This is Mark’s 20th (!) anniversary as head designer! He lists out a bunch of highlights and lessons from each of the sets in the previous year, a few that stood out:
-
There needs to be more synergy between sets. This has been true since blocks went away and one I really hope they improve upon (or just bring blocks back!).
-
Many players liked having a set (Brother’s War) that looked back at one of Magic’s greatest stories. “Players liked seeing old characters they recognized in card form… They also liked how the design made the artifacts feel like a throwback while still applying modern design technology.”
-
The Transformer cards (in Brothers War) felt out of place. Happy he identified this one. “[T]he core of the set for many players was nostalgia. These players felt seeing cards of a different IP flew in the face of that.”
-
All of the lessons from Aftermath! Set was too small, most (all?) players didn’t like paying the same amount for fewer cards, the set was sold as story-focused but not much happened story-wise, and many players were unhappy about Planeswalkers losing their sparks.
I mean, I’d rather them say “We really should stop making 100 legendaries each set so the ones that are legendary do still feel special. Also we wanted battles to (mostly) replace planeswalkers going forward, putting only 1 planeswalkers in each set. This allows more back and forth with battles instead of the win more that comes with planeswalkers.” Than “uh, I guess people didn’t like desparking people. Oopies.”
Both of those sound great. You’ve got my vote for lead designer of the next Magic set.
I mean, I’m not saying that was literal, but also of course you’re going to see how a brand new card type affects the game before going forward.