I’m somewhere on the fence between 2 and 3; I still play regularly, but also feel as though I’m just hanging on, and couldn’t in good conscience recommend the current state of the game to a new player.
More and more as time goes on, I find myself inclined to take breaks from events, to look for another game (though not necessarily another community) altogether at least until the cycling metagame passes, and in general to come to terms with the apparent reality that despite how invested I or anyone else might be in this game and its community, every mobile game seems to either become a goliath or fade gradually after its first couple years into the indistinct abyss of boundless potential that simply couldn’t meet the funding expectations of its producers forever, at which point the development team will inevitably reduce and ultimately abandon support while working on the next title to repeat the cycle and try to either strike gold or at least refresh their war chest.
I’m still hopeful this game isn’t yet on its last legs (and even if it is, I wouldn’t be surprised to see it last another few years before the player base becomes too small to sustain the costs of production and maintenance), but the brand association with MtG seems at this point to be reflected mainly in the art and card/event names, not necessarily in the customer service, functionality, community-developer dialogue, and card design areas, and without those, it’s not enough to maintain interest amidst some of the game’s shortcomings (e.g. critical bugs, disappointing and ambiguous compensation policies, frustrating lack of tools for coalition management, no way for new players to target even specific commons and uncommons, too early and too steep of a progression wall, etc.).
In a lot of ways, 1.10.2 was a telling turning point for this game; it placed a lot of pressure on the core gameplay experience itself to attract and engage players in lieu of generous event rewards and other competition-based incentives, but while the game has a lot of strategic depth and interesting decisions to make in deckbuilding, hand ordering, and matching alike, those ultimately seem to fall short of the boundary between fun and frustration when matched against an AI whose greatest tools for counterplay are luck and collection (the former of which is a little hazy because it’s very easy to mistake our own blind spots in skills or probabilities as the AI’s luck, but the latter of which isn’t a “skill” that the current game allows for meaningful ways to grow past in the span of a couple months instead of a couple years, with or without premium purchases).
There are still plenty of opportunities remaining to reinvigorate this game (sealed/draft, head to head coalition wars, more collaborative raiding modes to replace current coalition PvE events, additional story mode rewards for newer players, and better universal access to in-game news are merely a few of them), and none of the issues are necessarily impossible to fix with enough time and effort, but it seems an open question with a potentially dubious answer as to whether the devs will find that a better use of their resources than supporting another project entirely at this point.