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Designing Around Unease

New 02 Jul 2017 Asked by the-machine-orthodoxy 62 Comments

The designing around unease was a reference to specific design choices like the 3 bug gods and void winnower, and just about all of Innistrad. These choices that challenge our sense of balance and completion. When and why these choices are made would be quite interesting to know.


I tend to be very exact. Innistrad was more about unease, creating a sense of anxiety. Battle for Zendikar was trying to create an enemy that was unfathomable while Amonkhet was playing more into discordance, of you knowing that others can’t see the truth that you can.


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