Magic works best when it encourages players to make choices. The nature of the game’s core mechanics provide a ton of choices—Do I mulligan? Which land do I play? How do I attack? When do I cast this spell? Do I play it now or wait one more turn to see what I draw? Keeping Magic interesting, though, means constantly giving players new and different choices to make. Having a block that cares more about the graveyard, and creatures dying, as well as playing two spells a turn, helps to change how we evaluate the basic decisions in the game. The constant churn of the decisions in Magic is one of the things that keeps it interesting, and fun, for both players in the game. This part is important, because as we design and develop sets, we have to think both about how cards feel to play and play against—and playing cards that make your opponent feel like he or she can play around them does make the powerful cards feel more satisfying for everyone.