Been looking around to see if this has already been posted somewhere on GB and I can't find anything, so my apologies if I missed it. DotP 2013 has been officially announced.
Like DotP 2012, it's starting out with 10 new decks. It'll introduce a new (to DotP) game mode called Planechase. I'm not familiar with it, but from what I can gather it's similar to Archenemy in that it has oversized cards somewhat similar to schemes that are separate from the main deck, but in a free-for-all context (presumably 1v1 up to 1v1v1v1). If I'm not too far off the mark, it sounds like it could actually be a legitimately interesting game mode for competitive play, unlike Archenemy.
But the kicker in 2013, at least for me, is that it'll add manual mana tapping as an option that you can enable. Yes, yes, this "feature" should have been in DotP from the start and it's more than a little amusing (if understandable) to see it listed as a bullet point to sell the game, but better late than never. This one small thing will help a lot to further legitimize DotP, as the lack of manual tapping was the last gross design flaw left over in 2012, in my mind. Now when the wrong lands are tapped, you'll be going "FFFUUUUUU-" at yourself instead of the game.
There is still no full deck editing, so for those of you that haven't been able to get behind the DotP games because of the lack of what is a core element in real Magic, 2013 won't be changing your minds.
Any thoughts? Anything you'd like to see improved/added/expanded (other than the obvious things we're never going to see out of this franchise, like more diligence and attention toward fixing bugs from the dev team, full deck editing, etc.)? Personally, I'd really like to see decks have more available sideboard cards than a meager ~20, as well as fewer throwaway cards in them in general (Craw Wurm, etc.). The addition of core deck editing in DotP 2012 was a significant improvement in the franchise's framework, but ultimately, none of the 2012 decks have a lot of good, different options for how to run them. Almost all the decks have a pretty strict optimal build with room for minor variations based on preference.
I'd also really like to see better deck design in terms of mana curves. Decks in 2012 have a pretty consistent theme, with a few exceptions, of not really getting started until land drop 3. There are too few 1- and 2-drops, most of those that are in the game are strictly aggro, and many of those are vanilla.
Finally, I hope to see less cheap tricks and answers, and more craft. The abundance of lazy spot removal in 2012 is kind of ridiculous, and there's a serious lack of interesting but reliable tricks that have to be used with care, things that have to be played around in ways that aren't just "If I play this guy, he's just going to kill it."
That about covers it. Looking forward to playing the game, and can't wait to see the decklists.