doiron wrote:
I've played a lot of online TCGs and this is a perennial requested feature and it'll never happen. If you can test any deck at whim, it greatly reduces the demand for cards. Phantom cards are a great middle-ground, however. Between phantom, leagues, and drafts, there's plenty of ways to 'try out' cards and combinations without purchasing anything.
Loopy wrote:
I hate to suggest it, but I think phantom card time ought to be lowered. I suspect 2 weeks would be a better length to stimulate demand.
It'd be better for the game (but much worse for me).
I couldnt disagree with you two more; implying that phantom cards and deck testing with card you dont own would decrease demand.
Understanding cards and what cards would work for you would perpetuate demand imo. being able to test new ideas with having to over commit would allow player to isolate decks they want then seek them.
very similar is phantom cards. where you cannot use them in tournments they allow you to experiment prior to commiting. once you discover a cards right for you you can go purchase it without worry of it not working out.