Only opposing graveyards counting makes it much less reliable than the goyf though, although it helps that it still has 1 power when yards are empty, the non-scaling toughness has both good and bad moments, but probably mostly bad in situations where goyf would be worth including. It seems more like a semi-upgrade for Vampire Nighthawk than a 3 cmc black version of goyf.
Cube Size: 720 Cards
Breakdown: 102 Each Color, 75 colorless, 90 multi-color, 45 non-basic land
Standard or Theme Cube: Standard
Card Selection
Powered Cards: No
Duplicate Cards: No
Snow Cards: No
Colorless Cards: No
"Un-" Cards: No
Banned Cards: None (Everything vintage legal is fair game)
Cube Design
Standard or Multiplayer: Standard
Sideboards?: Yes
Even Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Grass Nose Creature - Rabit
Kicker W
When Grass Nose enters the battlefield, search your library for a basic plains, reveal it, then put it into your hand, then shuffle your library.
If Grass Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a lifelink counter. 0/1
Bottle Nose Creature - Whale
Kicker U
When Bottle Nose enters the battlefield, search your library for a basic island, reveal it, then put it into your hand, then shuffle your library.
If Bottle Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a prowess counter. 0/1
Slime Nose Creature - Lizard
Kicker B
When Slime Nose enters the battlefield, search your library for a basic swamp, reveal it, then put it into your hand, then shuffle your library.
If Slime Nose was kicked, it enters the battlefield with a +1/+1 counter and a lifelink and a menace counter. 0/1
Scrub Nose Creature - Goat
Kicker R
When Scrub Nose enters the battlefield, search your library for a basic mountain, reveal it, then put it into your hand, then shuffle your library.
If Scrub Nose was kicked, it enters the battlefield with a +1/+1 counter and a haste and a first-strike counter. 0/1
Flower Nose Creature - Monkey
Kicker G
When Flower Nose enters the battlefield, search your library for a basic forest, reveal it, then put it into your hand, then shuffle your library.
If Flower Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a reach counter. 0/1
A cycle for easily digging for colors when you don't have that color that turns into a bit more of a creature on the battlefield when you do.
Also want more modal spells that bring in effects you might not usually put in a cube, stapled on stuff you might want more but often are niche or below value even if needed, like Light of Hope, Abrade, and Return to Nature.
Despite the mana cost, something makes me like this. I don't think it'll see too much play in very many places because of the mana cost, but when you can pull it off, this seems appropriately crazy for a 6 mana instant.
I really wish they'd tell us what plane things from core sets are from. I mean, the standard assumption is usually that things from core sets that didn't originally get printed elsewhere or don't soon get printed elsewhere with the same art, and don't have clear hints of where they come from otherwise, is that it's from Shandalar, but this really looks like it might be from Ikoria, and it tends to bug me not to know for sure.
Might be a dragon finisher needs to look something like this:
Shinesheen Scalelord3RR Creature - Dragon
If you dealt at least 6 damage to an opponent since the start of your last turn with red spells or permanents you control that aren't other colors, you may cast Shinesheen Scalelord with 1RR instead of it's normal mana cost. If you do, it deals 2 damage to you as you cast it.
Haste, Flying, Trample
When Shinesheen Scalelord leaves the battlefield due to a spell or ability you don't control, it deals 4 damage to any target. 4/4
At this point, I think that 'option 2' thing people are talking about might mean we just need to split Modern into two formats. One would have a stricter banned list and more rigidly adhere to things like being a 'turn 4' format and balancing within the context of it's own metagame created by that stricter base banned list, while the other would be built off the current format and likely drop some things currently on the banned list off of it as long as the metagame still works and no one deck becomes dominant and there remains some interaction and options possibilities and it isn't just decks racing to finish first.
The one based on the current modern with some unbans and bans would remain called 'Modern', and the new format would have a different name, for now, I'll call it Future.
Future could actually have some cards legal in it that aren't legal in the new modern, because they wouldn't do the same things in both formats without supporting cards. For instance, I could see Manamorphose being potentially fine in some versions of a 'Future' metagame, but horrifically broken in this alternate 'Modern' metagame and needing to be banned in it due to giving a little too much to spells matter decks.
As for where I might start with Future's banned list... I wanna do it for fun, putting it in a spoiler partly to keep people from taking it too seriously, as it would have major issues even existing, due to issues like competition for attention from wizards and players with Modern, causing fears of abandonment of Modern by players, etc.:
Some moons and things that can become basic land hate to minimize color based hate against mana bases in sideboards and encourage more allowance of of various color decks, including in some ways, more mono-color decks, although banning the moons goes against that. Iona got thrown in for similar reasons to the basic land hate on the off-chance that it gets cheated out somehow.
The 10 'fetchlands', this is partially to help differentiate the formats, and partially to increase the effective cost of going heavily multi-color or playing with landfall triggers or the like as part of reigning in on 'free' stuff in the new format.
Removing some of the more flexible/powerful/easy can't be countered stuff, especially more re-useable or mass-effect ones that can make counterspells dead in the hand or fully lock out counterspell based strategies if played. Note that some can't be countered stuff remains, even some single use flexible ones, or some ones with higher mana costs like some of the split-second stuff. It's more along the lines of stuff like Abrupt Decay, Cavern of Souls, or more normally costed sweepers with can't be countered tagged on that get hit, so that decks that defend their strategies with counterspells can exist comfortably in the format.
Some random stuff that is just too strong for various reasons, at least in the situations where it would see play. Gifts isn't there so much as too strong, but more as a color pie violator in the main way it actually sees play (which is choosing less than 4 cards so they all go in the graveyard) and I couldn't think of where else to put it on this list, but it just feels wrong to me on a visceral level, and since this list is just for fun...
