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Dave's avatar

We had a playgroup that used all proxies because real cards are prohibitively expensive. We encouraged creativity and as a marker we printed out a proxy deck of the top deck at the time: Tendrils of Agony, a deck that could infamously win on turn 0 or turn 1. We told everyone, "If you just want to win, here you go. Play out a hand, see if you can combo out to kill 4 players or so with 80 damage, then pat yourself on the back and the rest of us will continue the game without you but you can declare yourself the winner".

We had a tiny robust evolving meta as players one-upped each other with ridiculous board states and obscure situations and decks that surgically cut out the knees from other decks which had to diversify to compensate. It was great fun though in the end we settled for doing roleplaying over mtg - it gave all the fun and only the gm had to put in great labor over it.

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Strategy Pattern (Don’t Laugh)'s avatar

At least the problem statement has been cleared up a bit:

- You need Elites to organize your hobby lest it dies or never even comes to be.

- You need those same Elites to resist the siren call of meta-gaming the meta to the detriment of a higher calling/meta. (Thus creating a consoomer class)

- You need those Elites to be your Elites.

I think that perhaps if you could design the hobby from the ground up with that in mind, wherein you teach your players those facts via the game mechanics, maybe it could just work?

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