tgambitg wrote:
Extra turns are for securing the win. I don't like them, but I understand. HOWEVER, if you take multiple extra turns to try and FIND a win, then you're being anti-social.
I can see one other useful purpose for them -- to allow you to develop your board, and then 'end' with mana up to respond to what others do. But ... these turns can be done pretty quickly. For anyone taking an extra turn and just digging more to try to figure out what to do ... I can see those as being annoying.
... not sure I'd call it anti-social, but I think that's more of a label ... I think we (generally) agree on what is an acceptable use of those types of cards vs non-acceptable.
In my group we actually haven't seen extra turn effects for a while, which may be why I'm probing/asking why people are calling them anti-social. I know there's a lot of stuff like fork, twincast, wild richochet, and reiterate that gets played in my group which tends to dissuade people from playing extra turn effects.
Now I'm kind of curious to throw a couple walk effects into my blue deck, and see how it turns out in our meta. To see if it's useful, if it gets countered/redirected/copied, and how people react to them.