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Will be interesting to see how this goes
I still think the best way to curb play/draw disparity is with card design (better 3 cost units, 2 cost units that can pay 1 to do something, comeback mechanics), but this isn't a bad change
Much better than taking away the go 1st draw
The Radiance Standard Challenge side event at #RCStuttgart will be testing a new 'Start of Game' rule where the player going second will draw an additional card after channelling their runes on the first turn.
What do you think about this new 'Start of Game' rule?
Shoutout to @JibbsUK for spotting it!
#RCStuttgart
Riftbound Meta retweeted
📣 Riftbound Radiance Nexus Night Promos 📣
The cards available from the Radiance Nexus Night Packs have been revealed!
We will see the following changes compared to previous sets:
- Increased card pool from 25 to 31 cards.
- Rare cards are now added to the pool.
#RBRadiance
Riftbound Meta retweeted
Riftbound Radiance Nexus Night Promo Runes have been revealed by @playriftbound! ✨
#RBRadiance
This is like the only good take on lands that I've seen today. Thank you, Lich King
Replying to @ZepVarietyHour
mtg lands are like an extremely huge design boon that allows for a bunch of creative designs and deckbuilding choices that has the nasty side effect of creating ungames
I think the card is the best of the proposed solutions here
I'm not a fan of the point. I think it only benefits some decks while others gain nothing from it. It will help proactive aggressive decks, but not reactive decks or decks that want to assemble combos or setups
(1/X)
They win through inevitability, not by point racing, so an extra point isn't really contributing to your gameplan
I think an extra card benefits more decks more evenly and adds an interesting dynamic to play/draw, while incentivizing dedicated go 2nd strategies to see more play
They for sure should not do bans 3 weeks before the RC, but there 1000% are cards that are too strong and lead to unhealthy gameplay patterns
So they're not banning anything because they probably don't want to change the format right before the RC, but they're instead banning everything except the top 6ish decks from seeing play and invalidating all the testing people have put in with the rest of the decks
sure man
Well there goes all the rogue decks
‼ Riftbound Regional Championship Best-Of Adjustments ‼
Overnumbered Foil Plated Legends will now be rewarded based on overall tournament performance.
The top 58 finishers will draft from the available Overnumbered Foil Plated Legends in finishing order, beginning with 1st place and continuing until all 58 Legends have been selected.
#RCStuttart #ConvergenceFest
I would like to see Riftbound experiment more with comeback cards
Cards that either become stronger when you have less points than your opponent, or are very powerful, but only usable when you have less points
It's a design space they haven't really explored yet
The Radiance Standard Challenge side event at #RCStuttgart will be testing a new 'Start of Game' rule where the player going second will draw an additional card after channelling their runes on the first turn.
What do you think about this new 'Start of Game' rule?
Shoutout to @JibbsUK for spotting it!
#RCStuttgart
I like the idea. 2 might be too much though. 1 temporary power or energy is a good idea to experiment with
Having extra cards is not the issue with going 2nd. It’s the tempo the game plays at for the player who goes first.
I also don’t think giving an extra mana or coin to going 2nd solves the issue either. It just creates a different one.
Something I think that should be experimented with is the player going 2nd starts with 2 Faux Gold (non Gear gold). This allows that player to play higher investment tricks to help combat the tempo gained from going 1st.
I think a cleaner way of doing this may be to increase the starting hand to 5, and then take the turn 1 draw away from going 1st while keeping it for going 2nd
Commander doing so much heavy lifting in the "better" part here. Yeah, commander is the best format ever invented, but for 1v1, there are plenty of options that are just as good or are better than magic
Solutions to this problem that are better:
Cards that benefit going 2nd (powerful 3's, 2's that can pay 1, comeback cards)
Giving the going 2nd player a small advantage (an extra card or a single use energy token)
Actually addressing the problematic play patterns with bans
Graph is kind of silly, but if Vex goes 2-drop into 4-drop + hidden, what do you do? Same with Yi Conquering into First Mate Star Spring. Faefolk on T1? If a Heron deck drops Stellacorn on T2. If your opponent opens these, what is the likelihood you win the game against a competent opponent?
The game has developed some unhealthy T1–T2 patterns, and instead of calling for bans on every unfair combo, we should be calling for a nerf to dice roll. Giving the player going first -1 draw would make these OTP combos less consistent or force more real deckbuilding decisions.
I think riftbound still has incredible skill expression but is gravitating towards a more early game hand check style which is way less skill expressive.
Tldr: making going first more fair > banning 3-5 cards every set.




















