We've all given our criticisms on what Poxnora can do to improve itself. However, I don't believe we've had a thread that accounts for what Poxnora has actually done appropriately. This doesn't necessarily mean that the game itself in its current state isn't horrendous, because it is. Regardless, Poxnora actually has a wide range of positive elements that tackle certain issues other games have a tendency to fail at miserably without the slightest idea of how to fix them. Here's a list of what I think Pox has done right: 1 - The concept of RNG. In a strategic, turn-based game that combines both table-top and a card game, Poxnora does a relatively great job at addressing this issue, making the game approximately 95% based on pure skill and strategy, rather than the sheer reliance on draw. Where does that 5% go? At the very beginning of the game where you very particular champions are drawn, or the map dependant "who goes first". 2 - The artwork is flawless. I have never played a card game (Apart from Yu-Gi-Oh) with such astonishing artwork. The majority of the runes have had their time taken to be drawn, and as a result, are extremely polished and detailed. This is the type of artwork that always captivated me, and honestly, if it weren't for the artwork, I might have not enjoyed the game as much. 3 - The lore. Sure, we could expand on the lore and perhaps integrate and involve a greater number of runes into the lore, but the currently existing lore is sufficiently interesting. Perhaps expand more on the backgrounds of more champions. Regardless, the lore is well-written and effective in providing a vivid residual image in one's mind. 4 - The gameplay. There is no game that matches the gameplay of Poxnora in its genre. And games that have attempted the feat have failed miserably to replicate its persona. I don't think I need to expand on this much, it's the gameplay the majority of us have been attracted to for all these years, especially us old players. 5 - The complexity. This is a double-edged sword that creates a sustainable environment for long-term players than it ever does for the newer ones. The complexity keeps every other game fresh, every game is different...I've never had the same experience in 2 games, even if I'm facing the exact individual thrice with the same battlegroup each respective time. Unfortunately, it may be the complexity itself that prevents the population of Poxnora from expanding and maintaining the newbs long enough for them to finally getting a grip of the game. 6 - The Veterans. This is more community-based than it is Poxnora itself; but we are Poxnora. Most of us are poxholes, there's no doubt about it. Nevertheless, we're always open to spreading our wisdom, ideas, battlegroups and whatnot to everyone. We're always open to having conversation and arguments; the community that currently exists is rather engaging and fun to talk to, even when we're not playing the game. Having a community as interactive as the one Pox is, which is surprising with such a tiny population, is critical. 7 - The Concept. I won't go into too much detail about this because this is rather a broad subject...but the CONCEPT of Poxnora is way too good. From the maps, to the champions, to the spells, to the deckbuilding, to the variety, to the gameplay...the combination of all these factors make for such a great concept. The themes that exist are all interesting; not a single one feels dull and unpolished. Is there anything else that comes to your minds? Also, criticism is always welcome, but we have plenty of those threads and I wanted to take a look at the bright side.