Apart from Yomi, which I haven't had the opportunity to play, you are offering the two most traditional examples of games where asymmetrical resources don't really need to be perfectly balanced because
- The interactions and rules are very deep and complex, so that players are unable to know all and optimize all.
- They are real-time games with a reflex and dexterity skill component that dwarfs the importance of asymmetric resources: games between competent players are usually lost because of errors of dexterity, distractions, bad guesses, failed gambits, etc. rather than by having weaker units or not knowing what to do.
Yes, an action game tests reflexes and accuracy among other things. A card game like Poker, Yomi or MtG can test calculation, valuation, reading the opponent, and other skills. Your point?
This is not the case in collectible card games, where everybody can be expected to play any deck more than decently making the content of the deck the main factor in determining victory; building a deck is where CCG strategy lies.
Absurd. Go play Kongai - it's a CCG Kongregate commissioned from Yomi's designer - and you'll find it is by no means trivial to play. Magic: the Gathering isn't entirely trivial to play, either. (Just for a moment, let's assume it was. Then, a random newbie could carbon copy the last tournament's winning deck list, play it at the next tournament, and would have exactly as good chances as the pro player who designed the deck and playtested the hell out of it. The tournaments would effectively be lotteries. Does this actually sound plausible to you?) If it was, I'm about 100% sure my friend wouldn't have bothered to stick with it. He's a judge and a national level tournament organizer.
Players of RTS and fighting games choose a faction or a character because they like it, because they are particularly good with it, because they think it's strong, because it's an habit, and so on; consider how playing another game with switched factions or characters or mandating "mirror matches" is a trivial and common way to neutralize any imbalance in RTS and fighting games, while swapping decks in a CCG match makes absolutely no sense.
Never heard of a Starcraft tournament mandating mirror matches or swapping factions between matches. Actually, never heard of a fighting game tournament (say, Evo) mandating either. What are you talking about?
OTOH, when I have played casual MtG with friends, we have usually swapped decks around to get more varied and even matchups. I don't have cards anymore, so if I were to play now I'd always borrow one of my friends' decks.
Edited by Stroppy Katamari, 05 July 2012 - 06:22 PM.