Good MtG play is reactive.
Bad MtG play is cards that ignore most of the other player's cards features. This is counter, destroy, eliminate, discard mechanics.
Simply because they don't interact with 90%+ of the other player's card. To deal with it you need to have cards that specifically interact with that mechanic (cannot be countered etc).
MtG is best when cards interact with each others features, not veto them.
Given the number of "veto" type cards (discard, destroy, remove from graveyard, counter, control, exhile) this means defending is a game of whack-a-mole. And if you don't know your opponents veto strategy, you are screwed unless you guess right. Or you yourself try to veto your opponent.
This is also why creature combat is more interesting than direct damage; direct damage (on the other sides' HP) bypasses the stats of the creatures your opponent has defending them.
This merges relatively smoothly with the other "solitaire" genre of magic, where you don't interact with the opponents cards at all (if you can help it). You set up some combo that doesn't care what your opponent is doing; the old "timetwister, black lotus, time walk, regrowth" combo is an example of it (which would win the game on turn 1 more than half of the time) if only a degenerate extremely fast version.
This is why a "-5/-5 enchant" is fundamentally different than a "destroy creature" spell. One of them cares about the creature's stats; the other bypasses them.
But anyhow, I haven't played MtG seriously in ages, so whadda I know. I just know what made MtG fun back when I played it.
Bad MtG play is cards that ignore most of the other player's cards features. This is counter, destroy, eliminate, discard mechanics.
Simply because they don't interact with 90%+ of the other player's card. To deal with it you need to have cards that specifically interact with that mechanic (cannot be countered etc).
MtG is best when cards interact with each others features, not veto them.
Given the number of "veto" type cards (discard, destroy, remove from graveyard, counter, control, exhile) this means defending is a game of whack-a-mole. And if you don't know your opponents veto strategy, you are screwed unless you guess right. Or you yourself try to veto your opponent.
This is also why creature combat is more interesting than direct damage; direct damage (on the other sides' HP) bypasses the stats of the creatures your opponent has defending them.
This merges relatively smoothly with the other "solitaire" genre of magic, where you don't interact with the opponents cards at all (if you can help it). You set up some combo that doesn't care what your opponent is doing; the old "timetwister, black lotus, time walk, regrowth" combo is an example of it (which would win the game on turn 1 more than half of the time) if only a degenerate extremely fast version.
This is why a "-5/-5 enchant" is fundamentally different than a "destroy creature" spell. One of them cares about the creature's stats; the other bypasses them.
But anyhow, I haven't played MtG seriously in ages, so whadda I know. I just know what made MtG fun back when I played it.