I find myself losing interest in the game because the part of it I liked most, diving deep into card databases to search for weird interactions or old cards that combo with new ones, is disappearing. Deckbuilding seems to be very simple and just pairing the best threats with the best answers and the best fixing. I think instead of increasing the power level outright, WotC has slowly pushed cards so everything is at the same power level. Tarmogoyf is sometimes, but not always, better than Gurmag Angler, Path to Exile is sometimes better than Fatal Push, and so on. Turns are more explosive and longer, games seem to be effectively won or lost in the first three turns of the game, and every individual card matters less. Also, genuinely good and interesting cards like Dimir Charm become bulk junk because efficiency is literally all that matters and there are too many efficient cards out there (no one's running Dimir Charm in Pioneer as Fatal Push 5-6). Even the Against the Odds series is just one somewhat janky card that's fit in with 10 tutors and 20 support card. There's no incentive to truly build around a card or innovate anymore.

I'd really like it if WotC made the game more about resources than the kind of rock paper scissors with threats and answers that I see now. My suggestions are to: 1) Put fewer lines of text on most cards to make the few engines and mana sinks that do exist in any one format more powerful individually, but more fragile because the deck relies on them more. 2) Aim for shorter turns and more turns per game (so, players would have to pick and choose how to spend their turn interacting instead of being able to do everything at once). So fewer explosive "I win" turns and more tight, down to the wire, will I draw a removal spell, threat, engine, etc. in time games that rely on an efficient use of resources. This would come in the form of higher activation costs, fewer activated abilities, fewer draw cards (every color but white has tons of options now), and weaken count to 20 aggro so those decks become more D&T than Burn.


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However, I think recent card design (from War of the Spark onwards) has exacerbated the issue to the point where a lot more people are sitting up to take notice, and the effects are being felt from Standard to Vintage. My thoughts for why:

xtechnetia Thank you for the comments! I think there's a bigger problem with planeswalkers than just the asymmetry and resilience though.I think the problem with both Veil of Summer and planeswalkers is card advantage. The cost to casting them (and putting them in your deck) is just the mana cost, not the cost of using a card or of protecting them. They hit play, do a thing and then need to be answered or they'll gain card advantage and win the game on their own. Bolting the T1 mana dork is bad for the ramp player, Dreadboring the T3 walker is fine for both sides: a planeswalker for a powerful answer and some Food or a Beast Within is not the same as Bolting a Bird or Goyf.

I do not agree with most, if not all of the points expressed here - modern card design is miles better than older card design. The modern card design is at the top shelf of card design philosophies, always pushing design space boundaries. People get disproportinately flustered by the few cards that push the design envolope too far and point to them as the problems of current design, while completely ignoring all the other 99.9% of cards.

WOTC outputs around 1250 new cards per year (4 setsx250 cards + some extra products). If your examples of bad card design extend to Oko, Teferi, Narset and Veil, that is a failure rate of 0.375%, which is pretty much fine.

I have exactly one complaint of current Magic and that is that cards have too many variants (extended art, constellation art, borderless, alternate art, collector's edition...) and a lot of standard playable cards are found outside of standard sets (Brawl products, planeswalker decks, game night...) - there is too much noise around every set. That is more a marketing issue, but the game design in Magic is still solid.

What I was trying to get at in my original post is that the current principles of card design make playing certain (in my opinion boring and linear) cards like Questing Beast and Once Upon a Time the best option while excellently thought out and potentially fun mechanics like Outlast (do I make my creature better in the future or do I get in for damage now?) get squeezed out by the linear decks that slam Siege Rhino and swing. I think that linear decks have a place in the meta, but the best decks should be high skill decks with lots of decisions and not "this card is good, so I'll play it and if they have a counter/removal I can play my higher costed better card next turn".

Yes, individual cards look more interesting, but the game as a whole is suffering because of it. Good card design and pushing the boundaries should be measured by how fun and interesting the mechanics are and not how much they impact eternal formats.

