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 Post subject: Re: Packs (value, number and rarity of cards)
 Post Posted: Thu Nov 27, 2008 6:13 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Well i dont think 20$ should get you the world, it would be nice but part of exploration of cards is nice, having everything dimminishes the existance of the game, building by budget i think is a fun way, how good can you make your deck with what you got, but a dollar in digital world should travel farther then one in physical. I think for spending 100$ you should have a really solid amount of cards, enough to do most anything, and definantly be able to trade in to get what you want. It's the equivilant of buying a BOX in magic, in the small sets, a box gets you set really solid. I think there should NOT be an issue in this game as magic that the first set out of every block you need to buy 3x as much cause its gigantic. Maybe a heavier weight on cards should be on the first set perhaps.

A suggestion multi-chance basic cards. A lot of complaint comes from the need for some of these basic creatures, zombie, axe captain, stuff like that, as far as chance to pull it, double it. Have higher chance commons in at least this set so people can get a hold of the basics better.


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 Post subject: Re: Packs (value, number and rarity of cards)
 Post Posted: Thu Nov 27, 2008 5:43 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Or, along those lines, once the market opens [or perhaps before] offer packs by rarity.. a pack of 10 random commons for Xg, a pack of 10 random uncommons for 5Xg, and a pack of [5?] random rares for 20Xg.. makes the price and pack sizes consistent to keep rarities where they are, so the rare pack would be almost prohibitively expensive by design...


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