Magic The Gathering

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Can they just not print dumb bullshit? It's nothing new, but it seems like they had fewer cards that were clearly retarded in design in previous sets. Timmy cards weren't terrible (usually) but you didn't have shit like Questing Beast that has a text box jammed full of random abilities. I understand why they made planeswalkers, but I still insist it was a shitty decision, especially because of the way they handled existing cards and targeting, and how them changing their minds repeatedly means that most old cards that deal damage to players have some kind of bizarre power errata to them that you have to look up on Gatherer.

Then they go and pull this weird un-set bullshit? Ignore all the weird rules fuckery involved with stickers - what layer do they apply in? are they basically counters or what? - and just think about the idea that sticker cards mean you get 3 randomly-selected sticker sheets available for them at the start of a game/tournament. Well I hope that some of the sheets don't have unique stickers that others don't, otherwise the power level of those cards is going to vary wildly based on random luck. It's going to get to the point where in order to play a deck you need to bring your sets of tokens, double-sided cards, sticker sheets... you'll need an entire binder full of shit for each deck.
 
"silver border is too confusing"
"let's insert unset mechanics that depend on you having a DECK of auxiliary cards arbitrarily into eternal formats"

yeah, maro of "mutate and companion are both great mechanics" fame is behind this

They've really been pushing these extra deck ideas with things like Companion and the dungeons from the D&D set and really they've just been annoying without much benefit. A big benefit to Magic compared to a lot of other games was how clean it was in its design, but now they're trying to compete with Yu-gi-oh in terms of extra zones and spaces, which just begs the question of why not just play Yu-gi-oh then?

This mentality from WOTcucks really frustrates me. I never got a chance to play with unglued or unhinged, but I played unstable limited loads and built an uncube, and I’ve had no issue getting people that are largely beginner level to play with the cards. Wizards has an issue with printing actually bad cards in unsets that fit flavor better then function. Power creep sucks in normal sets but in the gag set? These stickers look like they’re going to give abilities that will make for a less fun draft experience (infect?? Double exalted??)
Unhinged really sucked, mostly because of the mechanics like Gotcha and other such similar things. The problem was it created a lot of book keeping and just made the game a pain as you had to basically play in ways that were abrasive. Never did play Unglued but I do remember buying packs as a kid and wondering what was up with the art and silver border, but back then I didn't play, just collected so it went over my head.

The explanation I heard is that Maro was seething because the Commander Rules Committee didn't go over literally every silver border card card by card to decide legality so he is beating them to the punch by declaring some of them eternal.

I also haven't seen any sticker cards that seem anywhere near good enough to see play in legacy/vintage/cEDH but maybe they are just hiding and it's not as though they test anything. I sort of like the part of the sticker mechanic that lets you splice a word into the names of cards since it's a cute way to get around the legend rule and cards like pithing needle.
That's part of it but he also talked about it in some interview where he really wanted to do 8th Edition (or one of those) as a look back over Magic's history as it was a big anniversary for them and the idea was to include a card from each set in the set. He was pushing for them to include an Unglued card, specifically "The Cheese Stands Alone" but everyone called him a retard for including a silver bordered card in a real set, and then when they printed Barren Glory it really made him butthurt. So now he wants to stick it to them by making a half and half set, that and it will probably sell better if people are forced to buy it for their Commander deck.

As for sticker cards, just depends on how easy it is to make tickets. Being able to make a random dude a 7/4 is pretty good if you can generate 4 tickets fast enough, as it could be Goyf good if it just fits into a normal deck without making you make concessions to how you build that deck.
 
They've really been pushing these extra deck ideas with things like Companion and the dungeons from the D&D set and really they've just been annoying without much benefit.
The D&D sets brought not only one, but TWO different "Enter the Dungeon" mechanics. There's the "Entering the Dungeon", and now we have "Take the Initiative". Not to mention not just Companions, but now we have Backgrounds. At some point WotC needs to calm it the fuck down and make good cards, not this extra "Oh hey we introduced a new thing that's totally stupid" bullshit.
 
