A Serious Look at Sorcery's Sustainability Long Term and Some Things That Need to Change.
Sorcery is a fantastic game that shows a lot of promise as a TCG. There are several things It must keep doing well and some things it needs to change in order to grow and succeed long term.
These are the core aspects of sorcery and why it is loved and successful and should never change:
- The Art - Sorcery's biggest advantage over other TCGs is its handmade and grounded artwork. This aspect of the game should never change.
- The Core Gameplay - the unique grid system slowing down the gameplay and adding an additional level of tactical thought, the separate site deck fixing the mana issues that plague most other TCGs, and the upcoming collection as an in game sideboard and elegant solution to making tokens are all fantastic things that make this game truly stand out in the ever growing sea of TCGs
- Balancing Playability and Collectability - Cards having a single frame and a single art and not having 5 different chase arts and 3 different frames really adds a lot to the playability of the game. Foils and Curios being as rare as they are gives collectors something to actually value and chase without compromising the grounded style of the game. Full art foil backs also make them just different enough to be really cool and different, but at the same time have all the same recognizability of a normal card.
- Rarity Restricted Deck Building - Gating quantities by rarity does a lot to make sure games aren't taken over consistently by powerful and difficult to obtain unique cards. Any desired deck consistency means you have to dip into the lower rarities.
- The Avatar - Much like an MtG commander, the avatar dictates the base strategy of the much of the time. They go a long way to differentiate decks and provide a unique gameplay element of you being a playable unit in the realm. Avatars not strictly dictating which elements you can and cannot include in your deck is huge and opens the gates for a lot more creative deck building.
- Few Product Releases - Having only one set per year goes a long way to make the game feel extremely meta-stable, polished, unrepetitive, affordable, and easy to get into. I can take a 9 month break and my deck is still completely up to date. I feel like there is so much time to try out different strats and cards all the time and not feel pressured to constantly keep up with new product. Every release is a huge deal and cards can be savored for a super long time.
There are plenty of things Sorcery needs to improve upon too:
- Super Limited Releases (Dragonlord) - THIS NEEDS TO STOP IMMEDIATLY! Dragonlord set a very bad precedent. FOMO inducing limited release sets are the best way to turn away would be long term players and collectors. The cards being tournament legal also give a really bad impression. Dragonlord got lucky with none of the cards being really playable in competitive play. EC needs to make dragonlord available for everyone and never do any limited release sets ever again. We don't need this really great game devolving into a scalper's collectable prey.
- Avatar Power Gap - The power difference between avatars in the game is very high. There are only a few truly good enough avatars for competitive play now out of like 50. Special care needs to be given before giving avatars free abilities that don't cost mana or don't use its tap. I think druid and archimago providing really good value for 100% free were big design mistakes and any free avatar abilities should be avoided in the future. Druid should have had tawny be 0 power or cost 1 mana to summon, and archimago should have had to tap to use its ability.
- At least some focus needs to be on facilitating balanced competitive play - EC designing around kitchen table only is great in theory, but I feel like as the game grows and player skill and meta develops, there will be more of a need to design more to aid competitive play's health. Players will naturally move to play more and more competitive play the more they are involved in the game. bomb Uniques should not be overturned to be flashy and appeal to kitchen table players (Ring, Morgana...), they need to be careful about how randomly determined effects are used... Some bounds and design aim should be in place to keep competitive as healthy as it can be.
- A Single Set per Year might not be enough - I know I mentioned this in positives but I think there needs to be a little better balance. Player engagement and attention will increase a lot whenever new cards are released and I don't know if waiting a whole year for new cards is going to sustain the game well enough. I am not saying move to 6+ sets per year (I would personally love to see 2 medium sized sets per year and maybe a 3rd smaller product at maximum). Ultimately, EC needs to focus on making gameplay and art as great as possible before considering to up the amount of cards put out each year.
- Organized play support needs to be slowly expanded - A stable game and well designed game like sorcery is primed to draw interest in organized play. I am happy EC started the program but would love to see more of a support for a flow from local events to large scale events with a little bit better prize support with more promos and dust / dust options.
- A hard "Color Pie" Needs to be established soon - Gating game abilities consistently to a single element or subset of elements needs to happen to keep decks feeling more unique and different effects less ubiquitous.
- Additional Elements? - It is clear sorcery has the ability to add additional elements to the game (Light/Dark?) and remain fully backwards compatible. It has the lowest amount of "colors" in any TCG I have played with only 4 currently. If plans exist for additional elements to be added to the game, they need to be added ASAP while the game is still young and there are relatively few sets that are without any of the new elements. I could see a special set release for new elements providing mostly cards of those elements to let them catch up to the original 4, but the longer they delay in introducing them, the more jarring and painful it will be. Keeping with only 4 is certainly a viable option too.
- Resist all urges to introduce outside IPs - Dragonlord is technically an original outside fiction from Ed. I think it needs to stop there. There are so many card games that are bound completely by IPs or have been ruined by them per some opinions. Being free from other IPs allows you to perfectly fit characters, art, and overall design to a card's abilities and intent. The game will remain more serious and stable instead of trend chasing and sold out. TCG tourists will stay away too, meaning scalpers will be minimized.
- Creative subject material - Using real world mythology and generic high fantasy tropes is a great starting point for the game. Eventually I think they should start slowly incorporating some of their own created lore/characters. I don't think they need to go as far as having novels written and a comic book-esque storyline continuing from set to set, but a little creative world building to give cool gameplay concepts and mechanics a little more life would be most welcome.
- We need less "Niche" supporting sets like AL - There was a lot wrong with AL (especially as only the second set). The multi element cards fitting in less decks and being disappointing to open, too much tribal knight and faerie support and not enough cards overall made it feel almost like a yu-gi-oh product to open where you didn't really care if you didn't play one of the supported archetypes. Hopefully gothic and future sets can move towards a more generically playable set like beta.
- Clear product release dates and increased availability - better communicated product release timelines and increased availability in the future would be really nice.
- Reprint Policy - We are going to need to be kept in the loop about when and what EC intends to reprint. Sets can't be reprinted forever but as the game grows demand for out of print cards will rise and we will start seeing entering the game as prohibitively expensive. We need a reprint policy that maintains enough cards for accessible organized play through reprint sets or something. Different card art can be implemented in reprint sets to keep the originals valuable too maybe? Though focus should be on maintaining availability.
Posted Sep 3, 2025, 6:16 PM UTC
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