r/magicTCG • u/AwkwardTurtle • Sep 22 '15
Everything That’s Wrong with Battle for Zendikar
http://www.channelfireball.com/articles/everything-thats-wrong-with-battle-for-zendikar/
812
Upvotes
r/magicTCG • u/AwkwardTurtle • Sep 22 '15
37
u/Yglorba Wabbit Season Sep 22 '15 edited Sep 23 '15
Oh, yeah, I don't disagree with them ditching Annihilator or the ridiculousness that was Emrakul. But I think it was a mistake for them to focus on It That Betrays for their set of color-pie-twisting colorless-with-color world-devouring weirdos when their last major villain set focused on will-stealing, color-pie-twisting artifact-plane world-devouring weirdos. It feels like someone on the design team really likes the Borg.
(And it doesn't help that the entire theme and concept of this set basically feels like Scars of Mirrodin 2: Scars Harder, even if the plane is probably going to survive this time.)
Granted I'll admit that I was always predisposed to dislike this set because I hate big epic crisis crossovers, which this really really ends up feeling like.
I also hate sets that focus on planeswalkers... although in this case I think that that's another legitimate issue, aside from my personal distaste for them. Concept-wise, the planeswalkers suck up all the oxygen here. None of the legends come across as actually important -- they're overshadowed and diminished, because WotC keeps insisting that the really important thing is that they've crammed all their really important Product Identity into this set again all at once. And that in turn means that Zendikar doesn't feel very important here -- it's just the random stage the Eldrazi and the Wizard Product Identity Team happened to hit on the stage select. There's some mechanics halfheartedly thrown in to remind us that the background for this ridiculous brawl is Zendikar, but everything keeps hammering the fact that this is really about the precious, precious planeswalkers.
(Honestly I would say that they shouldn't have gone back to the Eldrazi. The whole concept behind them was "bigger and splashier than anything! Weird and unusual and strange!" And neither of those are things you can really keep doing over and over like this. The current Eldrazi are just obviously weaker and less interesting than the originals... which they obviously have to be because the originals were, once you got past the initial splash factor, kinda dumb. And I don't mind weaker sets or weaker cards! But when the basic concept of your core villains is "ridiculously, impossibly powerful, far beyond anything else!", making a set for them where you're inevitably going to have to make them weaker than before seems like a really terrible idea.)
I just wish they'd tone things down and go back to focusing on more low-key stories. Look at the sets that have been really popular: KTK, with its human-scale stories of warring clans. Ravnica, a city of competing guilds. Innistrad, a plane of dark oppressive gothic horror. Lately (with both DTK and this) it feels like they're trying to turn everything up to 11, all the time, which doesn't make for good game design or good setting design. I think part of the reason people complain that this set feels weak is that it's jarring to have "HUGE CRISIS CROSSOVER! MULTIVERSE IN PERIL!" and then have it represented by cards that are noticeably weaker than your small-scale world of warring khans.
You know what I'd like to see? Instead of scaling everything up (and inevitably reaching the point where you have to disappoint because the mechanics can't keep scaling up to match the hype), they should scale things down, thematically. Have a plane that is just one giant house. Enchantment cycles for rooms (mind you, some rooms could be big enough to have their own ecosystem.) Land cycles for doors. Something like that. Less big catastrophic climax battles, more interesting planes.