Ok so There is definitely powercreep in mtg, but that is more because WotC is trying to force the game into a specific direction; most players think large and cluttered boardstates are more exciting to play than counterwars. it is also much more marketable; as a bystander cards already on the board are more interesting than cards in the players' hands. Because of this, the strenght of creatures has grown a lot, while spells in general have gotten worse. Removal has improved as well, but with the intent of making them nieche: WotC doesn't want an end-all-be-all removal spell that deals with every single threat in the format (and maRo has been quoted to say Path to Exile was a big mistake). Related to this powercreep debate, many players have complained that blue only gets shitty cards lately. But that is only because blue HAD to get significantly worse because it was so overpowered in the early days. In my opinion, there are two HUGE design flaws that have been in MtG from its birth and that is a. the land system and b. that only blue got card selection and -advantage. In any game, getting extra resources compared to your opponent is just insanely powerful, and making that one color exclusive was a huge mistake in retrospect. I don't blame them for this, seeing as MtG is basically the father of card games and back then that kind of meta knowledge just wasn't known. Lately WotC has been trying to fix this, giving each color its own type of card advantage, but the fact that they will never be able to print a card like Ponder or Brainstorm without making it blue remains; these super straightforward card selection spells would completely break the color pie, and changing those "rules" now would be very hard to implement. So now all other colors are stuck with these color-fixed card draw spells like Collected Company, Phyrexian Arena and Commune With Lava, which can be very powerful but really limit the design space and in what kind of deck they fit. Next to pulling straight these color issues, WotC has also improved in their own game design in general; Scion of the Wild seems really powerful but is in actuality a very parasitic design that basically demands you to be already winning (have a lot of creatures) before it becomes good. MtG is a game about variance, and playing cards that demand other cards to be good increases the randomness of the deck, which is bad since winning GPs and pro tours is all about setting consistent results over several rounds (hence why card selection is so powerful and limiting it to one color was a huge mistake). I want to end on this that I think that, although WotC is right that complicated boardstates supply generally more gameplay than the full-hand staredown, they have pushed it too far. Modern basically lives under the endless fallout of Standard, and when WotC prints a card that is supposed to define standard, and answers to that card to balance it out, they do not take into account how that will influence Modern (which makes sense because the amount of playtesting for RnD would just be insane), but it is very much possible that the pushed card is modern playable while its answers are not (as now happens with Siege Rhino, obviously). This has made Modern basically a format of pushed cards with the same gameplan crammed into a deck, with a lot of noninteractive decks as a result. Right now Modern REALLY needs a reprint of Counterspell, or at the very least a Kozilek counterspell (counter cmc3 or less)