I reckon it's like racing. There's definitely a lot of skill involved, both on the part of the drivers and the pit crews. But if you show up in a proper F1 car and I in a VW Beetle, I'm not winning that race no matter how skilled I am (assuming you can handle the F1 car without flying off the track).Nah, dude. There is a lot of decision-making involved in high-level competitive magic play. The stochastic elements do limit the impact of skill, but over enough games, the more skilled player will win more games, and this is especially true in so-called “fair,” interactive Magic. “Winning is just a matter of net decking and having the money to afford the best cards” is the lament of the low to mid-tier player. Give them access to any cards they want and all the time they need to search through tournament reports and decklists, the top players will still win against them more often than not.
Draw Steel does something similar. This is a pretty standard thing on solo monsters there:I've been advocating for Legendaries and hit points to be tied together.
Draw Steel saving throws work similar to 4e: some effects let you make a save of 6+ on d10 each turn to shake the effect off. There are other mechanics that, depending on the effect, keep effects from happening in the first place. Draw Steel also generally don't have fully incapacitating effects – I think the worst are Dazed (instead of main action + maneuver + move on your turn, only do one of those things) and Restrained (Speed 0 and has penalties to acting), but there's no Stun or such as general conditions.