Hey. I think your post is cool and you clearly put a lot of effort into it. I like the idea of adding Rush to the base set at some point. We've been very happy with the gameplay of that mechanic and there is a lot of design space with it.
The goals of the basic and classic set now vs the goals we had at launch are quite a bit different. I think our goals now can afford to be a little more narrow. Mechanically, we want to teach players the base level interactions of the game and give each class a core identity and toolkit of stuff to help them realize that identity expansion to expansion. Power level aside, I think Rogue is a good example of a class that does this pretty well. Regardless of what cards exist in an expansion, Rogue gameplay still tends to feel unique on the back of a simple mechanic (combo) and some core toolkit cards that aren't win conditions on their own (Backstab, Evis, SI, Etc). Some of our other classes could do better at having a core toolkit, so it's something we want to address.
Iksar
Hey. I think your post is cool and you clearly put a lot of effort into it. I like the idea of adding Rush to the base set at some point. We've been very happy with the gameplay of that mechanic and there is a lot of design space with it.
The goals of the basic and classic set now vs the goals we had at launch are quite a bit different. I think our goals now can afford to be a little more narrow. Mechanically, we want to teach players the base level interactions of the game and give each class a core identity and toolkit of stuff to help them realize that identity expansion to expansion. Power level aside, I think Rogue is a good example of a class that does this pretty well. Regardless of what cards exist in an expansion, Rogue gameplay still tends to feel unique on the back of a simple mechanic (combo) and some core toolkit cards that aren't win conditions on their own (Backstab, Evis, SI, Etc). Some of our other classes could do better at having a core toolkit, so it's something we want to address.