Latest Developments - Aether Revolt mailbag
* One reason no cards allowed you to remove an opponent's energy was concern about players who struggled to get the mechanic to work correctly. They didn't want moments where that player finally built up enough energy, only for it to be drained. This is similar to why land destruction is weak.
* Sam thinks that in retrospect, more vehicles should have been like Cultivator's Caravan. That is to say, more focus was placed on its ability than its stats. I expect that future vehicles will more often fit the play style of using an ability early on then attacking in the late game.
* Reconfirming that they know threats are too strong right now and removal should be improved. Some number of resilient threats is important, but they should come with a cost, and that cost has been too small recently. It will still take some time for this adjustment to be made.
* Increasing design/development teams beyond their current size leads to diminishing returns and even a net negative.
* It's hard to judge how balanced old Standard environments that were considered good actually are, since far less people played then and there were fewer big tournaments. The example used is Kamigawa-Ravnica.
* Weaker than expected cards include Savage Knuckleblade, Prophetic Flamespeaker, and new Drana. Call the Bloodline didn't originally restrict you to discarding once a turn.
* They are moving away from forcing story cards to be powerful. They just have to be interesting.