Day/Night Mechanic
I believe that on the Day/Night transition card, the wording should be altered from, "if A player casts no spells" to, "if THE player casts no spells" implying that only the player that's being effected by the day/night mechanics, has control over said mechanics. I find myself constantly skipping my turn in order to play my werewolves.
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MotoMagic135#46111 commented
Or increasing the number of spells it takes my opponent to activate the day/night mechanic to 3 or 4 spells. I feel like sending out 2 creatures or 2 instants is in one turn is commonplace on every turn. Yet I have to completely botch one of my turns just to be able to attack efficiently.
It seems all my opponents had to do is use 1/1 tokens to block my 7/7 werewolf anyhow. And if they have five 1/1 tokens, one can block my werewolf and everythings fine. Yet when it's my opponents turn, I can only block one token and get hit by four of the five.
I understand the blocking mechanics and I'm not complaining about that. I'm just trying to make my turns mean something when it is my turn, instead of repeatedly not playing cards.
I feel like the point of the game, in a sense, is getting cards out on your board and seeing how the opponent handles it. If im not able to play my cards why am I playing M.T.G.