Storexit: Explaining Permastuds/Baseplates

Hello World! This is civilCornball, and I'm here because nobody thought to make a page about Storexit before the update was finalized.
If you're here, you're probably wondering "What is Storexit?" and "What's a Baseplate?" Or, of course, someone pointed you to this page because you asked about where all your coloured icons went at the end of your turn.
Storexit is a major change to the Blox Cards game mechanics. To (almost) shamelessly copypaste from our Discord (check it out btw, it's below the game's description on the Roblox page), Storexit is mainly composed of these changes.
- Players now start with 7 cards in hand.
- You lose all of your coloured studs at the end of your turn.
- The first non-white, non-inert-when-discarded card a player discards each turn goes into their Baseplate.
- Cards in the Baseplate generate at the end of your turn.
While the first change isn't that big, hoo boy does the second one change the way this game is played, and the way the game will be played in the future.
Of course, I only returned after the playtest finished, so I bugged Myr about it. They explained it better than I ever could.
Changes to the quotes are inside brackets.
==Problems Storexit Fixed==
==="Once one player accrued an advantage, the other player was [near-]guaranteed to lose."===
*"One of blox cards' largest issues was its constant ability to snowball - Once one player accrued an advantage, the other player was guaranteed to lose. This was because the resource system was directly tied to how many resources you already had, creating a snowball effect."
*"Everyone knows it's an issue, and we've called it one since the start of the game."
*"Even the people who are opposed to Storexit would agree with that, as it's one of the most common criticisms of the game. Because it's true."
*"We've tried many things to fix that fundamental issue, from egregiously powerful boardwipes, slowing down the game with WWW starter-based combat, and totally destroying aggro decks when they appear."
*"No one liked having to play 3-6 boardwipes, WWW start-based combat was extremely sluggish, and aggro players like aggro decks."
*"The proper solution is to simply change the game so that snowballing aspect is removed."
*"Now, people who start losing can still [win] the game, and effects that don't care about the board are still playable."
*"The second issue that storexit fixed was time-based."
==="In the old system, it was really easy to play any card in the game [at any time] simply by genning into it."===
*"In the old system, it was really easy to play any card in the game simply by genning into it. This made making huge, expensive cards very difficult, as I had to guess they were to be played at all stages of the game."
*"Now, for several reasons, we need the ability to play big things. Green needs something to ramp into. Red needs its endgame threats like the stalker. When ramping this hard causes you to gen all the studs you would ever need, it became impossible. The solution was to not print cards like The Stalker, or old Deathknight."
*The solution to stopping this insane ramp was to stymie it - WWW Starter-based combat. While very balanced, it was not particularly loved, and it had a number of negative effects on the game:
:#You had to fill your deck with starters, which aren't very interesting cards because of their constant need to trade with each other.
:#Because [about] half your deck was starters, anything that could 2-1 most starters was automatically too strong, yet we need those big cards to exist. This meant that we had to remove those cards, creating prolonged, dragged out games, as it was very hard to truly end your opponent.
:#People really like the speed of Ws and WWs, and I personally agree, but they were fundamentally too strong in a pre-storexit environment.
==="...it's very ha[rd] to "brick" an opening hand in Storexit."===
*"Finally, although this is an added bonus, it's very ha[rd] to "brick" an opening hand in Storexit. In pre-storexit, not drawing enough starters could instantly end the game before it began. Non-games aren't fun or interesting, and should be avoided."
*"Because storexit requires higher card flow and because it's not as boardstate dependant, opening hands are more consistently likely to be playable."
=="Storexit does have a few issues, though."==
*"Mainly it leads to decision paralysis in players without capacity (the ability to fully play the game), has an extra layer of complexity, and asks players to do something they don't like doing - discarding"
*"If I was to change that, I'd likely just go "At the start of your turn, pick a colour. You put a stud of that colour into your baseplate" as the main vehicle for gaining studs"
*"But I think discarding cards does feel blox-cardy while that doesn't, and that's important."
==Looking to the Future==
As a result of Storexit, 1W and 2W cards are going to be able to return to the game fully.
While Storexit does benefit midrange and control archetypes more than aggro, due to their ability to accrue card advantage, aggro will be able to appreciate the explosive first turns that the playstyle is known for due to cheaper cards being more readily available.
Cards can be more easily balanced around being cast at a certain point in the game. Of course, it won't ever be perfect - we can still choose to discard our entire hand on the first turn to summon powerful cards like MinePix110 - but it puts you at much more of a disadvantage than you would be before the update.
== Storexit Trivia ==
Did you know that Storexit was actually two updates merged? The first half of Storexit, while similar to the second (and current) half of Storexit, had a few differences, mainly:
* Instead of putting the discarded card in your baseplate, it instead gives you a "permanent stud" of the discarded card's colour. These permanent studs generate a stud of their colour at the end of your turns.
* The current Storexit actually sets your studs to the number of cards of a colour in your baseplate, which was different from the first half, generating the studs instead of setting them to a specific number.
* In the first half of Storexit, you couldn't see the enemy's "permastuds", and there also wasn't anything to help players keep track of their current permastuds and whether they can get a permastud from discarding a card or not, which led to confusion among veterans and beginners alike.
* Because of the lack of any in-game permastud tracker, and also because of Storexit not being fully finished yet, there were no cards that interacted directly with the permastud system, and there were only two known interactions from cards possible: either giving more permastuds or obliterating permastuds.
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