The D&D sets brought not only one, but TWO different "Enter the Dungeon" mechanics. There's the "Entering the Dungeon", and now we have "Take the Initiative". Not to mention not just Companions, but now we have Backgrounds. At some point WotC needs to calm it the fuck down and make good cards, not this extra "Oh hey we introduced a new thing that's totally stupid" bullshit.
Making good cards with limited design space requires hiring competent and skilled designers, which goes directly against their policy of hiring troons and danger hairs that have no marketable skills except for screeching on Twitter.
 
Maybe I'm wrong but I expect that you'll see even less sticker cards in legacy/vintage/cEDH then you do dungeon cards or day/night.
The fact that they draw from a random selection of cards probably completely erases any chance that they have of being competitively viable, but it's still like... why? And I don't even necessarily hate the idea of the sticker cards per se; I hate the idea of sticker cards on black-bordered cards.

Stickers seem like them trying to work out an idea of "keyword counter," but making it apply to more things... which I don't hate. Contraptions became Dungeons after all, and - unlike a lot of people - I don't really hate dungeons. Largely because you can pick up a dungeon token, put a penny on the room you're in, and you're good. Easy to represent. Parasitic as fuck and there's like 2 cards that have actually-interesting interactions with it, but still. Stickers requiring the whole second deck, from which you draw 3 random copies... like, why? In black-border, why?
 
The fact that they draw from a random selection of cards probably completely erases any chance that they have of being competitively viable, but it's still like... why? And I don't even necessarily hate the idea of the sticker cards per se; I hate the idea of sticker cards on black-bordered cards.

Stickers are just WOTC implementing the Specilization mechanic from arena into paper magic. Which does have me worried now that they’re going to try making an arena equivalent for Unfinity, which will just make arena even worse
 
making an arena equivalent for Unfinity, which will just make arena even worse
Oh yeah. SNC limited wasn't great by any stretch, but it also wasn't the worst thing ever. From the very moment they rolled out the Baldur's Gate shit, I haven't really even played casually. I do not give a shit about a limited format that wasn't properly tested and has a bunch of unbalanced shit that looks like a custom-card-maker. Alchemy has been such a massive waste of resources, I really do hope they put a bullet through its head and forcibly golden parachute whatever intern suggested it inbetween their turns of getting golden showers from the senior staff.
 
Alchemy is an easy way for them to burn your wildcards every set by printing stuff that you can't get in boosters but which will push the meta one way or the other.

But also, more generally, I think they've fallen victim to the Danger of Cool Things, in the sense that they're designing cards because they want to crack design challenges and not because they're thinking, "Would our players like to play this?" Look at the punch-out cards in Amonkhet, for example. Did those need to exist? No, not at all, you could have represented brick counters and -1/-1 counters and the Exerted status with just some dice and flipping your card upside down or something. They were nice to have, but they were mostly just a novelty, and the little punched out bits would get lost or messed up super quickly. But in retrospect, that was a test run for ability counters in Ikoria...it's as if they said, "Hey, we have this new printing technology, what can we do with it?" so they made ability counters because that's an obvious thing. Do ability counters add anything to the game that couldn't be done before? Not really. There aren't that many cards that will move around any counter at all, so you can't give your Aura trample or something else dumb, and the premiere counter mechanic proliferate doesn't do anything for them (now my Aura has double trample!). It does make the game a headache to track, especially when you look across the table and see a creature with three different d6's on it and you have to remember what each of them are* because most people have long since lost or messed up their ability counters.

I think stickers are the same thing as the Amonkhet punch cards and we'll see them move into regular black border in about two years, probably as a way to port the "perpetually" mechanic from Alchemy to paper.

*This was a thing in a game I played at one of the recent Commandfests. The counters were flying (Luminous Broodmoth), ghostform (Kaya the Inexorable), and +1/+1 (the creature itself).
 
