dboeren said:
I don't think that's the case in an LCG though. There are no Rares to make players chase, so disruptive or overpowered combos do not serve their normal purpose and in my opinion do not belong here. What we should be striving for is a well balanced game, where cards are costed appropriately for their value and where there are many viable strategies to win.
You're fooling yourself if you think that this game is so dissimilar from a CCG.
Imbalance is used to help drive sales, whether it involves rare chasing or not. The other incentive is to grow the card pool for a wider selection to build decks from and with that wider selection comes greater risk of combos that can overpower and become a part of universal meta.
By it's very nature such games are imbalanced. If they were balanced then you would be playing a completely different game. A game where the randomness of card drawing played no part in the fundamental game mechanic design.
However, even though I am being contrary, I do agree with your position overall. We do need more balance but something will always slip through the cracks whether they be intentional design decisions or by pure innocent accident.
I beleive this to be a case of slipping through the cracks. Overall, I have to say that the design is successful, if somewhat bland in many cases. (just check the pile of cards you know you have never used for evidence of that)