Irda Ranger
First Post
I find that the M:tG exception based design works because the exceptions are kept limited. Each new cycle brings in new keywords and exceptions but the balance and playability are maintained because the old sets are cycled out. As a player I need only keep track of the current card rules and don't have to worry about or remember keywords from several years ago.
I too can see this sucking in a few years as rule bloat starts to occur (PHB2-6 and Splats) and more and more keywords are brought in. It also keeps creating more work and chances for the designers to miss an interaction between exceptions they weren't anticipating.
Take another look at your post. Do you see the difference? In D&D you allow the rules to bloat, and in MtG, you don't allow the rules to bloat. If you pruned your D&D deck as carefully as your MtG deck this wouldn't be a problem.
D&D Core Rules + Horror & Taint = Ravenloft
D&D Core Rules + Survival & Stone Tools = Dark Sun
D&D Core Rules + Factions & Planars = Planescape
D&D Core Rules + Horror & Taint + Survival & Stone Tools + Factions & Planars = A bloody mess.
Just 'cause you own all the books doesn't mean you have to use 'em all in every campaign.