*This was a thing in a game I played at one of the recent Commandfests. The counters were flying (Luminous Broodmoth), ghostform (Kaya the Inexorable), and +1/+1 (the creature itself).
Funny part is that Kaya's explicitly don't do anything*. Same with the "can't lose the game" token on Book of Exalted Deeds. They are just there to try to make it easier for paper players to keep track of shit.

*-Well, it fucks with Heartless Act I guess
 
Funny part is that Kaya's explicitly don't do anything*. Same with the "can't lose the game" token on Book of Exalted Deeds. They are just there to try to make it easier for paper players to keep track of shit.

*-Well, it fucks with Heartless Act I guess
It's even more fun when you proliferate and the new wording for the mechanic forces you to copy each counter so now you have +2/+2, double flying, and a double do-nothing counter.

Thanks WotC, very cool
 
It's even more fun when you proliferate and the new wording for the mechanic forces you to copy each counter so now you have +2/+2, double flying, and a double do-nothing counter.

Thanks WotC, very cool
The best way to take advantage of that is if you can find a way to give out double "You lose the game" counters or triggers this way. I believe it'd be doable, so long as you trigger the stack in a certain way. I've never done it before, but the thought of it makes me giddy.
 
I think stickers are the same thing as the Amonkhet punch cards and we'll see them move into regular black border in about two years, probably as a way to port the "perpetually" mechanic from Alchemy to paper.
The stickers are already in black border and legal in formats. I'm guessing you meant a Standard set print run? I could see them doing it but it seems like a really bad idea.
 
So the state of design article was posted today.


Here's how this column is structured. I'll begin by looking back at the year as a whole, talking about the highlights and the lessons of the year. I will then examine, in order, each booster release (with new content) and talk about the highlights and lessons of that set. Note, as always, I'll be talking more big-picture design than card-by-card comments.

As always, I begin with the same question: how was the last year of Magic design?

In general, I think it was a good year. I'm proud of the sets we made, and I think there was a lot of innovation and flavorful design. Interestingly, I'm least happy with sets that played things safe and happiest with sets we took risks on. Magic is an ever-evolving game, so it's interesting to see how it changes year to year. I feel like I'm walking away from this last year bolder and more excited to try new things. In my mind, that's the sign of a good year of Magic design.

OVERALL MAGIC DESIGN​


HIGHLIGHTS​

  • We pushed the boundaries of what Magic can do.
If you had asked me ten years ago if we did some of the things we did this year, I would have said no way. One of the things that excites me most about my job is that it's always changing and never boring. I love that there's an endless supply of new challenges to take on. The key, though, is that we have to be smart where and how we do this, but I think R&D is mostly doing it right.

  • We experimented with how to properly readjust the color pie.
The place this is most obvious is in white. For years, it was the fifth color in Commander, and we've spent years figuring out how to make white more viable in a way that's still white philosophically. This is the year that a lot of that work became public, and it's been great seeing the audience's reaction to it. The work isn't just on white though, but the other colors are a little subtler. I do enjoy that the color pie, the foundation of the game mechanically and creatively, can change along with the game.

  • We adapted our design to the feedback of our customers.
Part of adapting the game is understanding how the audience wants to play it. Magic has gone through a lot of changes over the last ten years, but I'm proud of all the work R&D has put into understanding what those changes mean and how we've been able to shift our design to meet those needs.

LESSONS​

  • We need to be more conscious about backwards compatibility.
We're now designing for what I call an "eternal world," where the core of Magic play involves the full history of the game. This means we must be better about understanding how current designs play with older designs. It's not enough to make something cool in a vacuum. We have to shape it such that it complements what has come before it. This is probably the current force most likely to change the immediate future of design.
  • We need to be careful with complexity.
As a side effect of moving toward an "eternal world," we've upped the amount of complexity we're allowing in each set. While I understand why we're doing it, I know we need to be vigilant to make sure we don't fall into old mistakes. A new player is always going to start the game from the same place. We must be careful not to leave them behind.

