Quote Originally Posted by Marxam View Post
That's why people always quote SB AST as the best iteration of the card mechanic. RR and MA literally solved RNG while making undraw irrelevant because if you ever got a card you didn't want you can either RR it for a bonus effect, but if you already had an RR effect ready, you can MA it for lady or lord. If they kept the RR system while changing the cards to reflect the trinity "seals" i.e.;

Balance (phys)/Arrow (range) = Direct crit, RR potency up
Bole (phys)/Spear (range) = Mitigation, RR duration up
Spire (phys)/ Ewer (range) = Crit, RR aoe

this change would have been far better than just making all 6 cards functionally the same. I've always had this thought ever since they butchered the job going into ShB and EW but its funny after watching the job action trailer that someone on the team literally had the same idea of making the cards into a "trinity" but still fell short. If they didn't spend all this time reworking AST we would have had a skill that allowed us to set cards on the field by now. Though maybe the concept of drawing a card, setting it on the field face up, and creating a ground aoe buff/heal with that cards effect is a foreign concept. AST and DRK are literally proof that reworking the job every expansion will only be to its detriment while WAR and BLM are the complete opposite.

Hell, just delete lady off minor arcana, call it something else and just raw damage everytime would probably make 100% cards useful. Worst case scenario back then was just the card you didn't want turn into a Lady. which is not too terrible but yeah.