

- #MTG QUICK DRAFT SCHEDULE SERIES#
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I’m so much more invested in the game that Magic offers over other CCGs, which is why it’s so frustrating that everything Magic comparatively excels at in terms of fun and design, it comparatively drops the ball at when it comes to delivering on a legitimately “free to play” model. I’m much more invested in the characters and world of Magic, and singleton formats like EDH and Brawl are easily my favourite ways to play card games and is probably why I stopped playing Hearthstone after Mean Streets of Karazan rotated out of HS standard (rip Kazakus Priest). Drafting against real people in limited adds so many extra layers of skill and strategy over the simple “Pick The Best Out Of 3 Cards/Groups Of Cards” that HS and LOR offer. I’ve had a lot of fun playing these games, but they’ve never given me the same amount of enjoyment as the complexity of Magic. Cosmetic microtransactions are still microtransactions, but there’s very little stopping you from playing LOR or HS at a competitive level whilst enjoying the product freely. Much of the monetized product in LOR comes in the form of new boards, animated companions, and preconstructed intro-decks. Even when I took a month’s break from the game and game back to play with the first expansion, by the end of my first stream I had 80% of the cards I needed for the new deck I wanted (Shadow Isles and Bildgewater because I’m a Nautilus Fanboy edgelord) without having to buy a single wild-card. Within a week of the game’s launch I had a high tier deck in the regions I wanted (Shadow Isles and Ionia because I am an edgelord).

I found a remarkably similar experience with Riot’s recent offering of Legends of Runeterra. I made it to platinum a couple of seasons and, whilst that’s not an unthinkable feat, I was pretty content with the balance between the difficulty of getting to higher ranks and the ease of getting the kinds of decks together that I could use to reach those higher ranks.
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This also meant that, when I did have a series of rough runs, grinding the gold back up was never a chore because I had a variety of fun and competitive decks to climb the ladder on. I liked the limited format Hearthstone offered at the time, and I could pretty regularly make my investment and then some back on runs, to the point where I could build up my collection pretty rapidly exclusively through playing The Arena. The option was always there to spend £30 and speed up the process (which is a separate and predatory issue that people like Jimquisition have discussed in depth over on his channel) but I never felt like I had to. I played it to death and, despite never spending a penny on it, I rarely had to grind for more than a week or so to get enough packs and dust when new expansions came out.
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It was around this time Hearthstone, arguably the gunshot that set off an avalanche of free to play & exclusively online CCGs of the mid 2010’s, dropped. It’s just a fact that I, a uni-student by the time I started getting into playing CCGs online, was a lot more interested in the prospect of games, sold as “free to play” that I could realistically… you know… play for free.

This isn’t to say that this kind of business model is a good or a bad thing necessarily. This is still the case today, with the budget Blue White Fliers deck setting you back $49, although most of that is on the four copies of Hallowed Fountain.
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I’ve played many “free to play” games in the past, many “free to play” collectable card games in the past, and Magic Arena is the only one where I feel like the word “free” is less of a legitimate way to play, and more of a technically correct description.īefore Magic Arena came out, the only ‘legitimate’ way to play Magic: the Gathering online was through MTGO which, whist free to download and start playing, required you to drop $50, $75, $100 for even ‘budget’ decklists.
