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I listen to the lead designer's (Mark Rosewater) Drive to Work podcast. He's worked for MTG as a contractor or employee since the mid 90s. He's mentioned this problem a couple times. His solutions: (1) See MTG as a basic rules system for playing different kinds of games. Makes sense, considering it has multiple win conditions and methods of achieving them. (2) With each set, focus on a theme and dive as deep as you can. There's been a "World's Fair steampunk" set, a titanic Lovecraftian monsters set, a Greek mythology set.
My favorite way to play is in a draft or other limited event where decks are constructed on the spot from freshly opened product and all players are on a pretty equal footing.
You say that, but back in the day I played red, and the quintessential red card—Lightning Bolt—is now considered too powerful to keep in print.
These through the ages cards are only reprints for formats like commander where it was already legal.
MtG's primary problems are: Wizards trying to make formats happen, often making them worse in the process, and price creep on their printed cardboard from: UB price hikes and MH price hikes, rarelands, chase mythics, questionable rotation changes, Secret Lair fails, pro-scalper behavior, etc...
The game is definitely going through a metamorphosis right now with the focus on Universes Beyond (licensed IP crossovers) and "collectors", in some ways Hasbro is trying to have their cake and eat it too. Whatever form it takes going forward it's managed to repeatably re-engage my interest for the last thirty years which is more than can be said about any other game.
Right now it is like what happens when a product has been around for long enough, has reach popularity, and had had to reinvent itself and remain relevant by branching into way to many timelines. Something like what happened to WWE (nee WWF), in the early 90's it was just the one show, and remained stable during the Attitude era, after that they came up with crossovers, branching shows like Smackdown, repurposing wrestlers, increasingly crazier storylines, and more and more artifacts to remain relevant and squeeze as much revenue as it was possible...
MTG is just about the same, they are currently doing what started as parallel blocks with Universes Beyond but that are now merged into the traditional Standard storyline and it makes no sense, abilities are all over the place and they are now being rebranded and sprinkled with some "whatever helps the block" narrative that is just tiresome... Murders at Karlov Manor, for example, introduced some ridiculous mechanics about "suspecting" creatures... I mean, come on!
On the other hand they have caved for politics and at least 20% of the art doesn’t even make sense any more, in a card game... a fantasy card game... things don't make sense any more.
It's tiresome, and it's impossible to grasp the game any more...