Np on editing the posts, Higurashi. Much appreciated.
"I wouldn't say there's a terrible lack of balance, but there is some alright. In the metagame, there will always be counters in card games. You mention one: Black Hole. The problem I see with cards like that is that they counter entire deck concepts instead of just one strategy. That's truly a hay-maker , as you put it. Of course, resource denial has always been the one type of strategy that works against the highest number of other strategies in card games, but that's a different story."
The potential range of balance in a CCG is massive, and I would definitely say that this game is certainly within an acceptable limit. I think the areas where balance is off is exacerbated by the fact that many cards/abilities are extremely powerful. Eternity is one of the biggest examples of this. A card that only costs 4 more than Rewind, can use the ability of Rewind for only 1/2 more quanta, and it's an ability that can both stall the ability of your opponent to draw cards, remove creatures from play (along with any buffs, that are permanently lost), and prevent you from decking out. Quite frankly, of all the CCGs I've played, I'm not sure I've seen a more unbalanced card. Now, there are counters. But, if you don't have that counter, or have the ability to use the counter at that time, this can easily seal the game.
Now, there are many cards like this. Because of this, the game is, in a sense, balanced. However, this balance doesn't translate as well in gameplay, where it results in the predetermined matches I mentioned earlier.
By changing Eternity to a jab, say, by changing is so that it puts a creature out of play, whereby they return to play automatically the next turn, you allow it to stay within the interesting theme for Time without creating a lot of scenarios where the game has been decided by a broken game mechanic (the ability to stop your opponent from drawing cards). The Rewind card doesn't need this change because, in that case, you are trading off a card yourself for preventing them from drawing a card. And, as always, this is just an example, not necessarily a change I am proposing (though I do kinda like that idea). Also, this sort of adjustment is something that would ideally happen across all cards, to maintain the balance that already exists within the game.
"Your estimated percentages look like they're based on an unupped FG killer like Liquid Antimatter. With decks like I've GotP Time, you'll find a winrate of 67% is realistic, with only one FG to skip. There are also FG decks that don't skip any FG, such as the highly customisable classic Timebow. A big part of this game is the strife to reach that upped status, of course. That grind to improve your account is often what gamers keep coming back for, since we're addicts. :>"
The problem with those numbers is that you are generally looking at a small number of decks. At least, that is my impression from what I have read so far. The 40% win rate wouldn't apply to even the best unupped FG deck, which I believe was at 32%, and it only declines from there as you include other unupped decks. The game isn't very forgiving due to the hay-maker style, and this eliminates a lot of potential decks. Some of this could be due to the fact that the card catalog is a little small. And, of course, the attributes that are assigned to the False Gods. But, I'm more inclined to believe that it is due to the constant danger of a game-ending card. As it stands, I'm not even close to building a single upped deck for FG's, so you would probably have a better vision of this matter.
"The cards I find the most unbalancing in the metagame right now are Nova, Immolation and Fractal. The former two enable rush decks of a different class than the normal ones, as well as unparalleled versatility. Both of those factors are priceless, as card game matches are often about getting set up faster than the other player. Fractal is a bit of a special case, as it grants more card advantage than any other card I've seen in a card game, and it does it instantly (!) (Mindgate can give even more advantage, but it's slow). It also limits card creation, which is a big problem."
I agree with all of this.
"This card game is free, and is being slowly developed. People like me who have stayed with it for a long time and won't leave for a very long time have accepted the unbalanced aspects and take advantage of it in PvP. You can also always take advantage of the people taking advantage of it and make counter strategies to the most popular ones. Faithful players like us have seen the game becoming more and more balanced, and we believe the developer will continue this trend. Especially encouraging is the fact that he listens to his players and can even incorporate their card ideas into the game."
I could take advantage of that, but I don't find that very fulfilling. Could just be a personal thing. I much prefer strategic contest, something that challenges the mind and is fun while you're doing it. This game definitely captures that to some extent. I'm just offering some suggestions from my initial observations to take it to the next level.
I think some of these changes are actually quite simple and easy to incorporate, especially the mulligan system, which on it's own could probably increase playable matches by ~10% (there is a reason that almost every CCG has this mechanic). Others I don't expect to see any time soon, as I understand how difficult it is to balance a CCG.