[edit]
Just re-read the post and realized these were identified as fake just from the picture posted online. That makes a lot more sense.
[edit]
Just re-read the post and realized these were identified as fake just from the picture posted online. That makes a lot more sense.
If you add a fifth ace to a deck in the middle of a poker game, that’s cheating. If poker decks were printed without aces but aces were allowed, then why should anyone care how you got these four aces, as long as they were shuffled fairly into the deck? Just play the damn game.
Neither does most of the community. We call it proxying. Of course it's not allowed in sanctioned play because the purpose of sanctioned play is to sell cards, but I've never been around a table in someone's basement who cared that the sol ring I just played is actually a mountain with "sol ring" scribbled on it in sharpie as long as there was no way of telling it from the other cards in the deck, it would be legal for a real sol ring to be in that deck and I played it according to the rules governing sol ring. There are different formats to magic and the one with the most extensive, and therefore expensive, list of permissible cards has competitive decks that run into the tens of thousands of dollars invested (https://www.mtggoldfish.com/metagame/vintage#paper). If you had to buy all of that every time you felt like playtesting a new deck people simply wouldn't do it.
Actual fakes were problematic as you can tell the back of the card apart generally.
I have a (casual, goofy) deck with some proxies and I earnestly cannot tell the difference when they're sleeved.
My favorite digital card games feel half way like scams in that if you really need a rare card for a deck, you can easily spend 50 or 60$ on packs and come up short. It's impossible to just pay 10$ and get the single card I need.
I don't think I'll be able to match the production values of MTG( the cards don't even have art, which is a both a stylistic choice and my own limitations), but I want something self hostable anyone can play.
edit: oh my god it's got an adventure/overworld mode like the old microprose mtg game from back in the 90s. My heart doth soar, thank you so much for pointing this out!
I played with the Android build for a bit. Still not ideal since it's ultimately uses someone else's IP, but it's very cool.
I hope to get my own prototype up by this summer. The logic is all server side ( to prevent cheating), so you could even roll your own client.
I'm getting ahead of myself, but I imagine a bunch of related projects. Want to play from a Rust cli app, go ahead!
Nobody has an issue with it. The courtesy is that it'd be nice for you to work towards a real deck if you play with it much, but it's not a hard rule or anything.
(Or at least, that's how MtG was originally designed to be balanced; I think this may have changed with MtG Online.)
It works with how they imagined the game would sell: somebody in a game group convinced their friends to buy a few packs, they make decks, and play the game as a quick palette cleanser between longer board or roleplaying games. It's also the reason anteing cards was part of the original default ruleset: if people only made decks with a few packs of cards, the game would get stale. So ante meant the cards would rotate through the group and encourage them to alter their decks.
To me if we are going to regulate loot boxes, trading cards should be regulated as well. Or at least minors should be banned from buying them.
Not that that'd be too interesting on its own; but it'd almost certainly spawn a community of people creating and sharing derivative works of those standard models. Could be entire apps / package repositories / "character customization engines" built on snapping together standardized unit components like LEGOs and then printing the result.
It would be cool however if someone took a standard Lego set and rearranged the pieces into a number of units. So everyone knew if you wanted a DingleHopper you would buy this kit and get one DingleHopper and three Jiggamadoos, and trade those to your friend for a pair of Whatsits.
On the other hand, the ridiculous costs mean it's very easy to find like-minded people to play casually with using bootleg cards.
But this isn't about the actual card game though, but the collector's market where grading companies sign off on the authenticity and quality of in this case 30 year old playtesting cards. I feel bad for the people that did get scammed, on the one side they should've known better because these were too good to be true, but on the other they put their trust in the grading company. I hope the grading company gets serious repercussions for letting this pass, surely they of all people should know about the printer dots to determine counterfeits and age?
Where there are high prices of cards, any convincing counterfeit would be poor optics. Game play with non-convincing counterfeits is accepted in many places (i.e. proxies).
Imagine if dnd was sold in a way that only a few player's handbooks had fireball and if you had it, you could cast it.
Its a shame these systems caught on instead of more ethical systems. I hope Gen Z ends up burying this consumerist junk.
- The rarest cards in every set are usually just alternate art versions of other, more common cards from the set.
- They release products with more powerful cards that have become popular recently, to increase the supply.
- They release good decks based on what is popular in tournaments at a good price ($25-$40, iirc).
- They release copies of tournament winning decks at a really good price (like, $15 for the whole deck). These are proxy cards—they have a different back, they, don't have foil, the printing isn't as high quality. But if you wanted to try out a good deck, they're incredibly cheap.
TCGs are inherently predatory, but Pokemon seems to realize it's played mostly by kids.
I had no idea what the meaning of the trade was, I just knew that I was probably being tricked, based on the vibes he was putting out. And that was the last time I was interested in loot boxes.
To put it another way, any 15 year old kid can put in the time and effort to assemble a great deck, but may not have the money. Should that kid not be allowed to compete on that basis alone?
To be honest, I haven't been to a MtG tournament in decades, so take that all with a grain of salt. But it should be _relatively_ accurate.
I mean I don't mind so much, I had a MTG period some years ago (we'd play during work breaks) and got two of the same card (one of the Planeswalkers), which appreciated in value to about €35 at the time; I sold them online and recouped a lot of the money I had put into the hobby. That said, I will have a look to see how much that card is worth nowadays <_<.
edit: phew, just a little less than it was ~10 years ago.
If I'm understanding the post correctly, these counterfeit cards were claimed to be from an early playtest which would in fact have been printed on normal consumer/office grade printers and not using a commercial large scale printing process. Some of the fakes are noted to actually have two sets of dots, one set from the original printer and another from whatever was used to make the fakes.
I found a "used" copy on AMZN which was obviously a fake with inkjet printing on the box and the disc, metadata on the disc indicating it was a DVD+R, etc.
Served Disney right.