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* ObviousBeta:
** The card game was, to say the least, not very well balanced on release. [=UnderWorld=] had strong cards up the wazoo while it was hard to even build cohesive decks around the other three tribes, and cards tended to have downright puzzling attributes with little overall cohesion in the first few sets. This was best exemplified by the Dawn of Perim starter decks, which not only featured numerous creatures with poor synergy (even when the creatures themselves weren't just nigh-unplayable), but also didn't even hit the 20 build point limit for their attack decks. It wasn't until Silent Sands and especially the M'arrillian Invasion block that tribal identities finally started to settle down and card designs became more reasonable (read: not unplayably bad in most cases).
** The online client was also poorly polished, with loads and loads of bugs revolving around even simple scenarios like two engaged creatures dying at the same time. Notably, most cards interacting with the discard pile (among others) didn't even work properly, numerous card interactions contradicted the official rules, and while the site hosted a banlist, it had little to do with game balance and everything to do with the cards in question ''not being properly implemented''; a particularly notorious example was Gintanai, the Forgotten[[note]]a Creature intended to have the drawback of forcing you to sacrifice a creature every time it wins combat... except the client ''didn't properly restrict you to sacrificing your own Creatures''[[/note]]. Many cards, like Siril'ean, the Songthief, never even became playable online before the website went down simply due to them ''never being coded in correctly''.


Added DiffLines:

* ObviousBeta:
** The card game was, to say the least, not very well balanced on release. [=UnderWorld=] had strong cards up the wazoo while it was hard to even build cohesive decks around the other three tribes, and cards tended to have downright puzzling attributes with little overall cohesion in the first few sets. This was best exemplified by the Dawn of Perim starter decks, which not only featured numerous creatures with poor synergy (even when the creatures themselves weren't just nigh-unplayable), but also didn't even hit the 20 build point limit for their attack decks. It wasn't until Silent Sands and especially the M'arrillian Invasion block that tribal identities finally started to settle down and card designs became more reasonable (read: not unplayably bad in most cases).
** The online client was also poorly polished, with loads and loads of bugs revolving around even simple scenarios like two engaged creatures dying at the same time. Notably, most cards interacting with the discard pile (among others) didn't even work properly, numerous card interactions contradicted the official rules, and while the site hosted a banlist, it had little to do with game balance and everything to do with the cards in question ''not being properly implemented''; a particularly notorious example was Gintanai, the Forgotten[[note]]a Creature intended to have the drawback of forcing you to sacrifice a creature every time it wins combat... except the client ''didn't properly restrict you to sacrificing your own Creatures''[[/note]]. Many cards, like Siril'ean, the Songthief, never even became playable online before the website went down simply due to them ''never being coded in correctly''.

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