Now, what about Dominaria? Sure, this time they decided to go with a history theme (and they'll probably keep that in some form going forward), and sure, Sagas and historic matters were cool ways to represent that.
This is exactly what I mean by the set being comfortable fit mechanically (but, yes, not necessarily flavorfully). The theme of history as expressed in historic, Legendaries, and Sagas was a beautifully elegant distillation of exactly what made Dominaria special into a small handful of mechanical elements that could be woven into an interesting gameplay experience, without feeling either stretched or overstuffed.
On that I can totally agree, but I think that doesn't really mean there's an objective measure of how many mechanics are enough to capture Dominaria (very much unlike Ravnica for instance). Is the bare minimum we got in this set really enough just because it captured the broad strokes and came together to make a functioning set (okay, it's actually the best designed set since I don't know when, so admittedly that really helps). I guess it's hard to explain, but imagine, for example, someone being like "Ah, but look at that goblin tribal theme they were going for! Wouldn't that have been more consistent if they'd kept that second set and included more goblins? And those thallids and saprolings don't do much on their own, shouldn't there have been room for more support, perhaps with the old Spore counter technology, and maybe a splash of White?". It would be hard to argue with that, because there really are some underdeveloped corners mechanically. At the end of the day, I just don't feel comfortable saying it was enough simply because it worked (again, I
would say that about Ravnica, and probably most other planes). Maybe I'm still under a flavour and worldbuilding bias, but there is just so much mechanical precedence for pretty much anyhting on Dominaria.
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But honestly, what we actually saw in Dominaria as far as representing the plane as a whole is concerned was basically the equivalent of going to Ravnica and only showing two or three guilds. And that's true for both worldbuilding and flavour as well as possible mechanical identities. A plane that is so vast and that can be almost anything - even with an obligatory history theme layered on top of it going forward - can't be adequately captured in one set.
I see that only as a problem of flavor. I think that the genius of the history theme is exactly that it allows them to broadly hint at the whole (which by itself is an excellent way to provide a sense of vastness and import), without obligating them include any particular specifics. Dominaria did not have room for all the flavor elements I would have wanted. For example, I would have liked more of New Argive and a little less of Benalia, and I think Sarpadia got only that one cycle of basics (unless all the Thallids are supposed to be glimpses of Sarpadia? I'm confused on that point.) But sets always have more flavor and worldbuilding than fits on the cards, and they
should have that.
Again, I mostly agree, but imagine if we returned to Ravnica and (instead of just two or three guilds like in my other example) they only focused on either allied or enemy coloured guilds and left out the other five. It would be a legit mechanical approach that could result in a cool set (or two sets), but people would still complain because it would feel like something's missing. That something would be really easy to point out in the case of Ravnica and a lot harder in the case of Dominaria. I guess it just doesn't feel right that, despite all the things they could have added, they just settled for the barest minimum and moved on. It feels weak, like a million wasted opportunities rolled into one. What's done is done, and as I said above, I can sympathise with them viewing Dominaria as a risk (as Maro has now confirmed). But at least going forward, I expect them to make up for that and go all in with the next visit there. What they've done with it is beautiful, and at this point it's pretty much the only thing I still care about in Magic.
The thallids seem to be all over the place now. The people in the story seem to assume they all come from Yavimaya or something (which causes a bit of a glitch in the case of Slimefoot, who came to Jhoira on Molimo's seed, which should be from Llanowar).
Deathbloom Thallid seems to suggest there are indeed thallids in Llanowar, and there is a little fungus thingy on
Territorial Allosaurus, which, judging by
Allosaurus Rider and
Pygmy Allosaurus, probably lives in Terisiare.
Edit: Of course Yavimaya IS in Terisiare, so I reckon that last part isn't really helpful...