![]() ![]() I, personally, played each version of DotP up to this point exclusively for 2HG with a close friend. To compound these difficulties from 2014, Two-Headed Giant inexplicably disappeared from 2015 despite overwhelming community support for the format. Needless to say, the game mode was dead within a few days. Duels 2014 was perhaps the biggest letdown of all, promising online Sealed play but then tricking players by only letting them build two decks from a predetermined pool and demanding a micro-transaction to unlock more packs. ![]() It became difficult to stayed hyped for a new DotP game each summer when you had no idea if your favorite modes were going to be returning. On top of these issues, perhaps the most maddening fact of all was that Wizards would give us new game modes to play around with (Archenemy, Two-Headed Giant, Planechase, Free-For-All, etc.) but then randomly omit some while bringing others back down the road. Building a meta to support a healthy diversity of player-built decks? Probably impossible at the time with the seemingly restricted resources of the development team. Creating a balanced meta-game for ten pre-made decks each time around was already hard enough, as evidenced by 2014’s invincible control decks. ![]() DotP had always been Wizards’ way of drawing in new/casual players and the complexity of having to forge an entire deck would’ve been daunting.I understand and concede to the fact that this was likely due to two separate reasons: For awhile, decks were all pre-made and you could only ever swap out a handful of cards from a small pool of choices that was unique to each deck. #MAGIC DUELS DOWNLOAD CRACK UPDATE#"Duels 2") though they were standalone games with no connection to prior versions, they each felt like a DLC update to its predecessor. It became obvious why they refused to refer to each game as direct sequels (i.e. The persisting problems, however, kept the franchise from ever really taking off in the mainstream Magic community. There were minor gameplay improvements and the variety of game modes gradually increased, slowly attracting a few more players with each passing title. ![]() With each subsequent year, though, we would see a quick rehash of the game released with a slightly improved engine and some shiny new cards for another $10. We didn’t have much to compare the game itself to, so we just sort of assumed it was about as good as it would get for a console. At the time, Magic was completely dominating the TCG world and going through its largest period of growth the game had ever seen. The end result was also titled Duels of the Planeswalkers and was glaringly similar to the 1998 release, though obviously included updated graphics, gameplay, and card options. As consoles progressed technologically through the years, though, Wizards was obligated to introduce a digital Magic game to the online stores for Sony and Microsoft. Magic Online, Wizards’ premier computer program, was introduced in 2002 and brought with it the ability to own digital copies of cards, build your own decks entirely from scratch, and buy/sell/trade cards just as in reality. We were finally able to take our cards and play from the comfort of our remote caves against others from across the world (after a later update). The views and opinions expressed in this article are those of the author and do not necessarily reflect the position of or any other user.īeginning all the way back with 1998’s Duels of the Planeswalkers for PC, digital Magic had always been a coveted and sought-after product. Why You Need to Fix Magic Duels An Honest Plea to Wizards of the Coast and Stainless Games Why You Need to Fix Magic Duels Opinion z a n d l 13 June 2016 5938 views ![]()
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