Yeah, I've been meaning to write an article around this general topic for a long time. Design is much more about making sure the strong things are fun than making sure the strong things are balanced. Balance is relatively easy to achieve. The entire sword conversation kind of misses the point for me. The question is less about how strong they are, and more about whether you want people winning games this way or another way. Each game will only have one winner. What we control are the way games are won.
In the conversation it sounded like an entire 3-game match came down to whether the person drew removal for a Sword. That is (in my opinion) pretty weak design, compared to other designs you could use. Games that end "he played a Sword on Turn 5 and I just scooped" are some of the lowest quality Magic games I've seen. They are very unsatisfying for both parties. These are the types of things we should talk about.
In the conversation it sounded like an entire 3-game match came down to whether the person drew removal for a Sword. That is (in my opinion) pretty weak design, compared to other designs you could use. Games that end "he played a Sword on Turn 5 and I just scooped" are some of the lowest quality Magic games I've seen. They are very unsatisfying for both parties. These are the types of things we should talk about.