Author Topic: Ways to make Redemption more marketable + more mainstream  (Read 18625 times)

Offline Isildur

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #75 on: March 21, 2013, 08:54:11 PM »
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GIANT POST
I think Game of Thrones and Call of Cthulu were both brought out as LCGs from the beginning so they really aren't reboots either. So I am more wrong than even you thought. :( What I meant to say was that recently Fantasy Flight has brought out new LCG games based in the same universe of CCGs that have previously failed commercially.

I think there would be a number of advantages if Cactus moved to a similar type of distribution model for Redemption.* In particular having a starter edition that included multiple (mix and match) decks would possibly have been more enticing to newer players. Moreover by pitching it as a complete standalone experience, Cactus may have been able to get t placed into more mainstream game stores.

*On the other hand, I can't think of any examples where a CCG transitioned to an LCG mid-stream, so it may not be viable.


Hey EmJayBee83 just to tell you im not trying to be a no it all but you really need check your info before you start posting stuff you "think" is right. Both Game of Thrones and Cthulhu were CCG's before they became LCG's how do I know? I played both of them in their CCG form and now play them in their LCG form :P

And yes you are correct no games have been changed to LCG mid-stream because like I said that would render all your previous product void. But many games have been rebooted in a 2.0 format mid life.


At the people saying the game is too big,

That's ludicrous. A given magic STANDARD format, has as many cards as all of our sets or extremely close to it.
Uh, has anyone in this thread said that?
I did. Now let me get this straight.... when I say a game is too big I dont necessarily mean the game has too big of a card pool, what I mean is the game is too big from the standpoint that the size/frequency of the expansions can no longer support the growth/improvement of the game.

Many games have gotten "too big" from this standpoint TMG's/CMG's in particular. When a game has a bagillion themes and only can release at most a few hundred figures/cards per year the game eventually gets stagnant from lack of new ideas. Any one who played VS can tell you this as most themes were abandoned after 1-2 sets but the card pool for this game was GIANT by the time it died.

There are ways to stop a game from no longer being able to support itself by the definition I gave.

1. You can make "blocks" aka what Wizards of the Coast and pretty much every company does. Only problem with blocks is this requires a constant production of cards which obviously out paces Redemptions production.

2. Restart the game aka what Decipher, Hero Clix and Legend of the Five Rings have done. When a game gets too big you release a 2.0 version of the game and go from there. You start off with a clean slate and hope you dont make any stupid mistakes the second time around (cough TGT or Mayhem cough).
*For more info look at my previous giant post look at number 2

3. The game is too big to fail aka what games that are about to die do. This is the Wizkids, Wizards of the Cost (when not making Magic), ICE, VS and some other companies do. You keep producing sets until you decide to no longer make the game but you will notice the sets get smaller and smaller till no more are produced.
*For more info look at my previous giant post look at number 1

There comes to a certain point in a games life were it NEEDS to be rebooted other wise the game will eventually sizzle out. Any one ever played the Call of Duty video game series? Recent movie example The Hobbit (really three movies guys?) ect. CCGs/TMGs and friends go the same route eventually you lose the ability to make new interesting materiel people lose interest in the game and eventually the franchise dies.

Oh and Red comparing the Redemption card pool to the Magic card pool is like comparing a bird bath to the freaking pacific ocean or a comic book to War and Peace. They may be in the same medium but they are in completely different classes.

Btw guys I do apologize for my GIANT ramblings but I do really enjoy the medium and have alot of experience playing other games hence the massive rambling.
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Offline lightningninja

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #76 on: March 21, 2013, 09:30:13 PM »
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Can we just have a couple cards different or something? They don't have to be a full set, there just has to be SOMETHING visually appealing. Every single guy in my dorm building buys Pokemon packs until they get a "full art."

