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26 Jul 2024
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Asked by durzio
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I seem to always find lots and lots of discourse about block sets. Two sides of the same argument every time.
Side 1 says something like:"I hate all these random sets, I miss block sets."
To which, Side 2 says; "Well block sets never sold as well at the end, players attention span's are better suited for one and done blocks."
My problem with this response is that it essentially ignores the initial statement. Rather than clarifying what they mean, they assume and answer.
Personally, I miss block sets, but ONLY from a story perspective.
Basically, do sets exactly the same as you're doing now. Draft is better now than blocks were, standard with Foundations sounds fantastic. The only thing I'd like to see is a set of setup, and a set of payoff.
MKM was a set based on a murder mystery with the big twist ending basically included in the release, as an example. It could've benefitted from a real, but delayed, payoff. Set up the consequences for each suspect, then reveal and give different consequences that were hinted at in other ways. Bam. Improved.
The last time we visited New Phyrexia, it was a block, I remember ubiquitous speculation over how the story would wrap up. There were factions events at local game stores, branded posters and packs for the factions at play, etc. I had a friend get the New Phyrexian emblem tattooed on themselves. The story felt *Important* and so much less divorced from magic than it does today.
Usually, in my experience, when someone asks for blocks, they're asking for the story to matter. There are lots of mechanically interesting card games out there, and mechanics are only part of what makes magic, magic!
All I would ask is that writers get the opportunity to do setups and payoffs with magic's evolving story with multiple sers, and that story related sets have *some* play synergies. They don't need to share mechanical themes just to share story themes, but it would be a nice little florish if they had mechanical synchronisets,
Hell, a REALLY good idea (in my opinion) would be to do these sets in a different order than the old method. Modern fantasy novels swap POV characters and follow different stories. Why not set up multiple stories in a row, then start to alternate resolving an older, established plot line, and then starting a new one or swapping to another established one. This really gives players time to get interested and speculate (and making the story FEEL present will likely also boost novels and comics numbers, etc., if you need a monetary reasoning.)
What do you think Mark?
We already do a lot of what you’re asking. Each Magic “year” does have a larger connected story, often with different POV characters.