It's definitely an above-average mechanic in terms of the amount of focus needed to play with it. Play Design can handle aftermath cards as long as they're kept in small doses. It's going to be shifting from an occasional thing to a more frequent thing, thus my deciduous 2 rating. Investigate is basically a new type of cantrip and thus is open to all sorts of designs. Its repetitive nature can easily get out of hand and dominate games, especially if the effect helps you get through again on the next turn. It's a fun mechanic that requires a lot of synergy to work well in tournament play. The Storm Scale is a rating system Mark Rosewater uses to rate the chances of a mechanic coming back to Magic. I think this mechanic has a good chance of returning. This lens will have one of four potential labels: Design Space – How many more cards could we design with this mechanic? Dredge requires manipulating numerous zones and thus makes you want to pay attention to all of them.

Scavenge only goes on creatures, but there's a good variety on the kind of creatures you can make. It only went on creatures and didn't mean anything on larger creatures, so we ended up with something that was interesting on only a handful of cards. Magic the Gathering: Mechanics Storm Scale Chart. This is the kind of effect that development will never push because it has potential to do things you don't mean for it to do. It has the normal issues when it triggers at end of turn, as the list of relevant effects isn't that long. Its design space is quite large.

There seem to be two types of Magic players: players who love Curses and players who don't much think about them, more of an indifference than a dislike.

Usually, the wider the variance between modes of a mechanic, the trickier it is to develop. If this mechanic wasn't as unpopular as it was, it would probably be a 3.

The biggest issue with design space is that a lot of Vehicle designs will look alike, so any one set can't have too many of them. Archive I called it the Storm Scale as the mechanic storm was so unlikely to return. Expect to see this mechanic many times in Magic's future. It's hard to design and develop, and it wasn't popular enough to warrant all the hoop jumping we'd have to go through. This is another one I'm guessing a bit on, as this isn't something we specifically asked players about. Surprise, surprise: your creature not dying and instead coming back stronger is generally popular. Posted in Making Magic I've designed a lot of mechanics over the years, and flashback is my favorite. It does have its fans (inside and outside of Wizards), so possibly the perfect storm could bring it back. The mechanic is very straightforward and, as threshold mechanics go, is very easy to know what state it's in. Graft didn't have any power-level issues, but it did create a lot of pain on Magic Online. The mechanic requires playing with both +1/+1 counters and creature tokens. It also requires some flavor, but it's not the kind of thing Magic doesn't do often (caring about large creatures running around a world). Storm is defined as, “a triggered ability that functions on the stack. This creates a 'knife's edge' balance problem. The players who like them really like them, and the players who hate them really hate them. Amonkhet used the effect as an attack trigger while Hour of Devastation experimented with using it as an activation cost. The mechanic was unpopular, hard to design, and hard to process in play. This podcast I talk all about the many design issues that come about when you create a creature. on March 25, 2019, Bio Storm Scale Rating: 4 (Cartouches), 6 (Trials), 8 (Both). Extort wants to exist in an environment where you'll be able to use it, which tends to encourage a larger amount of cheap spells. Working in R&D since '95, Mark became Magic head designer in '03. To write this article, I went back and looked up how each of the mechanics did in market testing. Transmute can go onto any card type. Delirium is hard to judge. While this mechanic was liked by the more experienced players, it fared a bit poorer overall. I am skeptical it will return, but maybe if the right world comes along. Morbid can go on both permanents and spells, which is helpful. The attack-trigger version of exert tends to speed up the environment, so Play Design has to watch out for that.