Look, I think the whole "don't increase collector difficulty and make it easy for everyone to have a good deck" is preventing the game from increasing. As someone who doesn't have a LOT of money, I can say it's appreciate. But come on. It's a card game. And it has to have sales. There should be REALLY rare cards. And people will buy packs to get them. And they should be REALLY good. And they should help your deck. It's not bad to have good cards that are hard to get. It will help sell. And they should look awesome, maybe full art, extra shiny gold border, I don't care. Make them rare, make them cool looking, and make them original. That will help sales, I guarantee you. Great, you can spend $50 and get the whole new set. That's PROBABLY a pretty good reason the game doesn't sell as much anymore. Am I right?
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Re: Ways to make Redemption more marketable + more mainstream
« Reply #77 on: March 21, 2013, 09:51:26 PM »
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Can we just have a couple cards different or something? They don't have to be a full set, there just has to be SOMETHING visually appealing. Every single guy in my dorm building buys Pokemon packs until they get a "full art."

Look, I think the whole "don't increase collector difficulty and make it easy for everyone to have a good deck" is preventing the game from increasing. As someone who doesn't have a LOT of money, I can say it's appreciate. But come on. It's a card game. And it has to have sales. There should be REALLY rare cards. And people will buy packs to get them. And they should be REALLY good. And they should help your deck. It's not bad to have good cards that are hard to get. It will help sell. And they should look awesome, maybe full art, extra shiny gold border, I don't care. Make them rare, make them cool looking, and make them original. That will help sales, I guarantee you. Great, you can spend $50 and get the whole new set. That's PROBABLY a pretty good reason the game doesn't sell as much anymore. Am I right?
This is it, really. What if there was a way to combine the aspects of an LCG and a CCG? What if instead of a large pack that sold ALL the cards, there was a large pack that sold ALL the commons, along with some of the rares and a few ultra-rares, leaving about 50 cards that aren't included in the pack. That way you would have to buy 3 or 4 to get most of all the cards in the set. Is there a flaw with that? It's basically a large tin with a random factor. Simple cardboard boxes are pretty cheap to manufacture, am I right?

Offline Master KChief

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #78 on: March 21, 2013, 10:02:08 PM »
+1
That's essentially what Decipher did with Fight Klub.
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Offline lp670sv

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #79 on: March 21, 2013, 10:07:49 PM »
+3
That's essentially what Decipher did with Fight Klub.

We don't talk about that here.

Offline Platinum_Angel

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #80 on: March 21, 2013, 10:13:39 PM »
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Essentially what Rob Anderson would like to see is NUMBERS! LOTS and LOTS of numbers. Meaning? More people playing, being introduced, etc. 2013 should be the year of recruiting.
Nuff said.
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Offline Isildur

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #81 on: March 21, 2013, 10:28:34 PM »
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That's essentially what Decipher did with Fight Klub.
Fight Klub tanked literally right out of the gate game didnt last past 3 sets.

Fight Klub tanked for a few reasons. Decipher marketed the game HORRIBLY like BAD many people didnt know about the game till it had kicked the bucket. The other reason was the "kilo" (its what Decipher called those horrendous box things) was a good idea in concept but a horrible idea in practice because it still took like 4 or 5 "kilos" (each costing like $50+ $30 a pop) to get a complete set! It had one of the advantages of a LCG and all of the disadvantages of both.
« Last Edit: March 21, 2013, 10:37:57 PM by Isildur »
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Offline Master KChief

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #82 on: March 21, 2013, 10:33:29 PM »
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To expand on the distribution method of Fight Klub, they had a 120 count pack of cards called a 'Kilo' that was sold for $30. It contained 10 random rare cards, one copy of every uncommon card, and 2 copies of every common card. An expansion set consisted of 30 rare, 30 uncommon, and 40 common cards. So if you wanted all of the rare cards, you had to buy multiple Kilos. A perfect distribution would mean a complete set for under $100, but this wasn't always the case of course. In addition, for every 3 Kilos that a person bought, they would receive an 11 card special edition pack that would contain unique cards you could only get from that pack.
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Offline Redknight

