Whoa Nelly! Guys plz, before we take this any further, please let's not say stuff like no one wants tutors.
No one wanted unit-vomiting decks like NG mill maybe (except the people playing it obvs), or mechanisms that allowed you to play viper witchers like 6 times, or set up your Dimun Light Ships and Greatswords side by side a thousand times despite how many times they got locked or killed.
Yes, that I understand. But from that to not wanting tutors is a pretty long shot. I think on the contrary, EVERYONE wants tutors to some degree, mostly for three reasons which I can identify (there might be others of course):
- Control over your game; with tutors, you get more control over playing key units that you want vs. being subject to the capricious moods of your draw - how many times was I unable to get my Wardancers on the board because of crap draws? Even stuff like Marching Orders became super unreliable because every unit is like 2-3-4 points so good luck building a deck where your lowest unit is exactly the one you want to draw.
- Thinning your deck; ok, I understand it sucks if people get to thin their deck to nothing and turn every game into the same scripted thing, but some thinning is required nonetheless. If there's no way for you to reliably pull at least some of your golds, some of your endgame plays, *something* that's gonna give you a boost as the battle draws to a close, it becomes really frustrating. I've had games where R3 was basically me with a hand full of weak bronzes trying to do something about my opponent putting way more points on the board. And that is after a long R1. Imagine if you don't play R1 all through.
- FUN!!! Lest we forget, this is a game and it's supposed to be fun. Combos are inherently fun, there is just no denying it. Even if it's not overwhelming in terms of points, it's a jolly good feeling to play one card, which draws another card, which draws another card which then has some sort of effect (like boosting the other two) - again, it doesn't have to annihilate your opponent, but even if it's for measly point, the combo itself is fun. Spella'tael was super fun with Mahakam Ale, because you could play an Elven Mercenary into Reconaissance into Elven Mercenary on another row into Reconaissance into Elven Mercenary on another row (3 rows FTW!) into Mahakam Ale!! It was basically a 1+1+1+4+4+4 = 15 point move, plus a few points on your Dol Blathanna sentries, but how COOL is it to pull off a 6 card combo that also boosts something? Even if I lost, I couldn't get enough of stuff like that.
I think this game needs tutors BADLY, not of the obnoxious kind nor in the obnoxious proportions of the times of exaggeration, but at least SOMETHING to spice up this RNG fiesta punctuated by playing 3 point cards one after the other.