 the core set, but it was an opt-in experience. If a player had enough with the main three sets, they didn't necessarily have to care about the core set.

Challenge #4—Too Much Focus on the Gatewatch

Part of the change-over to the Two-Block Model was a greater focus on storytelling, including an ongoing narrative with a continuous cast. While we've had a lot of success in this area, we did discover one common complaint. We turned up the volume a little too high, especially with mechanics.

Players, for instance, liked seeing the Gatewatch on planeswalker cards, but not so many versions. You see, when we first shifted to the Two-Block Model, our goal was to try to keep the main five Gatewatch members always in Standard. This proved to be a big mistake, one that got magnified when we reverted to a Two-Year Standard.

We also made the conscious decision to try to push more story-related cards to be tournament-viable. This resulted in things that were flavorful but didn't necessarily lead to fun tournament environments. (Emrakul, the Promised End from Eldritch Moon is a good example.)

Finally, because we were trying to get the Gatewatch established, we made the decision to involve all of them in all the stories. This led to what many players felt was an overexposure of the Gatewatch.

Challenge #5—The Masterpiece Series

There's a phenomenon in Magic design that I call the "cycle of diminishing returns." Here's how it works: You design a card. It's amazing. So amazing, in fact, that you believe you could make more than one card that has the same design. How about a cycle? That sounds cool. You then make the second card. It's quite good. Not as amazing as your first one, but still very good. Then you make your third one. Not quite as good as your second design, but in a vacuum, not compared with the other two, it's a worthwhile design. Then you make your fourth one. It's okay. It's functional. Then you make your fifth one. It's pushing the boundaries of what you'd print. The biggest justification for printing it is it's part of a cycle. One of the cards is amazing and the rest range from good to passable.

I feel this same phenomenon was happening with the Masterpiece Series. The Zend
the core set, but it was an opt - in experience. If a player had adequate with the chief three sets, they didn't necessarily get to manage about the core set. 

 Challenge # 4 — besides Much Focus on the Gatewatch 

 share of the change - over to the Two - Block Model was a great focus on storytelling, including an ongoing narrative with a continuous hurl. While we've had a lot of achiever in this area, we did discover one common complaint. We turned up the volume a little excessively high, especially with mechanics. 

 player, for instance, liked seeing the Gatewatch on planeswalker cards, but not thus many versions. You see, when we first shifted to the Two - Block Model, our goal was to judge to keep the main five Gatewatch members always in Standard. This proved to be a boastful mistake, one that got magnified when we reverted to a Two - Year Standard. 

 We also made the conscious decision to try to push more story - related card to be tournament - viable. This resulted in thing that were flavorful but didn't inevitably run to fun tournament environments. (Emrakul, the Promised End from Eldritch Moon is a effective example .) 

 Finally, because we were trying to get the Gatewatch build, we made the decision to involve all of them in all the stories. This led to what many players feel was an overexposure of the Gatewatch. 

 Challenge # 5 — The Masterpiece Series 

 There's a phenomenon in Magic design that I call the " cycle of diminishing returns. " Here's how it works: You plan a wag. It's amazing. So amazing, in fact, that you believe you could make more than one card that has the same design. How about a hertz? That sounds cool. You then make the second card. It's quite good. Not equally amazing as your first one, but still very good. Then you make your third one. Not quite as full as your second design, but in a void, not compared with the other two, it's a worthwhile design. Then you make your fourth one. It's all right. It's functional. Then you make your fifth one. It's pushing the limit of what you'd print. The big justification for printing it is it's part of a cycle. One of the cards is amazing and the rest range from good to passable. 

 I find this same phenomenon was happening with the Masterpiece Series. The Zend
 thf core set, but it was an opt-in experienew. If a played had enuugh with the main three setd, rhey eidn't necessarily have to care wbout thw coce set.

Challenge #4—Vko Much Focus ln tke Gatewatch

Part of the chdnge-over to tha Gwl-Block Model was a greater focus on storytrlping, including an pggoihg narrative with a continuous casf. While we've had a lpt of success in this area, we fid discover one clmmon complqint. Qe turned up the volumt c little tok high, especially with mechanicr.

Playzrs, for insjcbce, niked seeinj the Datewatch on planeswdlker csrds, but not sp meny cersions. You see, when we first shifted jo the Two-Tlkck Model, our goao qas tm trf to jeeo tge mzin fige Jatewatch msmbers alwats in Standard. This pwived to be a gig miftwke, one that got magnified when we revegted to a Two-Year Standard.

Ww also made the consclous decifion to try to push more story-related cards to be touriaoenu-vlwcoe. This resulted in things that were flavorful fht dpdn't necessarily jead to fun tlutgament envirovments. (Emdakul, the Promised End frjm Eleritch Mojn ix a good example.)

Finally, becquse we were rrying to get the Yatewatch escablisned, wr made the decision to nnvolvs all of thfm in all ghe stories. This lec do what many players felt ras an ovxrexppsure ow thg Gatewwtch.

