Edit: Why does it format like that?
Except that the synergy-based decks rely on having consistent access to their drivers; a 3-of rule would lead to more generic goodstuff decks because 'good threats' and 'good disruption/removal' can be found in many forms (not much difference between 4 Hero's Downfall and 3/1 Doom Blade or 4 Brimaz and 3 Brimaz 1 Loxodon Smiter) whereas there's really no substitute for Eidolon of Blossoms in a Constellation deck.
Well,V:TES (another Richard Garfield design) doesn't have any limit on the number of copies of a card you can put in your deck at all and it isn't stifled because of that. Then again, Original Netrunner (yet another Richard Garfield design) also didn't have a limit on the number of copies on a card you could include and was extremely degenerate because of it.
This probably doesn't help, much, but is probably related to the fact that in Magic and Netrunner cards are a resource while in V:TES they aren't.
I'd probably put the game out of business in the process because my decisions wouldn't be about making money.
There are just so few cards across AMERICA that it just doesn't seem worth trying to push devotion for them. Black has some real spice, green has some OK stuff but I feel it's too weak. Only fanatic and Gary actually directly kill your opponent with no interaction. Nykthos has actually been an interesting tool to help decks reach their big drops without needing to play rocks or ramp.
That's a fair criticism of a 3-of rule. And maybe it needs to be something like 4-of one card, 3-of two other cards, and 2-of everything else. That would still give a lot of flexibiliy to deck building while keeping super consistent exploit decks from being easy to assemble.
In my opinion, the Restricted List is what makes Vintage the most fun and interesting constructed format.
If you want my opinion, the biggest issue with constructed (in general, not necessarily current standard) is the "4 of" rule. Because that allows people to assemble very consistent decks that can exploit the inevitable weaknesses of the card pool. And make no mistake, weaknesses are inevitable. I don't care how well you design a set, there are always going to be powerful things that can be exploited. You simply can't get around it. And the "4 of" rule only magnifies the situation. I've said it before and I'll say it again, I just don't see the appeal of the format. It's why I like cube because it avoids that almost entirely. In limited, you just have more room for error (i.e. creativity). If all you have is one copy of a card (and maybe a handful of cards with multiple copies), you just can't as easily exploit degenerate things. Which again IMO is a good thing. It helps to hide inherent flaws in the game.
Ranting a bit more on the "4 of" rule... I've never researched it, but I'd bet good money that Richard Garfield came up with the "4 of" rule because he needed a way to pad decks in the beginning. Because when the game first came into existence, there weren't 30,000 cards. There were 300 or whatever was in alpha. If you couldn't play 4 of each card in a deck, you'd have only been able to assemble like 20 decks or something (there would have been very limited variety). The "4 of" rule was there out of necessity, not because it's a magical number that means anything. It's just a nice number that divides into 60 well. And 20 years later, we are still clinging to that number for some reason. IMO, you'd INSTANTLY make every version of constructed better by changing the "4 of" rule to a "3 of" rule. It would effectively neuter exploits and it would make more fringe decks playable (especially ones that focused on general synergy and/or block mechanics versus your typical constructed deck that just runs the most powerful cards).
Why we have the 4-of rule:
Edit: Why does it format like that?
Okay, there are two really interesting points here. I'll start with the latter: I don't think the 4-of rule hurts fringe decks. A ton of fringe decks rely on a high density of obscure interactions, and without four of each they can't really pad out properly. The closer you go to singleton with a finitely sized pool, the more you encourage more generic "good stuff" decks. I know there are a ton of exceptions, but I'll site my own cube. Multiples of Gravecrawler / Steppe Lynx allowed people to build much different decks than they did previously, but with one of each the density of interaction wasn't there.
The second point is the relationship Constructed has to Draft. Let's call it the "Storm Principle" because I want to confuse people who follow Rosewater's stuff: the fact that constructed exists means they have to neuter certain effects that can be built around. All the storm cards suck at whatever storm count you can naturally generate in cube, but can be super broken in constructed. The same type of thing affects devotion. For cube purposes some mechanics are really hamstrung by this.
The idea was that he underestimated the popularity of the equipment game. He didn't think anyone would get 30 lotuses, and he was basically right.
Those cards above are completely broken even with just one copy. They are degenerate beyond belief. That's not just him thinking no one would have a bunch of lotuses. He didn't think through how badly costed those effects are and how they undermined the resource mechanic of his own game.
Richard made a great game, but I'm NOT giving him a pass on these cards. Sorry. There is no excuse for how poorly designed they are.
More to the point, what other competitive, customizable game was there at the time to look at for precedent?
Magic really was in uncharted waters at the time and I imagine that Mr. Garfield didn't realize people would view the cards as an unassailable right to break the game rather then simply a set of tools for having fun.
Though I'm still trying to figure out in what way Ancestral Recall could ever be interpreted as being fun.
Ugh, I mean, nobody knew where the game would go. I remember reading that he was aware they were broken, but you don't really expect your homebrew game to spawn an international tournament scene.
Where did he come up with 60 cards for a constructed deck? Even number pretty close to how many cards in a deck of playing cards?
No less a name than Mark Justice, on page 153, informs us--when discussing his sweet Type 1 winds of change deck--that "the first lesson any Type 1 player needs to learn is that the magic number is 60. The number should be as sacred as 10 was to Moses, or 23 is to bulls fans. Never, under any circumstances, should you pullute your deck with a single extra card...Very rarely are you going to have an easy time making the choices necessary to cut your deck down to 60. But these choices separate the elite players from those who are merely very good. If you want to rely on pure luck, play at 70. If you want to be a rebel, play at 61. But if you want to maximize your statistical advantage and overall winning percentage, stick to 60."