- Joined
- Jul 30, 2017
Except they didn't get it from hearthstone, it LITERALLY came from Commander. Like no joke, if you go look for the article on companions, they talk about trying to bring the commander experience to standard.Companions are... one of the most retarded "I saw it on hearthstone" ideas that I've ever seen, yeah, completely unrelated to wotc's problem of modality, but I otherwise think a ton of issues are coming from the fact that they're being fucking lazy with design by printing modal things - and I point the finger at planeswalkers for it.
A Twinkle in Someone's Ikoria
Mark's second Ikoria: Lair of Behemoths preview article steps away from mutate to discuss the set's other major mechanics and themes.
One of their ideas was for a mechanic inspired by Commander. It was a card that sat outside of your deck that you could cast at any time but had the constraint that your deck needed to meet certain criteria. Dave had been interested in something that encouraged players to build their deck around some constraint, and this mechanic seemed like the cleanest execution.
Regeneration was nice in its balance. Sometimes I debate whether Ward should have made the controller pay the cost (nu-regen) or as it is now, opponent pays the cost.I felt better about something not dying from damage when it was a protection from color or they had to spend mana and tap it for regeneration.
They've expressly stated that the Magic Horizons sets are EXPLICITLY designed for old players. Here's Mark's exact quote:Man, they are digging deep for this set. How many current players even know who this guy is, much less why his card reads like Baby's First Custom Magic Card?
A Modern Approach, Part 1
There's a ton of fun squirreled away in Modern Horizons 2. Here's how the design teams started to crack this nut.
Modern Horizons is aimed at enfranchised players who can handle more complexity and have a warm remembrance of Magic's past.