Boza you mentioned a failure rate of 0.375%. 1) Those are example cards and other examples include all 3 mana walkers in War of the Spark and many other cards. 2) I know you understand that it matters how much a card impacts a format, that is if 99% of decks contain one of 6 cards (.05%), then those cards matter a whole lot more than the junk commons.

@Boza: Unfortunately, despite the low failure rate it is something that needs to be called it because it's not self contained. If the only place these failures showed up was in a single environment, one that given enough time would go away, then these things can be overlooked. The problem is, these hyper-efficient cards continue to exist in most formats. They never go away so they continue to warp the format until something even more pushed knocks them out or they get banned.

I think there is a lot of truth in xtechnetia's comment. The most troubling points for me are the "maindeckable good" answers that come out every set and the excessive catering to the "this type of card is unfun" group. One of the greatest draws of Magic for me is the sideboard and how the game gives me a chance to tweak my deck on the fly against any other deck I'm facing, and these hyper efficient cards make that less of a necessity because there is no drawback to running any of these answers mainboard because they just do so much. I am a firm believer that just as there should be a place to put creatures down and turn them sideways, there also needs to be a place for "unfun" interaction. Making less of it or making it worse is only harming the longevity of the game.

@TypicalTimmy: I see this comment relatively often, but I think it's unfounded. If you want to play a game with a bunch of jank from your collection, the kitchen table is exactly where you and your friends can make and play these kinds of decks. The comments about negative people in LGS's is more indicative of the people at that particular store than Wizard's card design policy. That kind of behavior should never be tolerated and should immediately be brought up to the owner of that LGS. Assholes exist every, and unfortunately part of playing a social game is dealing with them sometimes. Wizards has literally no control over the people that play their game, so pointing the finger at them isn't particularly fair. Lastly, I don't think being upset with players who value winning more than you is fair. You both have two different sets of values for the game and neither is more valid than the other. What that means for you though, if you don't care about keeping a deck that can be competitively viable, is that you're going to lose often to people who prioritize remaining competitive. At that point the onus is on you to either improve your deck, find another person/group to play with who's values better align to your own, or lose. I think asking the Magic community as a whole to want to win less isn't exactly realistic.

Put fewer lines of text on most cards - makes no sense, as there is no correlation between text lenght and what the card does. Ice Cauldron is the most wordy card in magic, but it is also one of the most useless. Vindicate has 3 words, but has a lot of utility.

My advice - use the existing cards to curate an environment you enjoy to play or play in formats where more archetypes are viable. Modern and Pauper are viable formats with a "plateau" of top tier decks, while Cube is a great way to curate an environment that you enjoy.

I second Boza's post. Most of the cards that are released are perfectly fine, with a lot of playable cards that are some variation on another that has been done before. We are in an era where we usually get at least one alternate win condition per set (a huge boon for us jank lovers). We are in an era where there are a whole bunch of formats being supported, including the casual-based singleton format that is Commander (singleton means you're forced to play some cards that might not otherwise see play).

Magic 2011 and Magic 2012 both saw printings of Autumn's Veil, the card that inspired Veil of Summer. If anyone bothered to read the ban announcement, they'd know that R&D was well aware of the fact that Autumn's Veil was a flop, seeing very little play during its standard environment. They took a card that was a failure and pushed it some, trying to make a viable sideboard option for Green decks.

Frankly, I'd say that experiment was a success. Sure, it was too powerful for Standard (banned) and Pioneer (banned)--in both formats you could mainboard Veil, which sort of defeats the point of a card designed to be sideboarded.

But those are not Magic's only formats. In Modern and Legacy Veil fills the slot it was intended to--it's not in the top mainboard cards, but sits as one of the most common sideboard options (it's a bit lower-ranked in Vintage, though still in the top 25 sideboard cards).

Wizards' pushing boundaries in Standard allows them to print cards that shake up Modern (which, barring Modern Horizons, counts on Standard for new cards), Commander, Legacy, and Vintage (which get some additional assistance in terms of supplemental sets). Sure, sometimes those cards are too powerful for Pioneer and Standard, but that's what bannings are for. 2351a5e196

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