After fiercely condemning the detestable pay-to-win system in his heart, Ron began considering the next main quest—
Organize a Magic Duel tournament.
Elemental Cards already had a large audience, but there were probably not many people who mainly played Magic Duel.
The first reason was that not everyone had studied magic.
Although Magic Duel was really just a card game wearing magic's skin, borrowing the "magic" IP.
Most people, however, would be scared off the moment they saw the word "magic," too lazy to learn anything further.
After all, they had likely been tormented by some abstruse piece of magical knowledge before.
It was like failing calculus in school, then having someone tell you there was a fun little game of strategic calculus. You probably would not be very interested in looking into it.
The second reason was that Magic Duel's magic codex chart was too difficult to memorize.
There were the mutually reinforcing and countering relationships among more than fifty different types of magic, as well as composite magic formed by fusing them together.
Though this had already been streamlined to the absolute limit for the entire magic system, for those who were not good at this kind of game, playing Magic Duel was simply suffering.
And even if you painstakingly memorized the magic codex chart, you still needed opponents whose skill matched your own. Otherwise, you could not experience the fun of a duel at all.
Playing Magic Duel with someone who had to flip through the codex chart while making every move meant waiting several minutes just for them to play a card. What was the point of playing?
It was like a top student painstakingly explaining the whole solution process to a struggling student, only for the latter not to take in a single word and