The game itself needs to thrive before there can be a secondary market The decision to forego print run differentiation in the First Chapter is indicative of where Ravensburgers priorities lie: promoting the growth of their actual game, getting cards into the hands of actual players, and deterring scalpers and speculators
Earthquake Dragon | Illustration by Johan Grenier We're defining big creatures as creature cards with a printed power of 10 or greater
(You can't look at it.) , Discard your hand, Sacrifice this enchantment: Put all cards exiled with this enchantment into their owners' hands
Graveyard effects are commonplace in modern Yu-Gi-Oh!, so there are plenty of cases where Sealing Ceremony of Mokuton is a valuable Trap card to have in your backrow
Deck Compatibility Raw strength means nothing if it clashes with your strategy
Voice of Many | Illustration by Greg Staples The Too Many Cards topic is as old as Magic itself, as witnessed by this old thread reposted on Twitter by SaffronOlive: The whole thread linked by SaffronOlive (which is from 1994) is worth a read, but two topics stood out to me, above all for how common they still are: players are worried that WotC will kill Magic by printing too many cards or by printing too powerful cards