WotC Chris Cao has left WotC

It is but mythics exploded the price to play. Their was a deck called mythic and cards like Tarmogoyf and and Jace the Mind Sculptor.
One of the really interesting things is the rarity of mythics is the same as the old rare cards.

In the original set, there was a Mox Jet every 121 boosters. There was also a Thoughtlace ever 121 boosters.
In recent sets, there is a specific mythic rare (e.g. Tarmogoyf) every 121 boosters.

"Rare" cards became twice as common once Mythic was introduced.
 

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One of the really interesting things is the rarity of mythics is the same as the old rare cards.

In the original set, there was a Mox Jet every 121 boosters. There was also a Thoughtlace ever 121 boosters.
In recent sets, there is a specific mythic rare (e.g. Tarmogoyf) every 121 boosters.

"Rare" cards became twice as common once Mythic was introduced.

And yet prices exploded and rares became devalued. May have changed since.

Set of Jace was $400 at one point and some decsk combined it with Tarmogoyf.

Coming from guy with all foils deck lol.

Noped on out sold cards.

I could build a deck or buy 2 consoles or very nice graphics card.
 

People really underestimate how many people just straight up use it as a gambling proxy and how prevalent it is nowadays.

Even the most "wholesome" content creator in the MtG space has videos up where he opens boxes and sees if he can beat the secondary market. Its kinda troubling if you ask me.

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It's collectible. Some folks like to collect and care about the monetary value of individual cards and their collection. Doesn't make it predatory.

I love the Professor's videos, even though I care very little for the monetary value of the cards I purchase. I do tend to avoid the ones like you mention, where he rates products on monetary card value.
 

Ben Riggs shared that Chris Cao has left WotC.


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Rumor is that Cao was not an RPG gamer and really thought building digital RPG content was no different than video games. He also supposedly was pro-Sigil and anti-maps and anti-DNDBeyond with the latter two being far more successful and liked by the customer base.

He also allegedly said he did not need to know anything about RPGs to make Sigil, that it was just like any other video game.

Given my personal experience with Sigil, I find these rumors easy to believe and given the failure of Sigil, it was probably time for him to move on.
 


I got to know Cao briefly when I ran the largest fansite for an MMO he helmed, DC Universe Online.

I remember that game having to be retooled partway through development because Cao read an article that a human being couldn't handle more than 8 options at a time, so he demanded the game's power system be changed so players can only use 8 abilities at a time (rather than a full MMO hotbar), causing a rather late game rebalance and redesign. It seems he may have taken that style of production to Sigil.
Sounds like a (terrible) pseudoscience misinterpretation of Miller's law

That or someone with so little gaming experience the they don't realize what moves out of short term working memory to rote knowledge or chunked§ to make room for tracking other things. Short term memory (like monsters that just moved off screen but shouldn't be dismissed)

§ like an area code where the whole 123 string gets chunked as one item rather than 3 for someone familiar with that area's area codes; despite being three numbers
 
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I finished offloading almost all my MtG last year, unless you are all sitting on Power or Duals, it's a volatile scene these days, mostly EDH driven it seemed.
 

Sounds like a (terrible) pseudoscience misinterpretation of Miller's law

That or someone with so little gaming experience the they don't realize what moves out of short term working memory to rote knowledge or chunked§ to make room for tracking other things. Short term memory (like monsters that just moved off screen but shouldn't be dismissed)

§ like an area code where the whole 123 string gets chunked as one item rather than 3 for someone familiar with that area's area codes; despite being three numbers
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To me it seems like a direct mechanic and aesthetic borrowed from the FANTASTIC Guild Wars 1 by ArenaNet, without understanding why the 8 skill limitation worked so well in a game about flexible builds, skill inter- and counterplay and instanced format.
 

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