Claytus my view is yomi does not take too long to play. The current official rules state 50 min a round. This is similar to what mtg does (mtg is actually longer do to extra turns and stuff; maybe that stuff would be in onger tournaments). Maybe the data sirlin based his opinions on made it seem like yomi takes a long time. My view is that current data will not lead to this conclusion. Maybe things have changed in how people play yomi. Also no offense to anyone who opposes this but I think a huge problem in current yomi spectation is the lack of "Hands On." Yomi is much more interesting to watch with hands on. If you want to make it a better spectator sport fix that. One fix would be to allow only certain people to see the hands (plus maybe minor delay). I think this alone would make streams much more enjoyable. Block/Block can be exciting if the viewer can see what is going. ex) A player has only one block. Should he risk it getting thrown? If he plays the block there is excitement since maybe he will be in a terrible position. When his opponent blocks this is actually exciting. This is how yomi feels like to me when I play. But if I cannot tell what is going on these things are lost. Claytus as far as I know the following people claim Rook/Midori are completely screwed: Choke Artist, Volcanya, morn, Deluks917,brainof7,Kawaiiness + Scarbo to a potentially lesser extent. This is a reasonably successful group. If these people are right that is a huge problem. Huge hands are not great in yomi for most characters. Most people who are decent do not build them. Watch the last Mornament or especially the launch tournament. We should not build the game so new players cannot make mistakes. Claytus where are you getting this idea of optimal play? Choke, Kawaii, Friik, Deluks917 + others all posted they believe building up for huge combos is explicitly not optimal. I think most good people believe that (this depends on character of course but for most people building a big hand is not optimal).