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No rotations

The rotations are the system through which a TCG company decides to only allow new card sets to be used in the standard format (for example, cards that are less than two years old). They do this to keep metagames fresh and have enough incentives to sell new card collections. A known game with standard rotation is MTG. The opposite is an eternal format, like in Yu-Gi-Oh, where all the cards, even the 20+ years old ones can be played, except those that are banned(prohibited in standard format).
Rotations vs no rotations is always a hard decision to make because both of those paths have pros and cons. It's sad to have to say goodbye to your favorite cards, and see how their value decreases once the season is out. But it's also a hassle having to fight against the same overpowered card over and over through the years. To keep selling cards, what eternal format games do is that every new card set is slightly more powerful than the previous ones. This is called powercreep, and we and most of the gamers hate it, because it breaks the balance and is like a shady rotation.
As you can see, it's hard to find a balance, however, we found a model that could work: an eternal format, where all the card sets will always be available, but avoiding powercreep at the same time. How can we reach this? The answer is: scarcity.
In games where every player can easily get all the cards they want, powerful cards are just everywhere, and an example of this is Hearthstone, a slightly more powerful card will be dominant because every player uses it. That's bad for two reasons: first, players feel tired and bored of facing the same card repeatedly. Second, if Hearthstone had a trading system, every card would have zero value, because there is no reason in buying a card that every player can easily acquire.
As we stated previously in this whitepaper, our plan is to only release cards in amounts that scale depending on the number of active users the game currently has. This allows the game to have a community-driven scarcity. Powerful cards will become rare and expensive to acquire because players won't want to drop them, and players won't play against them often, so the need for powercreep disappears.
Players will feel motivated to acquire new sets because of the lack of old powerful cards, that way they can get cards with similar power levels to the old ones.
And of course, our goal is to only create balanced cards, we know that it is an impossible task, there will always be cards stronger than others, but we will put all our efforts into it. We plan to implement machine learning systems to analyze and apply data science to get the most of the game's data and balance based on it and the community feedback.
We hope the six months period of balancing will allow us to not have really overpowered cards, therefore avoiding having to ban them. This is very important for the economy's health and the value of the digital and physical assets. Because if players feel that a card could be banned, they would be reluctant to buy it.

In short, our plan is to:

  • Avoid rotations. We'll have an eternal format balanced by the scarcity of the assets, generated by the community.
  • Focus intensely on balancing the power of the cards we release, and those less than 6 months old to keep a healthy metagame.
  • Avoid banned cards to preserve their value.
Even though this is our route to follow, we are aware that balancing is a hard thing, so please keep in mind that this decision is not final.