The set has a number of cards built into it that reward having a lot of creatures. That means it's important to make sure that there are mechanics, strategies, and synergies that cross over the divide. If you silo the two sides too much mechanically, you cut down on the possible combinations players can draft or build. Anyway, a little hint of a potential future mechanic.ĭesigning a two-sided conflict can be very tricky. My best guess is that one day, as with devotion, I will figure out the singular use with the widest design space and make use of that. This card cares about converted mana costs, while this other card cares about power, while this third one cares about colored mana symbols. The thing that I think keeps getting in our way is we want to keep girth open-ended. Do you want to get a lot of cheap Allies or a few more expensive ones? Girth is interesting mechanically because it lets a player make a choice of how to combine other cards. The ability is what I have dubbed "girth," which is the use of a number that represents the sum of a singular concept-in this case, converted mana cost. This card messes with a design concept that I and other designers keep trying to use in a bigger way, but which keeps getting used on single cards. This, of course, means we're setting ourselves up for our next return to Zendikar to include a two-mana artifact that taps for one or for "1, T, Sacrifice" draws you a card. We took the card as it is and then multiplied every number by two-thirds. If I remember correctly, we talked about possibly reprinting Dreamstone Hedron, but I thought we needed something a little smaller, so we came up with the idea of doing a miniature version.
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