Last updated on April 15, 2025

Future Sight (Jace vs. Vraska) - art by Dan Scott

source: Future Sight โ€“ illus. Dan Scott

Yesterday, Head Designer Mark Rosewater answered an interesting question on Blogatog that concerned the future of external tracking mechanics.

source: Blogatog

His response (which likely disappointed cappuccinojuice) was as follows:

โ€œWe're actually moving in the opposite direction, trying to lesson how much external things you have to pay attention to, do I don't expect it anytime soon.โ€

Why this Change?

"Name Sticker" Goblin for Magic Online

Maro's insight into development here tracks with predominant vocal player feedback over the years. Let's delve briefly into some past external mechanics and see how they were received. We'll be making use of Maro's โ€œStorm Scaleโ€ for a barometer of player sentiment, as developers rarely set out to make players unhappy.

Storm Scale, What's That?

If you haven't heard of it, Maro's Storm Scale is a ranking of the likelihood that a given mechanic will be printed in a Standard-legal set. He updates his scale periodically for all of the game's many mechanics, so if you're curious, check out the full list here. For our purposes, here's what each number means:

  • Level 1: Will definitely see again, most likely in the next set
  • Level 2: Will definitely see again, but not necessarily right away
  • Level 3: Will most likely do again, probably many times
  • Level 4: Will most likely do again, but they have issues that make them less of a guarantee
  • Level 5: We need to find the right place to bring it back, but I'm optimistic
  • Level 6: We need to find the right place to bring it back, but I'm a little less optimistic
  • Level 7: It's unlikely to return, but possible if the right environment comes along
  • Level 8: It's unlikely to return, but possible if the stars align
  • Level 9: I never say never, but this would require a minor miracle
  • Level 10: I never say never, but this would require a major miracle
  • Level 11: Never

Monarch

Storm Scale Rating: 7

One of the first external mechanics to ever see print was monarch, which was introduced in Conspiracy (over a decade ago!). Monarch is a flavorful mechanic with some unfortunate balance problems. While it plays quite well in the multiplayer format it was originally designed for, it's incredibly brutal in 1v1.

Monarch's ceaseless card advantage creates a vicious snowball for the player who is ahead, and has led to many innocuous monarch commons being Pauper staples.

Day/Night

Storm Scale Rating: 9

The Day/Night mechanic was introduced in Innistrad: Midnight Hunt, and was WotC's attempt to improve upon original Innistrad's beloved transform mechanic. In theory, having one consistent โ€œdayโ€ or โ€œnightโ€ state would make Werewolves better, allow for cool card designs, and even be flavorful.

But in practice the mechanic was just a logistics disaster, as players would frequently miss โ€œwhat time it wasโ€ in game. Moreover, the new cards had awkward synergy with previous transform cards, which were not retconned to be Daybound. All of this culminated to form a mechanic that we will likely never see again.

Dungeons

Storm Scale Rating: 7

Dungeons were a flavorful mechanic introduced in Adventures in the Forgotten Realms, aka โ€œthe D&D setโ€. They had an interesting gameplay loop where you would progressively occur incremental advantages by repeatedly โ€œventuring into the dungeonโ€. There were also three distinct dungeons for you to choose from, each of which had a different niche. Dungeons also received a โ€œsequel mechanicโ€ of sorts in Commander Legends: Battle for Baldur's Gate, โ€œtake the initiativeโ€, which was like a mix of dungeons + monarch.

Dungeons aren't an awful mechanic, but due to their heavy association with D&D and some balance problems, we likely won't see them again for awhile.

Stickers

Storm Scale Rating: Not listed (would probably qualify as 11)

Stickers were a mechanic in the game we know as Magic: the Gathering. That's about the most positive thing that can be said for stickers, as this was truly a dumpster fire of mechanic. Introduced in the fourth โ€œUn-Setโ€ (Unfinity), Stickers would not have generated so much ire if not for WotC making them Legacy legal. This led to a couple of joke cards (most prominently ______ Goblin) seeing serious tournament play, and thus causing all sorts of awful headaches for players.

The physical stickers themselves worked fineโ€ฆfor a game or two. If you were jamming Legacy Goblins for a full tournament though, you'd likely need to have several packets stockpiled. All Sticker cards were unceremoniously banned in competitive play last May, and to this we say, good riddance!

Start Your Engines!

Storm Scale Rating: not listed

The latest external mechanic comes too early for a Storm Scale rating. โ€œStart your engines!โ€ (or speed as its better known) was a solid Limited mechanic that hasn't done much in 60 card formats. Most of the powerful looking speed cards (i.e., Hazoret, Godseeker) have been total busts in fact, as you can tell by her bulk price tag.

While speed didn't seem to have any major gameplay issues, one quirk for the mechanic is its very particular flavor. Aetherdrift's flavor may not have been especially popular, but it is certainly unique, so โ€œstart your engines!โ€ is a statement that you are unlikely to see anywhere else.

Wrap Up

Stormscale Scion - illus. Andrew Mar

Stormscale Scion โ€“ illus. Andrew Mar

As you can see, external mechanics have come with a whole host of problems for WotC and players. Most of these mechanics were either controversial or actively disastrous. While overbearing complexity does seem to be popular with players, it's better to keep that complexity where it belongs; on the battlefield!

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