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Bribing Your Way to Victory: Difference between revisions

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(He stopped being rules manager. And I don't know when. It's recent enough that most sources about his job still say he's the manager.)
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** Somewhat inverted when [[Wizards of the Coast]] released a ''[[Magic: The Gathering]]'' boxset containing tournament-winning decks from two of the best professional Magic players, including several expensive rares. The catch was that the cards had visual notifiers marking them as not tournament-legal, and thus effectively worthless on the resale market.
*** Furthermore, there are 'Limited format' tournaments, where the price of entry (around $20) includes several packs of cards, which the tournament participants must then make decks out of (in some versions, the player is limited to whichever packs were given him at random; in others, the players pass the packs around the table and pick a single card). At the end, cards are kept (though rares are sometimes put aside to be handed out, with higher ranking participants going first). Because cards are chosen non-randomly, this is actually a cheaper method of obtaining the cards you want.
****As said above, this trope is normally completely averted in limited formats. However it is played straight with in the Magic Extra Life 2016 charity event (the "Donation Sealed" portion), in which players can use as many boosters as you want (with money being the limiting factor), instead of using only six and being stuck with boosters from the same set as everyone else. Those boosters cost money of course (which helps the charity) and viewers can pay for the packs to increase their favorite player's card pool, which increases the quality of that players deck, which increases that players chance of winning. One player had a cardpool of 13 boosters![https://www.twitch.tv/magic/v/89911096]. Also when Harry Teasley was mana-screwed, Matt Tabak (A commentator on the match and possiblyone at the time,of mtg's former ''Rules Manager'') offered to fix the problem for a donation.
*** ''[[Magic: The Gathering]]'' however also plays this totally straight with the introduction of a new level of rarity. On top of Common, Uncommon and Rare, are the new so-called Mythic Rares—which tend to not only be powerful, but for the tournament-worthy ones, very costly to buy. It used to be you needed to dig back into Arabian Nights for an $80 card, but say hello to the mind sculptor...
** Averted by the [[Star Wars Customizable Card Game]], which managed to work [[Screw the Money, I Have Rules]] ''into'' the rules. Many conflicts in the game are resolved by chance, but instead of rolling dice you draw the top card of your deck and check its "Destiny" value, which goes from 0 to 7. Cards which were rare, powerful and expensive had low Destiny, whereas the common and sucky ones had high values. Thus, players with cheaper cards get more luck. (In the end, it actually didn't work, but it was still a nice try.)
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