Variance is 'how differently a gameplay element plays out from one play experience to the next.' We can think of variance as a scale. I should note that I'm defining the term in the context of game design.
I'll explain what variance is, how it impacts game design, and why understanding it is so important to designing Magic (or any game, really). Today (and after Theros Beyond Death previews), I'm going to talk about an important element of game design, one I haven't delved into too deeply in the past, something known as variance.