Magic's combat system may have a problem with stalls, but how do other TCGs get around this problem, and what other problems can these games face? A continuing discussion about how the base rules of a game influences its individual card design and overall game pace.
Starting to get a bit nervous looking at my resolutions - I've been averaging a video every three weeks, rather than the target of roughly one every two weeks. On the plus side, I've got a ton of scripts already set out for the future, and I've been playing plenty of other games to get even more perspective on game design in general (also, TFT is addictive, send help).
![](https://i.ytimg.com/vi/loErVGIPjqk/maxresdefault.jpg)