The Issue of Spies
Okay. it seems I will have to start another controversial topic, to put it politely. And it is going to be real hot this time - Spies, specifically "Draw a Card" spies are a subject of much outrage these days. However, while most people only noticed the issue recently with the introduction of Create cards, I think it actually runs much deeper.
So first, let me outline what the problem with the "Draw a Card" spies is in general. There are several aspects to it.
1. The biggest problem with them is coinflip abuse. Going straight into a spy from a won coinflip is an insane play. It leaves the opponent with two equally awful options - either playing 2 cards down or immediately forfeiting the round, giving the opponent full control of the game. The only way out is answering with your own spy, but that leaves you unable to regain the card advantage you lost from the coinflip, unless the opponent allows you to go into Round 2 on equal cards, and has no carryover - which is very rare in the current meta. This is by far the biggest issue with spies. Winning the coinflip with a spy in hand boosts your chances of winning by 20-30% percent it seems (especially if you are playing spy Nilfgaard who are insane at abusing Cantarella). Regrettably, I don't have the analytical tools to give you any concrete data, but if anybody with such tools comes across the thread I will be happy to see my guess proved or dismantled, since this is my biggest point here.
2. Another issue with spies is the reason for the latest outrage among the high-ranked players - the spy spam. With Create and Summoning Circle there can be as many as SEVEN (!) spies in a single game. The game was not balanced around it and it creates an incredibly volatile dynamic with the person able to spam more spies usually coming out on top. To add insult to injury it actually aggravates the first issue - spy spam reduces the ability of a person on the receiving end of the coinflip abuse to ever come back in the game since their opponent can deny them any additional card advantage, if they have carryover. This problem is by far the worst issue with the spies, but it is also the easiest to fix, unlike the first one.
3. The final point is the result of the first two. Right now, you have to run spies in every single deck you make. And in my opinion, that is not going to change. Even if the second issue is resolved, and we no longer can Summoning Circle or Create spies - everybody seem to have realized how broken spies really are. They can be abused in a very cheap and easy way, with only chance to counter that being a spy of your own. And as long as spies exist in the game in their current form, we will continue having this issue - run your spy or fall to cheap abuse from time to time. And nobody wants those cheap loses.
So what are the possible solutions to this problem?
My suggestion (I originally heard the idea from JJPasak, and modified it) is giving the first player a card in their starting hand (it is added to the hand, then the first player draws 9 cards) which says "Draw a Card, Summon a 13 Str unit for your opponent. If this card is Swapped, Banish it". That resolves the coinflip issue, giving the first player a tool to counter their card disadvantage if they want to. Combined with removing the spies from Summoning Circle and Create it will kinda restore the status quo, and make the game more balanced. However, the key word here is "kinda". The issue with that solution is that it will make spies absolutely mandatory for every deck in existence. Spies will allow the first player to abuse having 2 of them, and will allow the second player to sometimes deny coinflip reversal, making the whole thing pointless at random in some games.
So the only logical solution I see is... (deep breath) remove the spies from the game. ENTIRELY. Only leave the suggested pseudo-spy card for the first player. As long as the spies are in the game, they will always create unhealthy dynamics. Randomly having or not having them when the opponent has carryover can be deciding in many games, abuse with coinflip is awful and is impossible to stop as long as spies exist. In my opinion, spy cards are unhealthy for the game. I think CDPR should move away from the idea of "Draw a Card" spies entirely and limit card advantage cards to stuff like Ciri, Ocvist, and carryover units - cards which are actually counterable, which can be played around and create actual fun gameplay dynamics instead of incentivising cheap abuse and becoming absolutely necessary in all decks.
So let me know what you, people of the forums think about this, and let the flame (and hopefully some polite discussion as well) begin!
Okay. it seems I will have to start another controversial topic, to put it politely. And it is going to be real hot this time - Spies, specifically "Draw a Card" spies are a subject of much outrage these days. However, while most people only noticed the issue recently with the introduction of Create cards, I think it actually runs much deeper.
So first, let me outline what the problem with the "Draw a Card" spies is in general. There are several aspects to it.
1. The biggest problem with them is coinflip abuse. Going straight into a spy from a won coinflip is an insane play. It leaves the opponent with two equally awful options - either playing 2 cards down or immediately forfeiting the round, giving the opponent full control of the game. The only way out is answering with your own spy, but that leaves you unable to regain the card advantage you lost from the coinflip, unless the opponent allows you to go into Round 2 on equal cards, and has no carryover - which is very rare in the current meta. This is by far the biggest issue with spies. Winning the coinflip with a spy in hand boosts your chances of winning by 20-30% percent it seems (especially if you are playing spy Nilfgaard who are insane at abusing Cantarella). Regrettably, I don't have the analytical tools to give you any concrete data, but if anybody with such tools comes across the thread I will be happy to see my guess proved or dismantled, since this is my biggest point here.
2. Another issue with spies is the reason for the latest outrage among the high-ranked players - the spy spam. With Create and Summoning Circle there can be as many as SEVEN (!) spies in a single game. The game was not balanced around it and it creates an incredibly volatile dynamic with the person able to spam more spies usually coming out on top. To add insult to injury it actually aggravates the first issue - spy spam reduces the ability of a person on the receiving end of the coinflip abuse to ever come back in the game since their opponent can deny them any additional card advantage, if they have carryover. This problem is by far the worst issue with the spies, but it is also the easiest to fix, unlike the first one.
3. The final point is the result of the first two. Right now, you have to run spies in every single deck you make. And in my opinion, that is not going to change. Even if the second issue is resolved, and we no longer can Summoning Circle or Create spies - everybody seem to have realized how broken spies really are. They can be abused in a very cheap and easy way, with only chance to counter that being a spy of your own. And as long as spies exist in the game in their current form, we will continue having this issue - run your spy or fall to cheap abuse from time to time. And nobody wants those cheap loses.
So what are the possible solutions to this problem?
My suggestion (I originally heard the idea from JJPasak, and modified it) is giving the first player a card in their starting hand (it is added to the hand, then the first player draws 9 cards) which says "Draw a Card, Summon a 13 Str unit for your opponent. If this card is Swapped, Banish it". That resolves the coinflip issue, giving the first player a tool to counter their card disadvantage if they want to. Combined with removing the spies from Summoning Circle and Create it will kinda restore the status quo, and make the game more balanced. However, the key word here is "kinda". The issue with that solution is that it will make spies absolutely mandatory for every deck in existence. Spies will allow the first player to abuse having 2 of them, and will allow the second player to sometimes deny coinflip reversal, making the whole thing pointless at random in some games.
So the only logical solution I see is... (deep breath) remove the spies from the game. ENTIRELY. Only leave the suggested pseudo-spy card for the first player. As long as the spies are in the game, they will always create unhealthy dynamics. Randomly having or not having them when the opponent has carryover can be deciding in many games, abuse with coinflip is awful and is impossible to stop as long as spies exist. In my opinion, spy cards are unhealthy for the game. I think CDPR should move away from the idea of "Draw a Card" spies entirely and limit card advantage cards to stuff like Ciri, Ocvist, and carryover units - cards which are actually counterable, which can be played around and create actual fun gameplay dynamics instead of incentivising cheap abuse and becoming absolutely necessary in all decks.
So let me know what you, people of the forums think about this, and let the flame (and hopefully some polite discussion as well) begin!
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