Visfarix wrote:1)Like I said. Get used to it. If you can't, leave. Not everything is supposed to be useful as soon as you get it.
2) This makes me wonder how long it has been since you've played a card game. Higher rarity cards are certainly more unique then lower rarity ones, but they are also supposed to be more powerful than lower rarity ones too. Have you played MTG recently? Some of the rare cards nowadays are so powerful some people think they are OP or broken. Same thing applies to Alteil, although I think that Alteil makes many of it's rarer cards too balanced, rather than powerful. Also balance in a game is nice to have, but you can't make everything perfectly balanced. Then things get boring and stale, and people stop playing and go for more exciting games.
3)Your right I did misread this one. Oh well. I still support it, but I think instead of increasing the number of cards to flip you should decrease the amount of flips they get.
1) Not supposed to be useful as soon as you get it != useless for MONTHS after you get it because of the game's revive/LP interplay mechanic.
2) I've played MTG. I played back in Odyssey/Onslaught (U/G madness, woot). Played all the way up till Mirrodin. And then they started by banning skullclamp. And then they nuked the entire set by banning the artifact lands, ravager, and disciple of the vault! Since that point, I lost faith in WotC to make a good card game, and from the sounds of it, I was right to have lost faith. Advocating that card power be based on rarity is horrible.
You: "Oh lookit, I got XYZ rare! It's rarer than anything you have! I=TEH WINRAR!"
Opponent: This game sucks. So I'm going to suck unless I spend a zillion bucks pursuing chase rares?! *Ragequit* x 100 players
3) I like your suggestion here.