I'm very curious if they ever address how the super-safe Theros block ended up being a disaster because of how boring it was. (Sets 2/3, anecdotally, have very real sales issues.) Conversely, they swung for the fences with Innistrad/Khans and did very well. I also don't think Greek/Roman mythology had the flexibility to make a good top-down block- all the references are very specific, unlike the 5 million different takes on Gothic Horror that exist.
The funny thing is just how many problems WotC has actually boil down to the same thing: they make all their products on an immovable fixed schedule and anything that changes past a certain point turns out shitty. JtMS, Jitte, Skullclamp, and Tarmogoyf were all last-minute file changes. AVR was a last-minute change from something completely different into a poorly-considered story twist, and then they threw out their first batch of mechanics completely and built something totally different.
Theros is just a less severe example -- they tossed out a block plan late in the game and didn't have time to let their new idea bake the way they should have.
These Killing a Goldfish reviews are really on-point. He savages just how uninspired Alara's design was from both a flavor and mechanics standpoint (though I'd argue Naya was much more of a failure than Jund; Jund's token subtheme at least actually worked).
They're really good as critical examinations in particular because even when you disagree with them they have insights that are worthy of consideration. I never thought about the art in Mirage in the terms he does, but it's a great point and raised my appreciation for the set.
And Cascade is such an awful mechanic. Randomness is an inherent part of Magic's design, but it works best when it's kept subtle, like drawing cards from a randomly shuffled deck.
What should have really been a red flag for this mechanic is that either extreme on the randomness element is bad. By default, it encourages you to eschew strategy in favor of just dropping bombs and finding out what happens -- basically the antithesis of strategic play. And if you try to ameliorate that, you end up building your whole deck around it and it becomes a tutor that plays the spell for free, i.e. the stupidest possible card you could make.
(Miracle is another mechanic that's built around deck randomness, but ultimately it's just a topdeck discount -- it's high variance but not in a way that's all that different from the game as a whole.)
maybe they shouldn't have made an all gold set
Truth.
Planar Chaos was their own screw-up. Instead of Alternate Reality, they just needed to do Mirrodin+ mechanics.
Ha, yes. It honestly surprised me they didn't consider that execution, it's much more obvious than alternate-universe weirdness.
I honestly don't see what in particular makes Khans a "great set."
Fun limited environment, lots of cards with high strategic complexity, powerful stuff that is getting played in a lot of formats, a broken spell mechanic, utility three-color stuff all us Commander dorks have been waiting for for years, take your pick.
I wonder what the last Core Set will have in it. Other than Baneslayer Angel to fuck all the Dragons decks. :
I'm really hoping they don't go full off-the-rails and reprint Lightning Bolt.
For the first time in basically ever they're doing a Core Set where I feel completely unable to make any useful predictions, lol. I have to assume they'll blow it out with something crazy but, like,
how crazy?
I don't think they'll do Lightning Bolt just because they already did that in