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #83 on: March 21, 2013, 11:03:56 PM »
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hey sorry to be a little late to this thread but i am seeing some great ideas... Going off the whole MTG route.  What if Cactus Games started a campaign kind of like FNM for magic.  It could be called something like Sunday Morning Redemption.  I was thinking like it would be more targeted for church youth groups to get a larger # of younger people involved, but any church group could work I guess.  It would be a way to get more churches involved and participating.  The churches could also use it as an outreach.  Sure there would have to be some time spent making certain rules and regulations for it, but I think it would help market the product.  Just an idea...

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #84 on: March 22, 2013, 12:12:10 AM »
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hey sorry to be a little late to this thread but i am seeing some great ideas... Going off the whole MTG route.  What if Cactus Games started a campaign kind of like FNM for magic.  It could be called something like Sunday Morning Redemption.  I was thinking like it would be more targeted for church youth groups to get a larger # of younger people involved, but any church group could work I guess.  It would be a way to get more churches involved and participating.  The churches could also use it as an outreach.  Sure there would have to be some time spent making certain rules and regulations for it, but I think it would help market the product.  Just an idea...
now thats an idea!
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Warrior_Monk

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #85 on: March 22, 2013, 12:17:09 AM »
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hey sorry to be a little late to this thread but i am seeing some great ideas... Going off the whole MTG route.  What if Cactus Games started a campaign kind of like FNM for magic.  It could be called something like Sunday Morning Redemption.  I was thinking like it would be more targeted for church youth groups to get a larger # of younger people involved, but any church group could work I guess.  It would be a way to get more churches involved and participating.  The churches could also use it as an outreach.  Sure there would have to be some time spent making certain rules and regulations for it, but I think it would help market the product.  Just an idea...
My church back at home does Redemption game nights and tournaments once a month, plus some side stuff (like Booster Draft). They still get less than 10 kids generally (and we're a 2000+ person church).

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #86 on: March 22, 2013, 12:50:06 AM »
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hey sorry to be a little late to this thread but i am seeing some great ideas... Going off the whole MTG route.  What if Cactus Games started a campaign kind of like FNM for magic.  It could be called something like Sunday Morning Redemption.  I was thinking like it would be more targeted for church youth groups to get a larger # of younger people involved, but any church group could work I guess.  It would be a way to get more churches involved and participating.  The churches could also use it as an outreach.  Sure there would have to be some time spent making certain rules and regulations for it, but I think it would help market the product.  Just an idea...
My church back at home does Redemption game nights and tournaments once a month, plus some side stuff (like Booster Draft). They still get less than 10 kids generally (and we're a 2000+ person church).
too bad the same cant be said for tennessee other then knoxville
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Offline YourMathTeacher

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #87 on: March 22, 2013, 08:29:03 AM »
+2
My church back at home does Redemption game nights and tournaments once a month, plus some side stuff (like Booster Draft). They still get less than 10 kids generally (and we're a 2000+ person church).

Churches that are willing to host Redemption are great, but I do not think that should be the target for advertising. Many churches repel Redemption because they disagree with some aspect of the game - the card art, presence of demons, CCGs in general, etc.

I have found that Christian schools are a better market, with less resistance. They are usually looking for more after-school clubs and extracurricular activities for their students, especially students who do not play sports. When I was teaching at a Christian school in Connecticut, I was averaging 20 kids per week in my Redemption Club, for a school that was 700 total for K-12.

With budget cuts hitting every public school district, extracurricular activities are declining even for non-Christian schools. With modern "equality" agendas, public schools are not as resistant to having a Redemption Club, as long as it is intiated by students.

