You've said that staying on the same world for multiple sets causes some sales & enjoyment issues. Conversely, you have said in some State of Design articles that there were sets that should have been two sets (Kaldheim, Kamigawa Neon Dynasty, March of the Machine). I'm sure R&D and other teams are well aware of this. So in as vague terms as you need, how are y'all applying these lessons to try and balance these at-odds facts? And is there a pattern you see in when players want 2 vs 1 is enough?
The issue is there are sets that stuffed too much into one set, that the feedback from the players is this should have been two sets. As the bar to making two consecutive sets on the same world is so high, the solution is more often learning how to not overstuff the set in the first place.
I had a thought...
What if every January set was Ravnica? (Yes I have also complained about being tired of Ravnica but just bear with me for a second...)
So I think a lot of people are worried for the identity of Magic, that it's not fantasy anymore, that it's going to all in on pop culture tropes, that UB is polluting the well, that it's jumping around and there's resonance whiplash between fuzzy animals and chainsaws and futuristic racing and space opera and hats and whatever. (And Spiderman.)
Whatever faults Ravnica might have, it is kind of the essence of the Magic experience for a bunch of reasons. From a thematic standpoint it is "classic fantasy" (yes I know this isn't technically true but it's swords, spells, low tech, etc.), the guilds are very resonant identities for the decks that people generally build: mostly picking two colors. And the guilds play in a very resonant way. Guild sets are great for drafting (pick two colors you like and go). Ravnica sets have great dual lands (would anyone complain if the shock lands were just permanently legal in Standard?)
And there's even a *good* storyline reason to keep coming back. Ravnica is trying to position itself as the hub of the multiverse. And as much as I love Foundations, being a "time agnostic set" (I believe it was called?) it's kind of a mishmash of stuff, and it's hard to parse the lore from the cards.
If you have Ravnica as the hub of the multiverse, you return every year, you have the story progress through Ravnica every year, maybe it's a travelogue set with Ravnica as one plane, or like if Avishkar and Ravnica get into a spat about who's the real hub, that's your January set. I think there's a lot of ways to do it so that it's not too *samey* but still focused on that resonant core magic experience. And I'm just using Ravnica as an example, it could be Dominaria or Zendikar, or maybe a new plane all together, but you really kind of shore up the core Magic experience with a familiar setting and familiar characters. You can sprinkle in some call-backs to recent sets, if the Omenpaths go through Ravnica you could easily have like, "Oh look, Mabel made it to Ravnica, here's a new card" or whatever, to kind of cement the idea that anything could happen in this game.
You can always point new players to the newest Ravnica set, that's where you start, that's where you pick up the story. It looks and feels like the core Magic experience. (And especially if shock lands just get printed every year, new players should just have relatively easy access to good *evergreen* mana.) It's sort of like how people interact with One Piece. One Piece has been going on forever but I don't think most new One Piece fans are going back to season 1 and watching 1000 episodes, they're just picking up with the start of whatever arc they're currently on, so, in Magic terms, that's the current Ravnica set (or whatever.)
Then you can go off and do your Duskmourns and Aetherdrifts and Edge of Eternities (and the UB stuff too) because you're always grounded by that core Magic experience coming around every January. And since it's always tied into the current story and it's not a reprint set, maybe it avoids both the "can't stay on the same plane" issue and the "core sets don't sell" issue.
Maybe this doesn't work in a world with 3 in-universe sets per year, maybe you need 4 (and just 2 UB sets) or who knows. I'm just trying to think of a way to solidify the core experience, still have room for the Duskmourns and return to Lorwyns, and still give players a good starting point.
I dunno, just a thought...







