And in my opinion, Wizards doesn’t need to introduce new elements to make it an interesting game. If they went outta business today, quite a big chunk of the players would stop playing…but quite a few of use would be sad, but continue to play and update our decks!
Part of the appeal of the game, for me, was prereleases. Back when you would have hints, and reveals of this whole new world, with new cards, new abilities, which all need new ways of thinking, and then you get up in the morning, hang out with a bunch of people who share your interests, then break open your packs, have a whole mess of cards in front of you, 45 minutes to build whatever you can out of them, surrounded by people doing the same thing, and knowing that you have to beat them. Reading cards, trying to figure out what fits together, trying to work out the economy of your resources, trying to decide which of several different decks you can build with what you got. Then sitting down in front of a stranger, or a friend, or a bitter Friday Night Magic rival, knowing that the only thing between you and loss is the choices you’ve made, and your ability to read your opponent, bluff him, and push home the damage.
The appeal is the same as any competitive game. Sitting down across from your foe, and matching wits until one of you goes down. Learning, taking what you’ve learned, and making yourself better equipped for the next fight.
Now, I was never the best, so I got my joy other ways too. I loved to put together decks for my local games, Friday Night Magic and the like, that really shouldn’t have worked, and making them work. Being the oddball. The dark horse. Seeing the look in the eye of a player who knew he was better than me when I pull off silly trick with a card he would never use. Someone linked to Door to Nothingness earlier. It’s a bad card. It’s awful. And there’s nothing better than standing up and announcing to the room that you just kicked someone through it.