. Instead, they pick cards that are obviously incredibly powerful and play that. As a perfect example, take a list at the World Champion: http://deckbox.org/sets/21306?v=v
Out of 18 different cards,
3 are purely metagame choices (Burn it down, Demolition, Zealot Hunter),
1 more is abused for combo-purposes (Grudge Thrower was designed to give +P for your units during attack, but it would be played even if it just said "Action: Sacrifice a Unit to do nothing")
3, namely Great Book of Grudes, Cannon Crew and Ancestral Tomb, are in there because they synergize well with each other and are very good to begin with.
And all others (11 cards) are staple. As in: It is impossible to imagine any competitive Dwarf deck to not have these cards. Rangers have plagued us since they were printed, in every Dwarf deck we ever built, as has Stand your Ground or Slayers of Karak Kadrin. It is hard to only imagine a card that would give us reason to not play Rangers (and Stand your Ground) anymore, or rather, I believe it to be impossible, since they are so ridiculously good in absolutely any case as long as you play some Dwarf Units.
Note that this does not hold true for all powerful cards: Judgement of Verena is ridiculously good, but not all Empire decks want to play it, just most. Another such card would be Deathmaster or Rock Lobba, with the former highly dependant on a single deck type (and the deck is either about it, or he's not in, which is fine), and the latter being played in every and all Destruction deck, but at least they do not dominate the game completely, like Rangers do.
But there are worse offenders than Rangers, and I am really bothered by them: Innovation, Contested Village, Warpstone Excavation.
If 100 out of 100 competitive decks contain all these cards, something is amiss. And to be honest, it sucks: Instead of 50 card decks, we build 41 card decks (or in the case of dwarves, 35 card decks). And even worse: They totally dominate the game: If you opponent starts out with a hand with 3+ of these (in pretty much any combination, except tripple Village is kinda mediocre), you need to have about 2+ or you might as well concede right there and then. Chances of ever catching up to "Village in Kindom, Warpstone in quest, development in kingdom, random 2-drop in kingdom" followed by Innovation for 2 in turn2 to get 7 resources are slim at best. To sum up: These three cards give you a huge jump start, and if your enemy has that boon, you must have it too, or else you're going to lose one in every few games to it. If you have it too, at least the random wins due to great starting hand are equally distributed.
Why is that? A few reasons: All three cards give resources, all three cards are too cheap, and all three cards come without meaningful disadvantages. Imagine there to be more Warpstone like cards: 0 cost, 1P, 1HP units, which have no real drawback, especially when stacked. Imagine them to have "Your units may not have toughness in this zone", or "you cannot prevent damage", or "These units may be killed as if they were supports" or similar very small limitations. We'd play 50 of them.
What do I think would be the best course of action? Either errata them, which is annoying, such as Innovation with a cost of 1, Contested Village with another drawback (such as making it unique), and Warpstone with a huge disadvantage ("All your units come into play corrupted"). Or even simpler: Plain ban them. The game would not be worse if they didn't exist.
So then, I'll go print some proxies for these three, because I want to make more than three decks. ![]()
