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The promise of Magic rests in the Myth of the Planeswalker. Two duelling magicians sling spell and summon avatars of their might to wage battle across a liminal wasteland until a victor is declared. The mana at your disposal grows and grows until you reach an apex, the power overwhelming and you bring it to bear on your opponent; exhausted, they succumb.

Sounds pretty rad, huh?

Yet this outpouring of power, a pent-up barrage of arcane will, is rare. The fantasy of the planeswalker is a wielder of grand arcane power, the reality is a game decided by efficiency and incremental gains. A victory cobbled together inch by inch.

I would attribute this pace to a design methodology that has separated mana cost from effect. Power is no longer bound in a cage of multiple pips or staggering mana values.

“What an insane one drop.”

“That card does a lot for two mana.”

We gave a toddler an atom bomb for some reason

When an outcome is determined by turn four, you have a pace where ‘late game’ strategies and bombs need not apply. Early turns were once used for set-up rather than execution. When I have a moment to spare to log on Arena, rarely pushing my rank up the ladder to a noteworthy status before another season begins, I’m overrun or I overrun in turn, by an avalanche of landfall triggers or diminutive tokens turned lethal by the cantrip flurry of prowess. Matches have become death by a 10-ton bag of feathers.

These are the tools given to players, delivering quick games you can squeeze into your schedule on a digital client. The only sixty card Magic I play anymore is with a longtime playgroup where the competitive meta does not apply, so I can’t imagine making the trip to my LGS only to be sent packing in a cumulative dozen turns. Sam from Rhystic Studies recently celebrated his paradigm shifting essay ‘Red Deck Wins,’ celebrating the ethos of going all in. But aggro decks lose their pulse-spiking tempo advantage when every strategy is aiming to full-send by turn four.

An anthem for Torontonians who fondly remember Brunswick House

Let’s not forget the midrange grinders and control players holding out hope that games can last beyond counting the turns on one hand. There is no paragon of gameplay, but midrange decks duking it out on a kitchen table is how I came to the game and where my heart will remain. As a lark, I resurrected an old Orzhov allies deck I once played around Battle for Zendikar. You’d never find the deck on a tier list or nabbing RCQs, but it held on reliably at my LGS. Against 2026 pauper afterthoughts, it crumbled.

This card used to put in work before I bothered to sleeve a deck

I doubt Wizards is unaware of this issue, if they see it as an issue at all. Standard has gone through several cycles of blistering gameplay, the early warning signs arriving with Bloomburrow in 2024, though the handful of bannings doled out since have done little to slow the overall pace of the game. Instead, some strategies falter while others move up to fill their position at the top of the ladders, though the speed of Standard never lets up all the while. Secrets of Strixhaven even incorporated X spells into one of their signpost archetypes to entice players away from low to the ground mana curves, but aside from Improvisation Capstone, mana values have remained decidedly small. Without a hard reset on the constructed card pool, I doubt Wizards will land on a solution in the reasonable future, if they ever do at all.

Speculation on Reality Fracture has already run through several hype cycles with varying levels of plausibility. The conceit of the set, an alternate state for the multiverse that has been slowly cobbled together since 1993 lends itself well to the wildest dreams of players who feel the game has shifted from the form they once knew. The smattering of previews we have been given indicate a more conservative approach to a reimagination of the Blind Eternities than some players were hoping for. In the spirit of this piece, and to get my own wishes out of the way before we learn much more, I want Reality Fracture to be the dawn of a new era for Magic.

All I want is for Wizards to take a risk

The cadence of releases hasn’t abetted since the conclusion of the Phyrexian Arc, more new cards and an extended rotation cycle has created an unwieldy card pool. At this point, asking for less releases are simply wasted effort and space — WOTC will continue with their current strategy until the wheels fall off the juggernaut of a printing machine they’re struggling to pilot. Instead, the rotation window should be scaled back to a reasonable window, letting strategies have their time in the spotlight before they are ceremoniously sent off to the annals of nonrotating formats.

Giving players a clean break between what came before and what will follow will ratchet the speed of Standard down several notches without filling the system will several slow, unplayable sets in an effort to scale back the pace. I doubt the designers want to release a dozen underwhelming sets over the next few years to regain a better hold on the speed of the game, nor do players want to invest in worthless cardboard for the sake of making it to turn seven. Do I think this solution will ever come to bear? I doubt it. Opinions on where Standard is as a format shift depending on the player, I’ve watched several Pro Tours lately and the gameplay is fast bit certainly entertaining.

All this means is that the Myth of the Planeswalker might have simply faded into antiquity in modern Magic design. There once was an era where summoning nine mana to deliver a game-ending bomb was the promise of Magic, and those moments can still exist in the tightly controlled game states of Limited, while Standard is stuck in another gear.

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