With the new and poorly received Race to Orazca event, my general sentiment about the game has soured further. The objectives are a rehash of the same boring and tedious objectives that we have been living with for well over a year. It honestly reminds me of those DirectTV commercials https://www.youtube.com/watch?v=0RpmwqaxrwA. “Some people like banging their head into low hanging beams, spilling coffee on themselves, or ending a match with 20 or less life in MTGPQ… for the rest of us…”
Not only are many of these objectives insanely tedious, they also encourage one of the most tedious methods of accomplishing the goal in the entire game (cycling). Beyond that, and as mentioned in other threads, the insanity of combining “Creatures get…” game overlays with “Cast x or less creatures” and similar contradictory objectives ruins the intent of the overlay in the first place.
However, there is a big problem here. Because we have 2 conflicting conditions that force objectives to be a certain way.
- They must be challenging for veteran players.
- They must be manageable for newer players.
Here in lies the problem. The answer for the last year has been to use luck based (kill x creatures) and tedium based (win with 20 or life left) objectives. Unfortunately, I was sick of these the first day I played them. And now it has been over a year! This has made the game not fun, and I will not waste my life on playing a not fun game.
So, to the point of the post. Can we as a community come up with some good ideas that will be both challenging for veterans and approachable by newbies? Which objectives do you already like? Which really need to go? Are there other ideas that might help with this issue?
One idea I have is segmenting the objectives by mastery level. As an example, in the blue node:
Platinum: Cast 3 or more merfolks and cast 5 or more spells.
Gold: Cast 2 or more merfolks and cast 5 or more spells.
Silver: Cast 3 or more blue creatures and cast 5 or more spells.
Bronze: Cast 2 or more blue creatures and cast 3 or more spells.
Perhaps those objectives are too easy, but just putting some ideas out there.
Another idea would be to make Greg better as you increase in color mastery. Why not just have fun objectives but a challenging opponent that prevents 300 players from tying for first prize? Using tedium and luck to increase dispersion between outcomes does not lead to a fun player experience.
Anyway, let me hear your thoughts. I will be ignoring my last 16 games because the potential for 80 jewels is’t remotely worth the 2 hours it will take me to potentially win them.