Design Lesson #3 doesn't line up with a recent action you have taken. Remember Ooze Garden? I recall you pushing the design when almost everyone else wanted it out.
I hope it's drawing cards. I really like to draw cards.
Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
I got deja vu when reading the actual article. It felt like either some or all of that was mentioned before somewhere. Also, there should have been more examples accompanying each resolution. Other than that I have to say it is extremely refreshing now when I don't see a gimmick.
"Attacking" is the conventional answer: the reason why Nicol Bolas is more popular than any of the other Elder Dragon Legends, and the reason why most dragons with triggered abilities since then have triggered on dealing (combat) damage to a player. (Hateflayer is another excellent example of rewarding a player for doing what they want to do anyway with their 5/5 wither.)
But "drawing cards" could be good too.
There's even an outside chance it could be "gain life". (Or "play multicolour spells", I suppose.)
I like to respond with my thoughts. And anything that makes me think makes me happy, so respond I shall.
#1: "Look Outside the Box only after looking inside it". I understand wanting to maintain consistency and all that, but I really think that's a developmental concern more than a design concern. They do tie together, but I'm of a mind that design is far more about being "new and different" than the same-old same-old..
To make the best choices about what I am going to do, I have to think about what I want out of my job in its entirety.
Here's the problem: Doing things for the sake of doing them leads to bad design. First, you make inconsistencies because you create things that don't work the same. Second, you prematurely chew up design space. And third, you create things that aren't grounded with the rest of the design.
"Ah, the age-old conundrum. Defenders of a game are too blind to see it's broken, and critics are too idiotic to see that it isn't." - Brian McCormick
Well if you aren't doing anything competitive you can make this happen fairly easily. I haver a number of casual decks whose main contents are the dregs of the sets I've been around to enjoy. They are absolutely terrible decks, except for a few tribal ones like Kithkin or Faeries which are merely bad (although the Kithkin deck still goldfishes on turn 4 most of the time). The thing is I still weed out cards. I don;t know how easy it would be to literally put every card in a deck and use it. I could see putting a singleton in a casual deck and just never playing it.
I have about 40 of these decks now myself, and a lot more cards yet to work with. I am hoping to return to this project sometime this summer. I would like to finish it or at least decide to stop by December. But even at that I doubt I'll ever use every card. There are just so many more creatures than anything else, and those last decks would ultimately be nothing but 36 creatures/24 land. When I get there, it's donation time. Good luck with your project!