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The one time Power Creep can be positive is when it is used on something that was already worthless to begin with. Power Creep also tends to lead a game beyond its pre-defined limits, with one of two results: it will becomes a competition of mindless speed, or of predictable slow strategies. The reason behind it is that, while there may be some few exceptions, it usually shows that the producers were unable to come up with something creative, and instead resorted to repeating themselves, just with bigger numbers. (This is not an idle concern the makers of Magic: The Gathering are on record as having to reject card designs because they would bring the match to a halt for five or ten minutes.)Īs a general rule, though, Power Creep has a negative connotation. Thus, with Power Creep making games faster, tournaments become more accessible, less time-consuming, and easier to plan. Additionally, Power Creep can actually be a boon to Tournament Play: Long, drawn-out games are harder to schedule since it's less easy to predict when everyone will finish on time. On the other hand, there will always be players who like these new add-ons, saying that it actually makes the game more fun to play.
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Power Creep virtually always leads to a Broken Base, with the most "conservative" players stating that the new unbalanced content is an insult to the original game (which might be true or not, depending on the case).
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After four or five expansions, with the new Infinity +8 Swords that gives you 10 free mana, there is little point in using the Infinity +3 Sword that costs 2 mana, and let's not talk about the lame Infinity +1 Sword that cost 5 mana! ( Who'd ever use that, anyway?) The thing is that this gets out of hand really easy, particularly in a Long Runner.
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