I'm posting this here in the UI thread because it has to do with the user interface side of things.
In the context of the ongoing restructuring of the Forge codebase into modules, a couple issues showed up that have no easy solution (well, the easy solution is to delete the related functionality, but I think that's hardly the ideal solution). As of right now, there are two user preferences (Randomize Card Art and Use Random
Foil) that are passed into a game class (Match) via the UI singleton. These preferences allow the game to utilize multiple pictures for cards with different art (e.g. basic lands) and to apply random foiling to a small percentage of cards in Constructed. As Max told us, it will be impossible to pass these options as flags into the Match class once the module restructuring is complete. As such, something has to be done with this functionality for it to be supported in some other way.
This probably needs some discussion because there are several alternatives available.
For now at least, I'd say we should probably keep the random art feature as enabled permanently by default - there is really little reason to disable it, to be honest, because we don't support true distinction between multiple card art (at least not yet) and having the same picture on all the lands with no variation is, at the very least, boring (at most, it makes it senseless to have varied art for different lands and whatnot in the first place).

Eventually, full support for true distinction between cards with different art can be made, kind of like in Wagic (so, e.g., two
Forest cards from the same set but with different art are different cards). Do you think it's worth going for it, or is randomizing card art by default enough for now? P.S. Committed r24162 where random card art is the default feature instead of an option - let's see if there is any positive/negative feedback about that.
Now, there's the foil support issue. I think random foiling can eventually be ditched in favor of true foil support (with per-card distinction of foils, foil cards available in boosters, etc.) - a lot of work was actually done in the past towards true foil support. Different types of foil are implemented, and all the MTG editions are "aware" of what kind of foiling they had (if they did) and what the chance of a foil in a booster pack should be. I was working on that last year but, I'll be honest, I got stuck once I faced the deck editor issues (adding support for foils to the deck editor with a way to visually indicate whether a card is foil or not, kind of like MTGO) - for that, I'd need help of a UI expert who is good with the deck editor code (I know drdev is consistently making amazing UI improvements but he might be too busy with other things to work on this... anyhow, drdev, your input on this problem is very welcome!). If anybody is willing to help with this aspect I got stuck with, I'd really welcome your help with the deck editor side of things. I can tackle generation of foils in boosters later if that comes to fruition (because there really is no reason to implement foils in boosters if foils are not distinguishable from other stuff in the editor). Once it's possible to add foils in the deck editor separately from non-foils (and maybe even switch foil/non-foil via a context menu or something, like a flag), and once foils are available in boosters in Quest Mode and Sealed/Draft, there will be no reason to keep the Random
Foil option around.
Your input is welcome, guys! If you have other ideas, let me know.
- Agetian