![]() Maybe the 2 + 1 + Core model we saw in Ixalan + Dominaria or Guilds of Ravnica + War of the Spark is best since you can seed ahead of the standalone within the same year.Īll I know is I really don't want to see the same thing that happened with Oko happen again. Maybe you need to break down the Core Set walls and have it serve a dual intro and supplementary purpose more. Maybe standalone sets need to share mechanics. But that sucks, because everyone loved Constellation in Journey to Nyx and hated seeing nothing more of it. Mechanics become disposeable, you don't care a ton if they fail, and you don't go on Oko sized excursions pushing them. The other option is treating everything like an old small set. Maybe this is another issue, since those sets and the Ravnica ones were so busy they didn't have space. Throne of Eldraine feeds Theros Beyond Death's assumed Devotion theme well, but War of the Spark and Magic 2020 didn't really feed Throne of Eldraine. You have general ideas of a block's mechanics early enough to seed it months or a year ahead, but not a single set. That was repeatedly implemented block-to-block, but that now has to be woven in on a set-to-set basis. You don't have to push and worry as hard if mechanics grow and change over time. The Soulshift and Spirits mattering was a key part of Champions of Kamigawa block, and Ravnica: City of Guilds had plenty of Spirits to grow those synergies. ![]() One came about after the Affinity fiasco. I'm not sure either is optimal, but I present them anyways. ![]() How do you make them in a single set without having this issue again? You have less cards to spend on them now that everything is single serving. Parasitic mechanics will be made again because they do new and interesting stuff. If you want another actionable, large scale design lesson from Oko, it is here. Even when Attune with Aether was banned, Energy showed up. When you ban Oko, and that's a when not an if, you will see basically no Food. The failure case came true, and Oko "succeeded" at surviving that. Food as a mechanic has largely missed Constructed, we just see a lot of it from Oko and Gilded Goose. If you look at Simic "Food", the only real Food card is Wicked Wolf. So numbers get pushed a bit to ensure it works by itself. Even if Food misses, you want this card to hit. You are spending a planeswalker on it, and that planeswalker is one you are setting up as a prominent current and future antagonist. I'm not excusing missing the utterly stifling impact Oko's +1 has on deck building, but the rest falls into place, And Vampires and Dinosaurs both got raised to highly competitive options with some targeted Magic 2020 buffs.įrom this idea of having one shot to make Food hit Standard play, the narrative of creating Oko, Thief of Crowns is easy. If you push too hard and don't print appropriate interaction to punish going all in on that one thing, you can easily end up in a scenario where that thing outclasses everything else.īut Energy didn't really go over the top without Rogue Refiner from Aether Revolt. That might be an equally bad mistake on its own. If you don't push enough, you get Ixalan where the tribes barely made an impact. You push the power level on some of the pieces, because if you don't you wasted a lot of cards that only work with each other. Every more subtle interaction in the format now has to stack up to those obvious ones. The pieces fit together and make all the other cards that do it better. The best recent example is Energy, though the classic is Affinity for Artifacts. Another common theme among Magic mistakes is a parasitic mechanic running out of control. ![]()
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