We made a separate mini-team (Matt Cavotta, Mark Gottlieb, Brandon Bozzi, and myself) to work on designing planeswalkers to be introduced on the futureshifted sheet of Future Sight , but the versions we ended up with were a bit too robotic
It provides that very familiar magic framework to build upon without being convoluted and complex
Does anyone know why this is
Each event features different requisites and rewards
It's willing to pay any price to win, liberally spending life and sacrificing minions to gain the advantage, as well as directly destroying enemy creatures
Ultimately, the goal behind this change is to make opening packs more exciting, with even more beautiful cards to hunt for and a greater opportunity to find the special Epic quality cards, as they are less rare than the current Enchanted type