Quote:
Originally Posted by ImsaKidd
I mean, there is always gonna be RNG in a card game. Sometimes in hearthstone you draw every card at the top of your curve and get pooped on.
You can make decks more consistent by using cheap cantrips/fixing/etc. That helps but doesn't fully solve it.
Good games have mechanics that let you mitigate those RNGs so they turn in opportunities for more decisions.
Duelyst has a replace mechanic, where each turn you can take one card in your hand and ship it back in for a new one, so after a turn or two, you are nearly guaranteed to have something playable, or you can strategically choose to hold onto an expensive bomb for later.
ShadowEra (and "Mental Magic") removed the card type of lands, and let's you play the drawn cards (summons, spells, weapons, etc.), as lands, so you are deciding which resource to use as another resource, preventing mana screw or flood.
Race for the Galaxy lets you use cards in hand as printed, or alternatively, lets you use them as payment for other cards.
Other games get rid of resource costs, or make them all (basically) cost the same to play, like Epic or Solforge or the DBGCs....
Others have scheduled ramping over time, like Hearthstone, Lord of the Rings LCG, Duelyst. And while RNG "curve screw" exists in the latter group, it's arguably better than mana screw, and objectively WAY better than getting both curve screwed AND mana screwed.