There is certainly work to be done here-if the individual cards aren't fun, the rest of the work we might build on top of the cards is probably not going to enhance anything! A lot of folk think of this as the primary job of development: to "garden," or carefully shape, each card in a set to provide fun play experiences and/or balanced environments. Cards can be changed in a number of ways to make things fun. The most basic unit we affect as developers is the card, the atom of our Magic universe. It's a little campy, but super interesting. (As an aside, while I do my best to replicate the feel of the old educational video "Powers of Ten" in Magic terms, I recommend going to view that video in its entirety on YouTube. What are the ways in which Magic is fun to experience? These recent designs for big events are the latest in our toolbox, but as you'll see, we try to apply fun at every scale of Magic! Take a trip with me through the layers of experiencing Magic, and we'll see where development can enhance fun. Plus, enforced fun just isn't fun, you know? We are always looking for ways to enhance fun the tricky bit is in using a light touch, since Magic itself is fun and we don't want to stray too far from its core identity as the strategy game you all know and love. These experiences have one very specific purpose: they enhance fun.
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As-yet-unannounced "Friends"-block-related activities that will blow your proverbial socks off.Epic moments like the opening of the Helvault and.The slightly-different-but-still-awesome Dragon's Maze Prerelease Packs, along with the Implicit Maze–running activity.The Return to Ravnica/ Gatecrash Prerelease Packs.