has had its fair share of problematic and downright bad game mechanics over its storied 30-year history, despite being such a beloved collectible and competitve card game. If anything, it’s impressive that the worst mechanics of are relatively few compared to the rest of its roster of cards.
It can be very difficult, even impossible, to balance perfectly. A poorly designed mechanic is either so useless that there’s no point to its existence, or it's so broken that it dominates the metagame in a way not that Wizards of the Coast didn't count on. Either way, these mechanics were unpopular for very good reasons, and in most cases have not returned since their failed introductions.
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On the surface, Sweep looks like a problematic mechanic because it’s overpowered. After all, with such a hefty cost upfront, that of returning lands to the player’s hand, the effect should intuitively be powerful. Not literally, because these cards aren’t exactly popular to buy, but in terms of in-game mana.
One of the first things that beginners should know is that’s important to have enough land to cast spells with. The cost of these Sweep cards was clearly meant for late game, but the effects were always disappointing. Unfortunately, as cards like Barrel Down Sokenzan prove, that’s not the case, Instead, these cards are prohibitively expensive with very underwhelming effects.
The Rampage mechanic is a keyword ability that gives a creature an additional bonus for each additional creature blocking it. Typically, the bonus is +1/+1 for each additional blocker. For example, a creature with «Rampage 2» would get +2/+2 for each creature blocking it beyond the first.
While there were plenty of
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