ah well maybe i’m not that in the know. to me 40 cards seemed like a bonus. especially if overplanner is in the mix. that card won me few matches letting me line up a nice combo.
In some niche cases it is an advantage.
If your opponent is planning to kill you with fatigue or if you play a deck that somehow burns its card really fast while also being able to draw a lot
But most of the time it’s a disadvantage. If you include more cards in your deck, you increase your odds of drawing high chains of high-cost cards in early or low-cost cards in late, and that’s just about the mana
Most decks revolve around specific synergies and objectives.
Being very simplistic, aggro , tempo and mid-range decks rely on specific synergies between their cards, and highly rely on their curve. If you need 15 of your cards with mechanic A to synergize with 15 of your cards with mechanic B, you can’t introduce 10 cards with mechanic C that won’t perfectly synergize with both A and B
Control and combo decks rely on key cards on specific timings of the game : anti aggro, then draw, then win-condition. They have to follow a gameplan established at deckbuilding. If they can establish their plan with only 30 cards, then adding 10 more is an obstacle toward the win-condition, and they will simply put the least disruptive-to-their-plan cards that they can. But each time they will draw one of these 10 extra cards, it’s one lost draw toward their key cards and win.
Giving an example : I have one combo deck that has very little anti aggro. It relies on drawing 1 out of 4 cards, then 1 out of 2 other cards, while having a specific card stay in my deck for the whole time. The rest of my deck if half draw to get the first 2 cards, and half minions that I can basically not play.
I’ve tried making a 40 version of that deck, to include a bit more anti-aggro and draw and so the 10 health could help me survive the early.
Instead it lead to more games where I didn’t hit the cards I needed because my tutoring was diluted in the 10 extra cards I added. They did help me survive for 1 or 2 more turns than usual, but in return it also delayed the average turn where I was able to pull my combo out, because drawing one anti aggro card meant not drawing a combo piece, which meant that my opponents also had more time to play higher cost stuff that I then had no response to
Again that’s very simplistic and the example is debattable, but the main idea is there
On the opposite of the spectrum, there recently was a tavern brawl where you only made a 7 cards deck, which meant that you could basically always have the exact oppening hand you wanted. The deck was then filled with portals but it lead to extremely consistent gameplans
This is you moving goalposts…I appreciate it, saves me a lot of time