(Or at least, that's how MtG was originally designed to be balanced; I think this may have changed with MtG Online.)
(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.