Well, one of the key problems with the comparison is simply the vector of interaction with the two games.
Magic is a game where each instance takes 5-20 minutes with minimal continuity. You often have several decks on the go at one time (if not dozens among the hardcore crowd) and you're not trying to sync up with a whole bunch of people. Magic is a game that's much easier to squeeze in between other stuff, so you're effectively resolving the life of that deck over and over and over.
The persistence of D&D is what gets in the way of creating the same kind of excitement for splats that you get for new Magic sets. Buying a box of Theros and putting together an all-white Heroic/token deck doesn't present a huge opportunity cost to playing your green/black Golgari deck you built during Return to Ravnica. Picking up Splat 2015 and rolling up an Artificer means, for most players, not playing their Druid anymore.
So to get the same kind of evergreening you need to change the core of how people experience the game, introduce more churn, shorten the instant to instant lifecycle.
You'd basically have to get everyone interested in pre-canned adventures focusing on higher lethality episodic content, and convince players that easy-come-easy-go is the "core" way of playing the game.
Magic is a game where each instance takes 5-20 minutes with minimal continuity. You often have several decks on the go at one time (if not dozens among the hardcore crowd) and you're not trying to sync up with a whole bunch of people. Magic is a game that's much easier to squeeze in between other stuff, so you're effectively resolving the life of that deck over and over and over.
The persistence of D&D is what gets in the way of creating the same kind of excitement for splats that you get for new Magic sets. Buying a box of Theros and putting together an all-white Heroic/token deck doesn't present a huge opportunity cost to playing your green/black Golgari deck you built during Return to Ravnica. Picking up Splat 2015 and rolling up an Artificer means, for most players, not playing their Druid anymore.
So to get the same kind of evergreening you need to change the core of how people experience the game, introduce more churn, shorten the instant to instant lifecycle.
You'd basically have to get everyone interested in pre-canned adventures focusing on higher lethality episodic content, and convince players that easy-come-easy-go is the "core" way of playing the game.