We need to be more conscious of how we talk about our products.
A lot of the mistakes of this last year were not about what we designed but in how we communicated to the audience what to expect. Any design, even a strong one, can be led astray if the audience isn't properly prepared for what it is. We need to be better in understanding how to communicate what we've made such that the audience is expecting what we designed.

INNISTRAD: MIDNIGHT HUNT

HIGHLIGHTS​

  • The new mechanics were mostly popular.
Decayed, disturb, and day/night all had their share of fans. Players enjoyed how each of them took a mechanical theme we've done before and found new space to play in. Decayed had a surprising amount of depth and was a flavorful addition to Zombies. Disturb was a novel tweak on aftermath, and finally gave Spirits a mechanic to coalesce around. Day/night did a good job of extending the Werewolf mechanic into an element that affected the whole game. There was a little criticism that day/night was harder to track in tabletop and some discussion around whether it was supposed to go away if no cards on the table cared about it. (It was something we spent a lot of time discussing in design.) There were people who enjoyed how coven cared about a new facet of the game (having different powers of creatures), but it got the most criticism of the new mechanics.

  • The addition of witches and folk horror was appreciated.
One of the challenges in doing an Innistrad set is touching upon the classic tropes of gothic horror while also trying to add new horror elements to the plane. A lot of players enjoyed that Innistrad: Midnight Hunt added a new thing to the mix. While the mechanic of the witches wasn't super popular, the flavor of them was. There was a lot of positive comments about the visual aesthetic of the set that came from this new element.

  • The revisit of old characters was enjoyed.
One of the things players seem to enjoy about revisits is getting to see old characters they enjoy in new forms. In particular, I got a lot of positive comments about Hal and Alana and Arlinn Kord getting new cards.

  • Players enjoyed the premier of multicolor flashback and the new land cycle.
Players enjoyed seeing flashback return to Innistrad (it had been there the first visit but not the second) and liked the tweak of there being multicolor flashback cards. The new "slow lands" (started in Innistrad: Midnight Hunt and completed in Innistrad: Crimson Vow) were also a hit.

LESSONS​

  • Werewolves didn't get their due.
When we originally announced the set, we gave it the temporary placeholder name of Innistrad: Werewolves. That set the expectation for a product more focused on Werewolves than it ended up being. In addition, when compared to the other major creature types, players felt they didn't get to shine nearly as brightly. The Werewolves numbered fewer than the other focused creature types. They had only one legendary creature (although Tovolar got high marks), and none that reflected Werewolves now showing up in black. It only got a revamped mechanic rather than something new. The Wolves, which are supposed to be the Werewolves' allies, didn't get much. The Werewolves were the only major creature type not to get an accompanying Commander deck. With a few exceptions, they weren't particularly strong. And they were the worst draft archetype (more on this below). Not a great showing for a "Werewolf set."

  • Day/night wasn't backwards compatible.
Tabletop's Magic focus is broader than it's ever been, with players wanting to play new cards with old cards. The fact that the old Werewolves and the new Werewolves don't play smoothly together was seen as a big mistake.

  • The colors weren't of equal power level in Limited formats, especially Draft.
The colors weren't evenly balanced, with white, blue, and black being stronger than red and green (sadly, the main Werewolf colors). That led to certain archetypes, especially blue-black Zombies, being dominant.

  • Double Feature was a big miss.
This isn't quite a design issue and isn't exactly about Innistrad: Midnight Hunt, but it was one of the biggest pieces of feedback I got about Innistrad: Midnight Hunt. Players believed Double Feature was unnecessary; they didn't like the black-and-white aesthetic, felt we misled the audience on what the contents were going to be, and were upset that it wasn't a crafted draft experience rather than just the two sets thrown together.