I think that if we are going to make changes to the marketing scheme, we need to choose our fights carefully. I understand the inherent push to get Redemption into traditional secular gaming stores, but that is not generally where you are going to get parents to bring their young children. However, they can certainly go to Wal-Mart to get a few booster packs while they are doing their grocery shopping. Redemption has such a wide appeal in age ranges, so the marketing is still dependent on us, since Rob cannot do it alone. People like me know how to appeal to the younger crowd. Many of you know how to appeal to the young adult gamer crowd. And, of course, there are bunch of us old-timers that still enjoy the game. We just spend more of our time hosting than playing. Since Minnesota has the T2-Only Tournament, I think Florida will have to start the Over-40-Only Tournament.  ;)
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Re: Ways to make Redemption more marketable + more mainstream
« Reply #88 on: March 22, 2013, 09:31:56 PM »
+3

Offline Master KChief

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #89 on: March 22, 2013, 09:46:08 PM »
+5
At least relaunch the game with the blue and silver logo. That logo is tasty.
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Re: Ways to make Redemption more marketable + more mainstream
« Reply #90 on: March 22, 2013, 11:18:50 PM »
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I'm still a fan of the red. It pops out more. The silver is really cool though.

Offline lightningninja

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #91 on: March 23, 2013, 06:22:58 PM »
+3
Everything Daniel touches is gold. That is a beautiful display.

Another thing preventing Redemption from selling a bunch is that normal type I, which is the largest category, only has 1 available card per deck. Compare that to Yugioh and Pokemon's 3 cards per deck. So that at least triples the amount of money each good player has to spend in order to have a competitive deck. That's kind of an unavoidable problem, but making rarer cards and making them not so easy to get will definitely help.
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Offline Isildur

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #92 on: March 23, 2013, 08:38:56 PM »
+1
Another thing preventing Redemption from selling a bunch is that normal type I, which is the largest category, only has 1 available card per deck. Compare that to Yugioh and Pokemon's 3 cards per deck. So that at least triples the amount of money each good player has to spend in order to have a competitive deck. That's kind of an unavoidable problem, but making rarer cards and making them not so easy to get will definitely help.
Redemption is too far on in its life to switch type 1 from 1 per deck to 3 per deck. I dont think I really need to explain why ::) Besides the fact I personally like having one card per deck gives more variety to the game ;)
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Offline Master KChief

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #93 on: March 24, 2013, 12:43:42 AM »
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Redemption is too far on in its life to switch type 1 from 1 per deck to 3 per deck. I dont think I really need to explain why ::)

Uh, I think you do. For what possible reason would you say Type 1 cannot sustain a higher card limit cap if Type 2 demonstrates it quite well? The biggest reason I do not get into Type 2 is because playing with 100 card decks is ridiculous. I however would LOVE to play a mini version of Type 2. If you apply the same rules of balanced decks, then you'd have a solid format.
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Offline RTSmaniac

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #94 on: March 24, 2013, 10:46:49 AM »
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Maybe next ROOT variant? 3 of a card per deck except ls/dom/duel brigade?

Awesome job on the artwork Daniel!
« Last Edit: March 24, 2013, 10:48:55 AM by RTSmaniac »
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browarod

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #95 on: March 24, 2013, 03:02:37 PM »
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Type 1.5, maybe? Same deck size and general rules as T1, but with up to 2 of each card (since T1 decks are about half the size of T2, I think 2 would be better than 3) and balanced good/evil.

Offline Isildur

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #96 on: March 24, 2013, 04:47:21 PM »
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Uh, I think you do. For what possible reason would you say Type 1 cannot sustain a higher card limit cap if Type 2 demonstrates it quite well? The biggest reason I do not get into Type 2 is because playing with 100 card decks is ridiculous. I however would LOVE to play a mini version of Type 2. If you apply the same rules of balanced decks, then you'd have a solid format.
Ok let me explain the reasoning behind "too far in its life" and why I still think Redemption needs a reboot. There are two reasons we shouldnt use more then one card in a deck.

Also keep in mind Redemption is and always has been designed with type 1 as the main focus.

