New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
Under their theory, each Momentum Change would allow the other to be picked up, therefore you could pick up ALL your cards on EVERY block and play the exact same combination every time.
It isn't that simple; I mean, first of all you have to have init, and what if your opp has Helmet of Brass or Angel's Sword or even is 1/1 or something? Also, every time you do that combo, the EC you use dies, so you don't have a completely unlimited number of times you can do this, even with Unleavened Bread or whatever, and if you can't get through your opp's defense, you might be screwed.
You dont have an infinite amount anyway. Only 6 times.
How outraged would we all be if Rob came out and said, "For every official tournament from now on, Momentum Change is banned from being in any deck and being played"?
There are advantages to not banning cards and there are advantages to banning cards. One isn't necessarily better than the other.
Hey,I'm kinda baffled that you can say that not banning cards is better than banning cards when most major CCG's choose to ban cards. I am not aware of any CCG (albeit I don't have the broadest knowledge of CCGs, but still) other than Redemption that doesn't ban any cards. You'd think that if it was clearly the better option that significantly more CCGs would have tried it.I consider the following to be advantages of banning cards:- Less frequent rule changes. There are other contributing factors to this, but Redemption's rules change much more frequently than other CCGs and part of the reason for that is to adapt the rules to deal with cards that otherwise would be banned. It can be very frustrating to a player when the rules seem to change from tournament to tournament and I have known multiple people that quit playing Redemption because it took too much time to keep track of what the rules are.- Fewer reactive cards, more proactive cards. Over the years cactus has printed many "counter" cards designed to weaken cards that other games would just ban. Sure I don't have a stack of cards that I'm not allowed to play with, instead I have a stack of cards like Pot of Manna, Esther (Promo), The Darkness, and Lurking that I don't really want to play with because they serve very little purpose other than to counter one specific card or idea. Had that card been banned instead of printing a counter to it, it would have opened up spots on printing runs for more proactive cards like A New Beginning, The Amalekites' Slave, or Ambush. Would you rather open a pack and see a new card like Gold Shield, or see a new card like Pot of Manna?- Less repetitiveness in top decks. 18 decks have placed top 3 at nationals in Type 2 - 2 Player since Provisions was released in June 2003. And 11 of those decks had at least two copies of provisions in them. If Magic had seen the 15 copies of provisions that were in the top three decks the year it was released it would have been immediately banned and players in the five years since would have had to come up with something original and creative, or at least something different to succeed with rather than just recycling the same old ideas.The not banning cards idea has worked well for Redemption, especially considering the fact that Redemption has such a small card pool compared to other CCGs, but I strongly believe that not banning cards is not an inherently better design philosophy.Tschow,Tim "Sir Nobody" Maly
I'm kinda baffled that you can say that not banning cards is better than banning cards when most major CCG's choose to ban cards.
- Less frequent rule changes.
- Fewer reactive cards, more proactive cards.
- Less repetitiveness in top decks.
And most major CCG's are no longer in print, or active. Just because everyone else is doing it doesn't make it better. The fact that Cactus is one of a VERY small number of CCG's still in print and active from the 1995 era (despite its niche market and small size) is testament that is has done things right that other CCG's did not.
I doubt that this is really a difference. I would imagine that if you looked at the winning Magic decks from the last 5 years that you would also see a lot of overlap in their card choices.
Two years ago, I used 2 T2 decks to win and neither had Provisions in them. Chris M. (who I played in the final round but ended up 4th) didn't use Provisions.
The other thing is that the Redemption player base is willing to put up with stagnant game play a lot more than the player base of other games.
The Redemption player families are also are happier because they don't have kids buying a new pack, opening it, and finding that their one decent card can no longer be played in a tournament.
pokemon anser that it dosen't ban cards
I do not equate longevity with quality. Redemption is not inherently better than other CCGs because it has outlasted them. I consider Redemption's small size and niche market to be as much responsible for it's longevity as it's quality.