INNISTRAD: CRIMSON VOW


HIGHLIGHTS​

  • Players appreciated having mechanics overlap between sets.
With the absence of blocks and no back-to-back sets on the same plane since War of the Spark, players appreciated that we overlapped some mechanics between Innistrad: Midnight Hunt and Innistrad: Crimson Vow. In particular, they liked that the disturb mechanic evolved between the sets.

  • Blood was appreciated mechanically.
R&D has been designing more artifact tokens of late, and Blood tokens were the latest addition to that trend. The majority opinion seemed to be that Blood tokens played well and helped with deck smoothing. The biggest complaint about Blood tokens was about the flavor, which didn't seem like as big of a slam dunk as Clues, Treasure, and Food tokens had been.

  • The Dracula cards were well received.
For the first time since Ikoria: Lair of Behemoths and the Godzilla cards, we did another overlay of another IP, this time Dracula by Bram Stoker. I got a lot of positive feedback from players who enjoy the book and felt we did a good job finding appropriate cards for the book's characters and settings.

  • The wedding theme was fun.
As with any feedback, the audience doesn't always agree. Some players adored the wedding theme of the set and loved the numerous top-down cards it allowed. They also liked the general look of the set that helped give it a distinct identity separate from the other six expansions set on Innistrad.

LESSONS​

  • It didn't feel like a horror setting.
But others felt the wedding took over the set and distracted from the gothic horror feel that they associated the plane with. The tone was more celebratory than scary, and many fans of the plane of Innistrad said it didn't feel like the Innistrad they had fallen in love with.

  • Training, Cleave, and Exploit were more miss than hit.
Both training and cleave didn't feel particularly suited to the overall flavor of the set. Training was seen as being kind of dull. Cleave was hard to process. Exploit sadly reminded players that the decayed mechanic that they'd enjoyed in Innistrad: Midnight Hunt didn't return. It wasn't that any of these mechanics played poorly, they just didn't seem to enhance the set for many players.

  • The Limited formats were too "bomby."
There were several rares and mythic rares that weren't strong enough to see competitive play but had a large enough impact on Limited that they led to too many games being lost to the opponent drawing a particular card.

  • The Vampires needed to be better.
Vampires didn't have the quantity problem Werewolves had in Innistrad: Midnight Hunt, but they did have a quality problem. The Vampires were overall on the weak side and didn't give the players as much to build around in Constructed formats, especially Commander, as Vampire fans had hoped. The two biggest complaints were a lot of dissatisfaction with Odric, as he was a popular character with a mostly unplayable card, and the absence of a three-color legendary Vampire.

KAMIGAWA: NEON DYNASTY


HIGHLIGHTS​

  • It was the homerun set of the year.
While there were criticisms (which I'll get to below), this was, hands down, the best received set of the year. Returning to Kamigawa had been an enfranchised-player request for many years, so there was a huge amount of excitement when we did.

  • Players enjoyed the core conflict of tradition versus modernity.
The set had to balance two different facets of the design (the desire to tap into Japanese themes the first visit to Kamigawa hadn't while feeling like the plane players had fallen in love with). The solution to this problem was to have two different facets of the plane reflect each desire and then make the relationship between those two sides the core conflict of the plane. Both sides of the conflict got rave reviews, with some players loving the nod to Japanese pop culture and others loving the more traditional elements.

  • The throwback references were adored.
The set made a lot of references to the original Kamigawa block, and it was eaten up by the fans who had been long wanting to return. It was clear that all of us making the set had as much reverence for the plane as its biggest fans.

  • It was a super-fun draft set.
Players enjoyed all the archetypes woven into the design, from Ninjas and mechs to Shrines and the harmony theme that allowed players to play a little of everything. There was a lot to explore, and players loved how each draft let you venture down a new path.

