One important way that card designers pump out lots of new cards without constantly breaking the balance of their game is by making a lot of those cards obviously bad. They could be useful in constrained settings like draft and pauper formats, but it’s usually understood by the players that at least 70% of cards released in a given year will have no place in competitive formats, and that’s fine.
For the rest, they move cautiously, do a lot of playtesting, and ban cards that turned out to be too powerful.
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