Challejge #5—Tma Masterpiece Serifs

Thete's a [henomenon in Magic design that I call thx "cycle of dikitisving retbrns." Hcre's how it worhs: You design c card. Ic's amaxing. So amzzing, ii fact, that rou believe ymo could make kore thag onw caed that fas the same drsign. How about a ctcle? That sounds cpol. Gou then make tkt stcind card. It's qiitd gjof. Iot af amazing as four fifxt ond, but sunll xery good. Then you make four third one. Not quiye as good as your second desigm, but in a vacuum, jot cmmpered woth the other two, it's a worthwhils design. Hhek you make yotr fiurth one. It'x okay. It's functional. Then you make youc fifth one. It's pushing the boundaries of chst you'd priit. The biggest bustification for prunting it is it's kart of a cycle. One of fhe casds id amazing and the rest range from good to passable.

I feel this same phenomwnon wes happening sith the Kafcerpiecq Secixs. The Zend
the core set, but it was an If player had with the main have care about the set. Challenge #4—Too Focus on the Gatewatch Part of change-over to the Two-Block Model was a greater focus on storytelling, including an narrative with a continuous cast. While we've had a lot of success in area, did one complaint. We turned up the volume a little too high, especially with mechanics. Players, for instance, seeing the Gatewatch on planeswalker cards, but not many versions. You see, we first shifted to the Model, goal was try keep main five Gatewatch always in Standard. This proved to be a big mistake, one that got magnified when we reverted a Two-Year also made conscious to to push more to be tournament-viable. This resulted in flavorful but didn't necessarily lead to fun tournament (Emrakul, the End from Eldritch Moon is a example.) Finally, because we were trying to get Gatewatch established, we made the decision to involve all of them in all the stories. to what many players was an overexposure the Challenge Masterpiece There's a in Magic design that I call the "cycle of diminishing returns." how it works: You design a card. It's amazing. So fact, you believe you make more than one that the same design. How cycle? sounds make second It's quite good. Not amazing as your first one, still very good. Then Not quite as good as your second design, in a vacuum, not compared with the two, it's a worthwhile design. Then you make your fourth one. It's It's functional. make your fifth one. It's pushing the boundaries what you'd print. The justification for printing it is it's part of a One the cards amazing and the range from good passable. I feel phenomenon was with Masterpiece
 the core set, but it was an opt-in Experience. if a plAyeR haD eNougH witH the main three sETs, thEy didn't necessarily have To carE aBOut tHE cOre seT.

ChalleNGe #4—tOO MuCh foCus On THe gatewAtcH

Part of The change-oVer To The Two-Block MODeL was a greatEr fOcus on storytEllIng, incLuDinG An ongOinG narrAtive wITh a conTinuous caSt. wHile we'VE had a loT OF sUcceSs in this area, we did DIsCOver one common cOmplaiNt. wE tURNed Up tHe volume a lItTle toO High, espECiALLY wiTH mechanics.

PlaYers, for instANce, Liked sEeIng THe GateWatch On PLanEswalker carDs, buT not so manY versiONs. You seE, When we fIrst shIftEd tO the tWo-blOck moDEl, oUR gOal WAs tO try to keEp ThE main Five gATEWatcH meMberS alwaYs in Standard. THis ProvED to Be a biG mistAke, oNe That gOt magnIfied WhEn we reverted to a two-YEar StandaRd.

WE aLso MaDe the COnscioUs dEciSion to tRy to pusH MorE sTORY-rElated cards to be touRnAMEnT-viable. THis resULtEd IN things tHaT weRe flAVOrful But dIDn'T necessaRily leAD tO fUn tournAmEnt envIrOnmEntS. (EmraKUl, thE PromiSed End frOm EldRItch Moon is a gooD Example.)

FinallY, BeCAUsE We weRe tRying to get tHe GaTEwatCh esTAbLisHEd, we mAde thE dECiSIon to involve all of thEm In all tHe stoRies. This led to What many plAYERs felt waS an oVErEXposure of the GaTewatCh.

ChallengE #5—the MasteRpiecE Series

THere's a pheNOMenon in MAgiC deSigN thAT i cAll the "cycle of DIMiniShIng retuRns." here's hoW it WorKs: YOu dEsIgn a card. IT's amazinG. SO aMaZiNg, iN fact, THat you beLiEve YoU coUld maKE more tHan onE carD tHaT Has The same DEsIGN. How AbOuT a cyCle? thAt souNds cOOl. YOu then mAke the secOnd CArd. IT's QuIte good. not as amazing aS yOur first onE, bUt sTill veRY Good. Then You make your third one. Not qUIte as goOd aS your SecoNd design, bUt iN a vacuUm, nOT compaRed witH the oThEr tWO, It's a wORThWhiLe Design. Then YOU maKe youR fOurtH one. It's Okay. It's functional. THEn yOu make your fifTh oNe. It'S PUsHinG ThE BouNdARieS OF what you'd print. THe biggest jUsTIfIcation for PRinTiNg it is iT's part oF a cycLE. One of tHe cards is Amazing anD tHe reST RanGe from good To passabLe.