  • The mechanics seemed much beloved.
Players seemed to love almost everything. Reconfigure, Saga creatures, the batching of Samurai and Warriors, the batching of Ninjas and Rogues, the return of ninjitsu. They even enjoyed Channel returning. Players liked that we revisited some mechanical themes while finding new mechanics that hit on similar themes, but better executed, than the original visit.

  • Most of the players liked the execution of cyberpunk.
Magic's roots are in high fantasy, but as I said above, R&D is testing the waters in what a premier Magic plane is capable of. Kamigawa: Neon Dynasty pushed some boundaries and ended up with a lot of fans who believed it felt like a natural extension. This isn't to say there weren't those who felt it pushed too far, but they seemed like a small minority.

  • There was much love for a lot of the Japanese versions of cards.
In particular, the basic lands and the cards done by famous Japanese artists were the things most called out.

LESSONS​

  • Players were sad we were on Kamigawa for only one set.
There has been a lot of discussion online about how long Magic should be staying on planes. There isn't much consensus, but most seem to agree that they would have liked Kamigawa to get a second set.

  • The set didn't bring back elements certain players wanted.
The challenge of revisiting a plane is fitting in all the things that fans of that plane want. Kamigawa: Neon Dynasty had the extra challenge that we were adding a significant number of new things, which meant there were just things left out that players were sad to see missing. For example, I got a lot of feedback from players who wanted to see Spirits play a role mechanically as they had in the original block. This included seeing more Kami in the set. Others wanted the subtype Arcane to return. Still, others were sad splice didn't come back. Players enjoyed what was in the set, but a lot of players would have liked to see their personal favorite thing show up.

  • It wasn't always clear when a creature was an enchantment or artifact.
While there were frames to help with this issue, many players reported being sometimes confused about the card types of certain creatures. I think this stems from the fact that the definitions of why something counted as an enchantment, or to a lesser extent an artifact, was a little fuzzy.

  • Complexity was a tad high.
There was a lot going on in this set, and some players felt it was a little too much. This is the flip side of the positive note about all the draft archetypes. Most of the time, depth comes with complexity.

  • Players weren't happy with Samurai's mechanical identity.
There were a couple complaints with this note. One, many Samurai fans didn't feel the exalted-like mechanical identity was a good fit for Samurai flavor-wise. Two, it didn't synergize well with all the old Samurai, which was a feel-bad. The one positive comment is that they did like the batching of Samurai with Warriors because it provided more options for Samurai deck builds.

STREETS OF NEW CAPENNA


HIGHLIGHTS​

  • Players were excited to see the return of a three-color set.
Ikoria: Lair of Behemoths had a small three-color theme, but Magic hasn't had a fully dedicated three-color set since Khans of Tarkir back in 2014, and not an ally color one since Shards of Alara back in 2008. The popularity of the Commander format has increased the desire for more three-color cards, so players were excited to see Streets of New Capenna have so many new ones to explore.

  • The family mechanics were mostly well liked.
The most popular faction mechanic was shield counters followed by blitz. Connive and casualty also had a bunch of fans. Players were also happy to see "creaturefall" finally get an actual name.

  • There were a lot of cool individual designs.
A common response I heard about this set was that there were a handful of cards that really spoke to them, although what those cards were varied from player to player.

  • Fans enjoyed the look and feel of the plane.
Streets of New Capenna, like Kamigawa: Neon Dynasty before it, stretched the boundaries of what a Magic plane could look like. The audience liked the visual aesthetic of the plane and enjoyed seeing the game trying something new. In particular, the large number of animal people was a huge hit.

LESSONS​

  • The plane was a little one-note, and the factions weren't distinct enough.
The critics of the plane felt that it was a little too much about crime. Where was the law enforcement? Does crime mean anything if it's not done in violation of something? Also, they felt the five families were a bit too similar to one another.

  • There were issues with Draft.
There were some monocolor commons that were too strong, which led to the set getting a bit aggressive, making two-color decks more viable than three-color decks, which is disappointing in a three-color set. There were also some issues with color balance and swingy rares. I was also told it was a little too "samey" draft to draft.

