When I played MtG, I never felt screwed by luck.
Man, you are lucky. When I used to play MtG, like 5-6 years ago, I lost a lot of games due to not drawing lands, or the opposing situation, known as "mana flood". And the times I had 4 of a card in my deck, was needing them, and none comes until Im dead? 4 cards in 60 is usually more luck dependant to get good draws then 6 cards in 30. And of course experienced already same things here, but MtG has also a lot of luck involved.
In fact, cards here are much less versatile. Most cards have just 1 use, with a few exceptions like Holy Light. The lack of attacking and blocking (attacks are automatic, and there is no blocking, except shields) surely makes the game a lot simpler and skill related than MtG. Of course there are game decisions, like "should put in play my Destroyer without a quint?", but especially playing rushes, no decisions to make, draw cards and use immediatly.
But there are fun decks to use. The old timebow, for example, with some additions like Mind Gate, the nymphs you have, etc, can be fun to play. Want a good challenge, with variety, and no metagame? Go play AI5. They also have some bad and useless cards, so not that spanking show FG do. They usually start slowly, so you can set a deck designed for fun. And you are not obligated to play a rainbow. Some elements, mainly Fire and Darkness, can be strong even mono / duo. Darkness, for example, has PC (steal), CC (drain life, liquid shadow), healing (vampires, drain life, dagger), quanta denial (steal, devourer)... Im sure it could be fun.
In fact, I think most people use rushes because of the grind aspect of this game. The upgrades are expensive, so people need win a lot in the shorter time. So, people use rush decks, because winning or losing, they do it fast.
OOH I really want to pick this one apart.
Thing is, when you lose a game in MtG due to luck, it's usually over quick. But when both people are really able to get their decks working, the games tend to last longer, and you spend more time PLAYING. If I lose a huge drawn-out game, it's cool. Quick victories and defeats are boring. It's like when you get a volley going in a tennis match between a pair of skilled players - even when it looks like someone's about to win, the other manages to hit a ball he totally should have missed, and we're right back to the game. The tension, the constant attempts to one-up the other player: THAT'S what I enjoy about CCGs. (By which I mean MtG.
See end of post.)
As for 4/60 being more luck-dependant than 6/30: You ALMOST have a point there. But as you said, cards in Elements are less versatile. If I'm in a situation in MtG where 3 different cards in my deck will help me, you've got 12/60, the exact same odds. But I'd often find that different cards could help me
in different ways. Not just that, but MtG had more options for drawing more cards, or even searching your deck for specific cards. There's a reason Rebel decks were so popular in certain cycles; if you need a SPECIFIC card, you can just look for it and luck doesn't mean a thing.
Finally, there's the ability to act during your opponent's turn through instants and creature abilities. Without that, the game would have severely lacked depth and strategy. Can you imagine MtG without cards such as Counterspell or Boomerang?
@DrunkDestroyer: Ah yes, what duos and trios could be given the opportunity. I'm going to talk about MtG some more, but whatever: there, duos and trios were the MAJORITY, with monos and rainbows in short supply.
I've considered making a
deck that could fill the myriad roles of a mono-blue MtG deck, but I'm having trouble figuring it out. If you can find a working trio I can use as a reference for balancing quanta between 3 elements, I'd be grateful for a link.
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Hmm, the longer this thread goes, the more I'm realizing I'm looking for a substitute for MtG, and it's unlikely I'll ever find that.