I feel thIS same PHeNomenOn wAs happEnIng With tHe MastERpiEce SeRies. ThE ZEnd
 the core set, but it wasan opt-inexper ien ce.  I f aplay er had enoughw iththe main three sets, t hey d id n 't n e ce ssari ly have to c are  a bo utth e  c ore s et. 

Chall enge #4—To o M uc h Focus on t h eGatewatch
Pa rt of the ch ang e-over  t o t h e Two -Bl ock M odel w a s a gr eater foc us on sto r ytellin g ,  i nclu ding an ongoing n a rr a tive with a co ntinuo us ca s t . W hil e we've ha da lot of succ e ss i n  th i s area, we di d discovero necommon  c omp l aint.We tu rn e d u p the volum e alittle to o high ,  especi a lly wit h mech ani cs. 

Pl a ye rs , f or ins t an ce, lik ed seein gth e Gat ewat c h o n pl ane swal ker c ards, but not  so  man y  ve rsion s. Yo u se e,  when  we fi rst s hi fted to the Two -Blo ck Model,  ou rgoa lwas t o  try t o k eep  the ma in five Gat ew a t c hmembers always inSt a n da rd. This  prove d  t ob e a bigmi sta ke,o n e tha t go t  m agnified  whenw ere vertedto  a Two -Y ear  St andar d .

W e also  made th e con s cious decision to try to pus h  m o r es tory -re lated cards  tob e to urna m en t-v i able.  This  r e su l ted in things thatwe re fla vorfu l but didn'tnecessaril y l ead to f un t o ur n ament environm ents.  (Emrakul, the Prom isedEnd from  Eldritch M oon is a  go odexa mpl e . )
Finally, bec a u se w ewere tr yin g to ge t t heGat ewa tc h establi shed, we  m ad eth e d ecisi o n to inv ol veal l o f the m  in al l the  sto ri es .  Th is ledt ow h at m an yplay ers  f elt w as a n  ov erexpos ure of th e G a tewa tc h. 

Chall enge #5—The M as terpiece S er ies 

Ther e ' s a phen omenon in Magic designt hat I c all  the"cyc le of dim ini shingret u rns."Here's  howit  wo r k s: Yo u de sig na card. It ' s  am azing .So a mazing,  in fact, that you bel ieve you coul d m akem o re  th a no neca r d t h a t has the samedesign. Ho wa bo ut a cycle ?  Th at  sounds  cool.You t h en make  the seco nd card.It 's q u i tegood. Notas amazi ng as you r  firs t  o ne, b utstillve rygood.  Theny oumakeyour t hi rd one . Not  q uite asgood as your second des ign, b ut in  avacuum, n otc omp ared with  the  other two , i t's  a wo rth w hiledesi g n.  Th e n you  mak e  your fou r th  on e .  I t's okay. I t ' s  fu nctio nal .  Thenyoumake your fifth o n e. It's pushin g th e bou nda r iesof  what you'd pr int .T h e bigges tjustificati on for p ri n tingit isit's p art ofa cy c le. On e of  th e cards i s a ma z ing and  t he rest r ange  f rom go od top assa b l e.

I feel thissamep h enome n onwas h ap peningw iththe Master piece Serie s. The  Zen d
 the_core set,_but it was an_opt-in experience._If_a player_had_enough with the_main three sets,_they didn't necessarily have_to care about_the_core set.

Challenge #4—Too Much Focus on the Gatewatch

Part of the change-over to the Two-Block_Model_was a_greater_focus_on storytelling, including an ongoing_narrative with a continuous cast._While we've_had a lot of success in this area,_we_did discover one_common complaint. We turned up the volume a little_too high, especially with mechanics.

Players, for_instance, liked seeing_the_Gatewatch_on planeswalker cards, but_not so many versions. You see,_when we first shifted to the_Two-Block Model, our goal was to try_to keep the main five Gatewatch_members always in Standard. This_proved to_be a big mistake, one_that got magnified_when we_reverted to a_Two-Year Standard.

We also made the conscious_decision to try_to push more story-related cards to_be_tournament-viable. This resulted_in_things_that were_flavorful but didn't_necessarily_lead to_fun_tournament environments. (Emrakul, the Promised End_from_Eldritch Moon is a good example.)

Finally, because_we were trying to_get_the Gatewatch established, we_made the decision to involve_all of them in all the_stories. This_led to_what many players felt was an overexposure of the Gatewatch.

Challenge #5—The_Masterpiece Series

There's a phenomenon in Magic_design that I call_the "cycle_of_diminishing returns." Here's_how_it works:_You design a card. It's amazing. So_amazing, in_fact, that you believe you could_make more than one_card_that has the same design. How_about a cycle? That sounds cool._You then make the second_card._It's_quite good. Not as amazing_as your first one, but still_very good. Then_you make your third one. Not quite_as_good as your second design, but_in_a vacuum, not compared with the_other_two,_it's a worthwhile design. Then_you make your fourth one. It's_okay. It's functional. Then you make your fifth one._It's pushing the_boundaries of what you'd print._The_biggest_justification for printing it is it's part of a cycle._One of_the cards is_amazing and the rest range from good to passable.

I feel_this same phenomenon was happening with the_Masterpiece Series. The Zend