![]() ![]() For this set, we also heavily involved the Casual Play Design team. Those cards are then gathered for the set design lead to review with their team. We typically do this for about ten cards in each set. One process we use routinely involves sending out a request for design submissions for each set. While we spent time on this exploration, I was skeptical that these constraints would be more charming than simply trying to use all the text to speak to the characters. There was some interest in having all the de-sparked legends share a mechanical identity, like using some past keyword for each of them or some other throughline. While some Planeswalkers had been seen on pre-sparked legends previously, this would be the first time for most to be enjoyed as creatures rather than planeswalker cards. Many of these are particularly iconic characters in our game. ![]() For example, we felt we could be more ambitious with returning mechanics and in creating cards with specific goals that might otherwise feel like unsupported traps in a draft environment.Īs discussions about this product developed, I was excited to focus on the de-sparked legendary creatures in the set. As designers, we wanted to see what fun we could have without the constraints of being tied to crafting a Limited environment while making Standard-legal content. In short, we wanted to tell the story of the ramifications of the Phyrexian invasion across many planes before we head to Eldraine later this year. ![]() Last week, Mark Rosewater discussed the goals of March of the Machine: The Aftermath in his article. ![]()
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