  • There were creative elements that weren't explained well, leading to some confusion.
The best example of this was the Angels. At the story's beginning, we learned that the Angels were driven from the city years ago, so it was surprising when so many Angles showed up in the set. That was because the end of the story led to the Angels coming back, but not enough players were aware of that, so the set seemed to be contradicting what they knew of the story.

  • The tri-colored lands should have been called "Triomes."
This is more a naming issue than a design one, but I heard it a lot.

COMMANDER LEGENDS: BATTLE FOR BALDUR'S GATE


HIGHLIGHTS​

  • The set had a lot of flavorful top-down D&D designs.
One of the fun things about doing other IPs is having the ability to capture cool aspects of that IP in Magic card form. A lot of the positive comments I got about Commander Legends: Battle for Baldur's Gate was how excited players were to see some aspect they love as an element of D&D now translated into Magic mechanics. The set also went out of its way to capture a few things that Dungeons & Dragons: Adventures in the Forgotten Realms had missed.

  • The draft was a lot of fun.
In last year's State of Design column, I talked about the original Commander Legends, and one of the lessons was that there was a lot of room for improvement in Draft. Player consensus is that the design team did a great job of understanding what needed to be fixed and then fixing it.

  • The commander designs were original and accounted for a lot of feedback from Commander players.
A big note we've heard from players is to stop designing commanders that usurp existing commanders in already existing decks and start making ones that force players to build something new. The feedback I got from Commander Legends: Battle for Baldur's Gate is that the commanders do just that.

  • The players enjoyed a lot of the mechanical execution.
Backgrounds were generally a hit. Players were excited to see adventures in a D&D set (and party in the Commander deck). I got a bunch of compliments about initiative (although some were sad it didn't just let you venture into any dungeon). Players seemed to enjoy all the synergy between themes. And I got a lot of comments about how many of the cards iterated in neat multiplayer design space.

LESSONS​

  • It shouldn't have been labeled as Commander Legends.
The most common complaint I got was that players were expecting the set to be something that it didn't turn out to be. Many believed the label Commander Legends implied that it would have a lot of highly desired reprints for Commander. The lack of Commander reprints combined with Double Masters 2022 coming on its heels (with many of the reprints players hoped to see in Commander Legends: Battle for Baldur's Gate) irritated players.

  • It felt more like Dungeons & Dragons: Adventures in Forgotten Realms 2 than Commander Legends 2.
The set chose to mix two different components, and many players felt it did a much better job of matching one element than the other. This wasn't just an issue of reprints, but also a feeling that the set didn't have enough cards that would have a strong enough impact on Commander.

  • The set didn't have Magic callouts, especially in the commanders.
Another frustration with the product being set in a D&D world was that it didn't allow Commander Legends: Battle for Baldur's Gate to deliver on something players loved from the first Commander Legends: a lot of throwbacks to old Magic lore. With Commander decks tied to premier sets, there are fewer opportunities to make commanders of favorite old characters, and there was sadness that this set missed out on that opportunity.

  • There wasn't much mechanical innovation.
The set mostly brought back old mechanics, and even when it made something new, these were mostly tweaks of existing things. Some players were sad the set didn't innovate more mechanically.

THE YEAR THAT WAS​


I've come to the end of this year's column. As always, the goal is to try to look back with an honest understanding of how our work was received by the audience. It's only by looking at the past that we can learn how to improve in the future. I want to thank everyone who took time to give me your feedback about any of the sets I talked about.

I'm curious to see your feedback on today's column and all my thoughts on sets from over the last year. Email me or contact me through my social media accounts (Twitter, Tumblr, Instagram, and TikTok) with your thoughts.
 
Wizards of the Coast will no longer be printing MTG cards in Russian, Korean, and Traditional Chinese. And I didn't know that WotC hasn't stopped sales of MTG in Russia yet (I think), even though other companies have done just that. But I'm not sure how many Russian MTG Whales are out there, though
What I know is there are players here who think cards in Russian do not count as "actual" cards, so geek stores sell only english-language ones solo.

