The thing that bothers me most about most deck building games is the idea of _deck size_ management and culling.
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Choosing when (and IF) to add exciting and powerful cards to a deck of trash starter stuff engages a decision space I'm just not that interested in. I want to upgrade my trash and not be bounded by the potentially correct decision that adding great new stuff pollutes the deck.
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I get it; that's part of the DBG genre. It's a hallmark, but I'll argue it's not a pillar. We addressed with Bloodborne BG by making replacements one to one. Culling is not a thing; your deck size remains consistent. So you are not required to engage that decision space.
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I'm also aware that there are games that address this as well. Deck size management is not a dealbreaker for me, but it automatically puts me into the headspace of "okay I'm gonna say no to most new cool cards and just cull my way to a tiny deck of my favourite 5 cards woo"
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This is a big part of the design for Superhot: The Card Game. The cards you use are thrown away and the cards you "buy" go straight to your hand. It ends being more deck/hand management than standard "deckbuilding" and resulted in something fresh.
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