Iteration. If there is one thing that Magic design and development has gotten better at over the years, it is understanding how to iterate our product to better turn the rough ideas and mechanics thought up on whiteboards into playtest cards, and eventually into the printed cards that we put into booster packs. It also leads us, over time, to improve the rules and processes that make up the game to create what we believe is the most fulfilling version of the game as possible, and to open up more design space. While some minor changes happen almost every core set, and generally go unnoticed, every once in a while we hit upon a rule or set of rules that have a larger, more noticeable impact on the player base as a whole. When we do this, I believe it is important to explain what these are, why we have decided to make them, and what they will let us do going forward.