I'm having a blast relearning the game through D12. While it's not like the most dedicated program for MTG, it is the best console friendly game based on a card game ever!
Everything is almost perfect with the game. The UI is just great! High resolution scans, the subtle presentation of the "arena" and it even makes multi-player kind of fun.
It's not to say the game isn't without any flaws. Some of it is based on the community (where's the deck construction people?!) but a lot of it still has to do with the engine of the game.
1. Deck Customization
I understand that each deck is supposed to be designed so it can interact with other decks without any crippling balance issues. There are just some parts of the deck building process that makes me kind of frustrated.
The deck editor itself is irritating, since most PS3 games tend to use the O button as a "Back" button. In D12, the whole thing just exits out of the deck editor. It's nice that it'll prompt the saving options before it kicks you out, but just trying to read through each card and clicking O out of instinct... sheesh!
2. 76 card decks
I know some people can't let go of their favorites, but it's very frustrating when you sign on a multiplayer game and get paired up with a guy that literally has every card unlocked, but isn't aware of reducing the deck size down to 60. It's not that hard to figure out what's filler with the basic deck before unlocking the goodies. I think there needs to be some in game text that actually states about logical probability of drawing the cards you need by trimming the fat.
3. Glitches and Bugs
So there I was, looking down at a turn 1 Phantasmal Bear and my only out the next few turns was a Vampire's Bite. So without delay, I tried casting it, but I couldn't... For some strange reason, I can't target my opponent's creatures with that card! Even when the text clearly states any target creature in play. That's just one of the few glitches in the game. Another glitch of lack of testing is when a card sends another card to the top of a player's library, it magically shuffles the deck... yeah, instead of drawing back and trying to regain the lost tempo, it's gone. Pretty bad glitch or engine or whatever.
Also, the game's AI constantly locks up when there's some crazy set up in play. I had my partner duplicate my Inferno Titan and kicked it. So there was half a dozen Inferno Titans in play, but the game just locks up. I really hope they patch these small issues.
4. Lack of DLC
I know the game's still fresh, but what I don't understand is, why can't Wizards just allow players to buy extra single cards? Would it be a crime to charge players a buck for a few extra copies of Counterspells or even Lord of Unreals? I know by altering the decks would ultimately strip the balance between the other decks, but it just feels like a lost opportunity here. I know logically that this product is suppose to promote the game or is pretty much a 10 dollar demo for MTG, but Wizards is really missing out a key opportunity here.
As long as there's a small team to constantly keep the decks in check, I don't see why not. Another thing is, I don't feel that D12 should even be considered a problem with MTGO. It's not like both products are going to cannibalize each other.
In any case, there's definitely no buyer's remorse here, unlike the first DotP... which was just a train wreck. I like the game, but ultimately I find myself wanting more variety. I guess this really has served it's purpose as a gateway drug to MTG, both digital and paper.
