Mogwai Speaks Out About Snap Switch
I know personally for me Darken saga pt2 in Lor was when I realized how low impact the new sets were.
Essentially you have the Champs who are meta defining and then you have the bulk aka everything else.
When before if a new mechanic came out it was actually game defining like invoke.
So thats fair I don't think LOR went down hill as fast Mogwai says but I think he's right about the ultimate outcome.
That being said, snap is new ans already has issues of its own.
I think killmonger and leader are problematic cards. There are a lot of really interesting and snowbally one drops that get invalidated by killmonger.
Likewise a lot of interesting six drops get invalidated by leader so that constrains the valid play space and deck building space and play styles.
So yeah my take LOR is a bit over the hill but Snap isn't this perfect amazing card game and has a lot of proving to do still.
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https://youtu.be/tm9v3NBFQNc
I know personally for me Darken saga pt2 in Lor was when I realized how low impact the new sets were.
Essentially you have the Champs who are meta defining and then you have the bulk aka everything else.
When before if a new mechanic came out it was actually game defining like invoke.
So thats fair I don't think LOR went down hill as fast Mogwai says but I think he's right about the ultimate outcome.
That being said, snap is new ans already has issues of its own.
I think killmonger and leader are problematic cards. There are a lot of really interesting and snowbally one drops that get invalidated by killmonger.
Likewise a lot of interesting six drops get invalidated by leader so that constrains the valid play space and deck building space and play styles.
So yeah my take LOR is a bit over the hill but Snap isn't this perfect amazing card game and has a lot of proving to do still.
LoR is in a much better place than Snap, despite the fact that Snap only just launched. I'll briefly explain why.
1- There is inherently just way too much randomness in terms of locations -- this is intended, so the game is fun and exciting. However, it makes it nearly impossible to have a pro competitive scene. Too much chance that your deck just can't play due to the locations.
2- You kinda hit on this slightly, but you have no idea just how many cards in the game are "problematic" in the way that Killmonger and Leader are problematic. I'd say they printed at minimum 10 cards that should never have been printed.
3- The structure of Snap is such that you really just need to build a proactive deck and accomplish your game plan, while psyching out your opponent enough to win the cubes. The game concept should NOT allow for hard control to be a thing. But due to the types of cards you mentioned (Leader and Killmonger, and at least 15 others), it is entirely viable to just build a deck of hard control, where your only game plan is to negate your opponent's game plan. And it actually works.
4- The game just gets old and stale after a while. It's too samey, even despite all of the location RNG.
Anyways, #3 is the reason the game will fail. They made fundamental, fatal mistakes in some of their card choices. They printed WAAAAAAAY too many direct counterplay cards for this style of game, and it will bite them in the butt HARD when these hyped up new players discover that.
WIthout Killmonger though, Sunspot and Human Torch would run rampant.