Originally posted by Scott Marshall:
Perhaps my answer wasn't clear enough, then, as it's not at all circular. I was trying to explain why it's A, to address Jeff's suggestion.
Saying that policy is A because “there are times where it's strategically correct to let your opponent misunderstand something” is similar to saying that policy is X because “there are times when it's strategically correct to look at your opponent's library while shuffling it”. Just because something would be good strategy doesn't mean we are bound to make the rules allow it.
In a similar vein, one could use your defence of “policy A” to defend not announcing/tracking life totals: if it were allowed by the Player Communication Policy, it would indeed be strategically correct to let your opponent think you were at 4 instead of 3 when they have a Lightning Bolt in their hand.
Originally posted by Scott Marshall:
Another is because we don't want players to have to play the game for their opponents - i.e., having to point out everything they missed. This principle was a factor in the creation and evolution of Missed Trigger policy; we got a lot of negative feedback from players about having to remind their opponents of triggers (ancient history now, but that was a thing).
I was going to say this is irrelevant here, because no one is requiring an opponent to point out the City's Blessing, but then I ran into trouble trying to craft a workable policy change accommodating the City's Blessing.
There are three possible times to acknowledge the City's Blessing:
1) when it happens,
2) later while the player still has ten permanents, or
3) later when the player has fewer than ten permanents.
(1) is awkward to enforce. If we're checking the static version of Ascend, it should continue getting checked, so even if it's initially missed, it should happen later—which brings us to (2).
For (2), if we allow it to be acknowledged later (e.g., when it becomes relevant) and there are still ten permanents, we have the current policy, so we don't need to change anything.
For (3), if we disallow it being acknowledged later when there are fewer than ten permanents, the “best strategy” for the player becomes very strange: they should acknowledge they have the City's Blessing immediately before they would lose their tenth permanent—this gets awkward, regardless of whether it's handled like a missed trigger or a GRV or a CPV.
In fact, if we made this a CPV, imagine this: a player controls ten permanents, then nine, then realises they should have the City's Blessing but the opponent doesn't believe them. So you issue a CPV, but you still have to figure out whether they should have the City's Blessing! So now instead of a puzzle to figure out, you have to issue a penalty and still figure out the puzzle.
TL;DR – I don't think making announcing the City's Blessing mandatory is similar to the problems with the old Missed Trigger policy; but I also do not think it would be easy to craft a good policy around announcing the City's Blessing—mostly because of the combination of it not being a trigger and it lasting forever.