Email to EQGaming sent, but the game doesn't technically meet what they usually post about.
Email to EQD sent, got reply stating they'd post it (Seth stated that Phoe would post it), but no post yet.
r/mylittlepony is as aware as they'll ever get. The ccg's subreddit is now at... 12.
Ponychan... not unless I absolutely have to.
As I thought, the game needs a client and a website. Great.
I may be able to afford the website, if I remember my business plan well enough. But an original client will take months (and probably over a year), and I'm pretty sure the client isn't going to be ready until the -entire- card game is done because of effects.
What can I do to increase the amount of playtesters and thus, feedback?
EDIT: Site incoming soon-ish. Time to start putting that plan into usage... I mean, I've been paying it for 5 years
1 card Draw Step vs 2 card Variable Draw Step... and neither of them win.
1 card Draw makes each action count, but players were running out of cards too fast, ruining the pace of the game after the 12th overall turn (unless you were Rainbow Dash). This made discarding a very powerful, noticeable effect.
2 card Draw gives the player more choice, and helps make Prison-style more rewarding (making it give card advantage), but most games were ending with players having 7 to 10 cards in their hand, which is entirely too many. It also gave a bit too much power to Blitz-style decks, which could more reliably earn 10 apples in five turns. This also ruined quite a few effects. Card drawing effects were lessened along with the power of discarding (unless you played Derpy).
So really... neither of them are a choice. Too little destroys the pace, and too much destroys the significance.
The real answer is 1.5 card Draw, but there's no easy way to implement that without rules outside of the cards... but there are multiple options.
You draw 2 if you're behind on Apples. This would allow for a comeback mechanic, but can very easily turn into a game of leap-frog (which is... bad. It makes games predictable). it can also be abused by players who willingly stay behind to draw more options, but that style of play has its own perks as well. It would make the player that's ahead feel like they were being punished by being in the lead.
You draw 2 after a certain amount of Apples, which is the total of the two numbers shown on your MCs. This is an interesting option, as it would diversify MC choices even more with little change to how people play currently, but it strengthens the stigma of the "meta", which you have to use certain combinations to be "viable". It can be used as an additional balancing tool; instead of the line system of MC effect <-> Card Pool, it would be a Triad of MC Effect, Card Pool, and Wait Count.
Spending Phantom Apples to draw cards. Normally, with this you would be able to draw one card a turn, with the option of spending a Phantom Apple to draw another card. This allows the Phantom Count to go into late-game (right now it effectively goes away, wasted, after your fifth apple), and rewards good deckbuilding over the current system. However, the overall impact is going to be small, as most of the time you're still only drawing one card (making it like 1.1 or 1.2 card draw overall), so the problems will be similar to 1 card Draw. If I did this, I would be much more comfy with making cards that actually interacted with Phantoms.
So, what do you think?