First off deck size. Most games that allow you to use x3 or more of a single card in your deck all have larger deck minimums. Almost every game I think of that uses this method is a minimum of 50 cards or more many games being 60 cards minimum. When you look at Redemption the minimum size is 50 cards per deck but in all reality the deck size is 43 cards since the 7 lost souls are the equivalent of accidentally drawing a joker from a deck of cards during a poker game. So off the bat Redemption deck sizes in "theory" are 10 cards smaller.

Next point is because of the fact Redemption has been designed with Type 1 in mind the game. Redemption draws three cards at the start of a turn while most games its one card per turn. There is also a PLETHORA of pinatas of drawing cards. Your average CCG/LCG/TCG does not have the obscene number of drawing cards Redemption has. Most games have less then 10 drawing cards in their entire set block let alone card pool in smaller games. Now what is the biggest problem with Redemption meta wise? Speed! always has been the problem and always will be. If I am allowed to have x3 of cards in my deck what is stopping me from making my deck 7 souls, 7 doms, 15 heroes, 15 drawing cards and 12 battle winners? You cant require people to balance their decks its just dumb considering the small deck sizes.

The problem is Redemption has two "forces" good and evil in each deck while most games have one. The reason other dual "force" games are able to use multiple copies is because they are split evenly at 30 good and 30 evil cards in a deck (there are no neutral cards in most games ala Lost Soul or Art type cards). With Redemption in its current state it would be a blood bath of good and drawing cards being thrown around there would be literally no reason to use a defense in your deck.

Let me point out if the game is rebooted it would be possible to make x3 per deck part of the game (if the game designers deem it be). What happens when you reboot is you have a Starter Deck, a 365 sized base set (this was Deciphers magic number) and booster draft boxes (the boosters would all come from this base set). Later on you would produce smaller 150 cardish sized sets to boost themes ect.

With a base set this large you are allowed to start a game afresh so what you would do is drop all of the "added" brigades from the game so there would only have the ones started with from the blue packs. Each brigade would have one "theme" and would later have additional "themes" added to the brigades in other sets. No arts, forts or sites would be released in this base set. What this does if we can trim all of the fat/junk from the current game state and re release a clean simple stream lined version of the game. Later on you can add all the more complicated stuff/additional brigades to the game but in a much more "controlled" fashion then has been done in the past.

Basically with a reboot the game will be the same but have more streamlined easier to understand rules and a new more balanced meta. Really the main reason I like the idea of reboot is because we can take the game back a few notches from its current CBN, auto win, preblock ignore, speed, ect. ect. overpowered broken state the game seems to be in.
« Last Edit: March 24, 2013, 05:09:39 PM by Isildur »
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browarod

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #97 on: March 24, 2013, 04:59:54 PM »
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Yu-Gi-Oh!'s minimum deck size is 40 and they allow up to 3 of most cards....

I don't think the current rules are that hard to understand. There are some interesting circumstances that can come up, but that's what Elders are for, to make rulings (and playtest cards if they're also on the PTB). :P

Offline Isildur

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Re: Ways to make Redemption more marketable + more mainstream
« Reply #98 on: March 24, 2013, 05:03:26 PM »
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Yu-Gi-Oh!'s minimum deck size is 40 and they allow up to 3 of most cards....
Still that game only uses one card medium not two. (I really have no clue how to word that but you get my point).
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Re: Ways to make Redemption more marketable + more mainstream
« Reply #99 on: March 24, 2013, 05:32:00 PM »
+2
There would be so much to rethink with allowing 3x of one card. I'm strongly against it. If you want to use multiples, play T2. The two types are vastly different and should remain that way. T1 really isn't THAT bad. There's always been complaints about it, whether FBTN or Speed or Z's Temple or TGT or Thaddeus or The Deck. I really don't see how allowing more of one card makes it more marketable or mainstream. I thoroughly enjoy the restrictions T1 brings.

Also, I'm pretty sure there'd be a way to break 3x of one card.

 


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