[1]: https://mtg.fandom.com/wiki/Banned_and_restricted_cards/Time...
Or another example, the software released to ten customers can be insecure with little repercussions. But insecure software released to millions is going to be zero-day'd in no time. The MTG community absolutely has hackers that are just waiting for the latest vulnerability to be released.
The latest set released by WOTC this week has an infinite mana loop that you can get on turn four. I don't think this stuff will ever stop, and I honestly hope it doesn't. Bans / restrictions can mitigate the damage to certain formats, and it really stirs up the creativity of folks in the meantime.
I'm working on at least partially reproducing and improving upon the paper but the reality is that MTG as a game is really hard to implement (and a shitload of work) so i'm building my own MTG inspired game to try and balance it using genetic deck building.
[0] https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2...
edit: I mistakenly thought you authored the paper, but if you do make progress on your game definitely update us
Can a MCTS with enough compute time beat a human consistently enough? Can MCTS reliably exploit super efficient combos? How can I optimize MCTS Strategies for stronger and stronger players? Can you use Machine learning to optimize further? How do you encode a TCG for a neural net? How do I deal with a potentially infinite play field (MTG can generate token cards). Can genetic deck building find the best decks? If not, are there other options? ...
My ultimate goal here is to create a better Magic. Fixing all the Gameplay issues from having grown over decades, creating a much more streamlined ruleset, a much broader stable meta, etc. etc. But yeah, right now i'm in the "thinking a lot about this" phase.
One good result of this power creep, if anything, has been that Wizards is increasingly willing to _unban_ cards which are no longer overpowered.