I only collect, do not play, so I may be out of date, but I did run into those types a lot.
 
WotC admitting that Baulder's Gate shouldn't have been Commander Legends 2 is both the funniest and most infuriating thing I've read from the post. No shit it shouldn't have been Commander Legends 2, not with all the Commander reprints coming out in Double Masters 22 (Dockside Extortionist, anyone?). They knew what they were doing. Fucking pricks.
 
Funny part is that Kaya's explicitly don't do anything*. Same with the "can't lose the game" token on Book of Exalted Deeds. They are just there to try to make it easier for paper players to keep track of shit.

*-Well, it fucks with Heartless Act I guess
It is also yet another attempt at Enchants/Equipment style effects that don't end up horribly underpowered.
 
WotC admitting that Baulder's Gate shouldn't have been Commander Legends 2 is both the funniest and most infuriating thing I've read from the post. No shit it shouldn't have been Commander Legends 2, not with all the Commander reprints coming out in Double Masters 22 (Dockside Extortionist, anyone?). They knew what they were doing. Fucking pricks.
Let be real, the article isn’t for players, it’s for the shareholders. Wotcucks just need to show that “look, this was an accident, we’ll get it right next time, here’s all the reasons people will be back!”
 
What I know is there are players here who think cards in Russian do not count as "actual" cards, so geek stores sell only english-language ones solo.

I only collect, do not play, so I may be out of date, but I did run into those types a lot.
Foreign cards used to fetch a premium when they were actually rare, but now with all of the alternate forms and them being speculated on means foreign cards are cheaper as sealed product than English.
 
Many of the cards with the stickers are actually under silver border legality (banned everywhere but places where you establish the rule of fun holds sway) . There are sticker cards that are eternal legal though. Problem is that they didn't give the illegal cards a silver border.

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One of these cards is legal in eternal, one isn't. Do you know which is which? Will the people at your commander game?

The one with the normal oval holo at the bottom is eternal legal, the one with the acorn holo is silver border.

The explanation I heard is that Maro was seething because the Commander Rules Committee didn't go over literally every silver border card card by card to decide legality so he is beating them to the punch by declaring some of them eternal.

I also haven't seen any sticker cards that seem anywhere near good enough to see play in legacy/vintage/cEDH but maybe they are just hiding and it's not as though they test anything. I sort of like the part of the sticker mechanic that lets you splice a word into the names of cards since it's a cute way to get around the legend rule and cards like pithing needle.

Maybe I'm wrong but I expect that you'll see even less sticker cards in legacy/vintage/cEDH then you do dungeon cards or day/night. I can see them definitely being a thing in pauper and friendly EDH though.
The bleedover into eternal is gonna be so annoying.

I don't care about Legacy or Vintage because I'm not a fucking billionaire, but I do care about this stuff making it into Commander.
The EDH Rules committee has always taken the stance of "if you wanna play with a card, just ask your friends. But don't bring them to a tournament." which is fine. Alot of casual groups already look at the banlist like a suggestion. So Maro seething about people overlooking silver border cards is really, really stupid.

If they were printing cards that were viable in normal sets, why wouldn't they just keep the silver border, and just print the more "normal" cards in black border? Why bother changing the holofoil in some weird attempt to deceive people? Why make cards like this black border? There are so many stupid choices here that it's astounding.

The people interested in using these cards in Commander already do. I've played games of "Planar Enemy Highlander" (exactly what it sounds like: a mashup of Planechase/Archenemy/Commander). Casual groups can already do whatever they want. Why force stickers into eternal formats. If they're too weak to matter anyways, why bother in the first place?

I like the un-sets, but this seems like a mistake. I don't even know why WotC fucking up surprises me at this point. Best game, worst company.
 
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