Tuesday, October 20, 2015

Graveyard II, It's STILL a bad idea

So there's this.

It's a long column by Rosewater and we don't have all day, so I'm going to cut to the meat & bones of it. From the article:
Erik then came back to me with another request. Having to keep track of an extra zone was logistically a pain. What if when you "ate" the exiled cards, instead of being super-exiled, they went back to the opponent's graveyard. My gut response was a strong dislike, because I've worked so hard to keep exiled cards from returning, but the more I thought about it, the more I realized that it wasn't affecting the issue I cared about most: the ability to get back your own exiled cards. The original version of what we now call Processors was you paying a cost to get an effect, a small part of which was returning exiled cards to your opponent.
 So, credit where due: Erik is right and another zone would be incredibly difficult to keep track of. As it is, there are six (library, hand, battlefield, graveyard, exile, and command) and while two of those zones don't get much use, adding a seventh serves no purpose.

But damnit, why doesn't Mark stick to his guns here? Since the graveyard is now functioning as a second library for so many decks, having cards put back into it from exile is just asking for trouble. Here's his reasoning:
The system could not easily be abused, because it was your opponent who chose whether or not to bring it back to the game, and even then, it was put back into the graveyard where it's not as easy to access
That's an error: the system is now it's now abusable, because it's a system that exists!

There is one thing that people do very, very well: Find ways to manipulate (or abuse) systems. We won't pay that price this year or next year but eventually someone is going to find a way to abuse this new exploit and it's going to happen because the door is now open. Mechanics can now be designed that interact with Exile and eventually someone is going to come up with a neat and seemingly innocuous idea that gets blown up.

Sigh. Yeah, the choice to interact with Delve is a good one but these doors are now open and they won't ever get shut. That they interact differently isn't the point: they now interact with active zones of the game, thus becoming an active zone. It's going to create the necessity of another zone where players cannot interact with cards.

That isn't a good thing.

I'm headed to Nevada tomorrow, so there won't be new content up until next week, but come Thursday let's take a new deck on. Plus I can tell you how badly I did with the Desolation Row deck!

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