The infect mechanic is inherently problematic, I'm probably being overly safe here, I've hit basically anything with anything vaguely resembling evasion or relative low cost and lack of vulnerability, and some extras for various reasons. I seriously considered just saying to ban everything with infect on it, but I don't honestly think it is easy to break things like, say, Blightwidow, even if I consider it a 4/4 with reach, wither, and making players unable to heal once they are hit by it for the rest of the game. Some others could probably come off the list, but I am allowing myself to be overly quick and vicious with a despised mechanic, since I'm just doing this quick and for fun.
Don't take all this too seriously. And I wouldn't want this format at the _cost_ of modern. I also kinda think that a few cards would be needed to round out the format, including something to replace path to exile at 2 cmc, something like: Light's Conversion1W Instant
Exile target creature, it's owner gains life equal to it's converted mana cost.
And something to replace lighting bolt. Chanted FlameR Sorcery
Deal 3 damage to any target.
And something I think Modern needs as well if it can't just get Counterspell. Mana SuppressionUU Instant
Counter target spell if it is converted mana cost 4 or less.
I think that would clean up some empty spots in the format to smooth out the potential metagame created by this oppressive banned list.
I think this format would need a lot of testing and refinement once established, but part of the aim is to make sure more normal deck types aren't able to be hated out of the format and have all their lines of play eliminated by an easy hate card of a weird deck, keep the format from becoming faster than a 'turn 4 format'. Pre-turn-4 wins should be possible, but they should happen in less than 20% of combo deck wins against aggro, and be less than 10% of combo deck wins against control, and should be less than 5% of aggro wins, and there should generally be counter-play options, with the fastest aggro decks never being able to outrace most of the good combo decks if both decks got god hands, and even a god-hand of a combo deck should never be able to win through an above average hand of a control deck pre-turn 4. There should also be the objective of ensuring a metagame including about the following deck percentages:
Decks that are 'strong' against something, or 'weak' against something in the top tiers is generally a 30:70 win ratio at worst, but tends to be closer to 35:65 or 40:60.
For the top tier:
At least 10% of the format 'true' draw-go control that is strong against combo and weak against aggro. At least 10% of the format 'true' low cmc creature based aggro that relies on synergy and not things closer to combo, tempo, or midrange or cheating things out or whatnot, which is strong against the above noted 'true' control, but weak against faster combo, and generally aims for turn 4-5 wins, but has a very small chance of winning around turn 3 with very good hands and the opponent not playing any real disruption/removal, but such would happen far less often than it would for something like a combo deck. At least 10% 'true' combo decks that involve relatively little protection or counter-play, and mostly are just trying to race to the win, which are too vulnerable to disruption to have good odds against a 'true' control deck, but against a 'true' aggro deck it wins by being usually faster and the aggro deck lacking much disruption to reliably answer it as reliably early on like control does, it is the most likely thing in the format to win before turn 4, but only by going all out into the combo win no significant counter-play vs. opponents and when the opponent isn't counter-playing much, like against an aggro deck or a fellow combo deck of this sort, most of it's wins should be turn 4-5 though, after playing through some disruption successfully via redundancy or something even if one or two parts of the combo was dealt with. Thus these three archetypes would create a rock-paper-scissors setup in the upper tiers of the format.
At least some of each color and some of colorless in the top tier, even if not in the form of mono-color or mono-colorless decks, and no leaning towards a certain color excessively, no having more than 50$ of top tier decks include one specific color, like, say, having half the top tier decks in the format include red, or half the top their decks in the format include blue.
There should be mono-color decks in the top two tiers for every color, as well as a colorless. For the top tier, there should be at least one mono-color deck, and at least one multi-color deck, but a pure colorless isn't required.
There should be in the top two tiers at least one deck of each of the following archetypes: Tempo (distinct from midrange), Midrange (distinct from tempo), Tribal (may be in the form of the 'true' aggro decks previously noted, but doesn't have to be), green ramp (distinct from any possible Tron style colorless type ramp), reanimation, spells matter (things like young pyromancer, storm, or prowess type stuff), disruptive combo (combo with control-ish elements along the lines of those from tempo or midrange decks to delay the opponent and/or protect the combo from some degree of disruption), mill (win by opponent running out of cards), burn (win by dealing direct damage rather than combat damage to an opponent primarily with individual burn spells, rather than more combo-like elements of repeatable trigger direct damaging permanents or from combo-ish elements of things like some versions of storm type stuff). Land destruction never reaches past tier 2, nor do harsher forms of prison decks, especially any that require removing non-creature artifacts or enchantments to slip through, so they can't hate any sorts of mono-color true aggro decks out of the format.
Average win turns should be closer to 5-6, turn 4 wins are the 'fast' ones, while turn 7+ tends to be reserved for more control type decks or grindy back-and-forth fairer matchups between opposing aggro-control (midrange or tempo) decks. Because of this 5-6 cmc cards are solidly playable in control as options for win-cons, 4 cmc cards are seen in at least some 'true' aggro decks among the top 2 tiers, even if not necessarily the top tier (which might top out at 3 cmc or maybe even 2 cmc cards). No single deck takes more than 9% of the meta share, top tier decks tend to be in the 3-8% of meta-share, while tier 2 tends to be around 2-1% of the meta share with noticeably worse win-rates than the top tier decks. No color takes up less than 4% of the top two tiers meta share (when including multi-color decks when counting what includes that color).
There are no combo deck that can win turn 1 (before the opponent has had a chance to play lands normally on the draw), no matter how lucky or god-hand they are. Anything must-answer in combo decks is 1 cmc higher than control cards commonly found in top tier control, tempo, and midrange main-boards (not just side-boards) that answers it, so those on the draw can still win through fast combo when it draws a working hand without waiting for sideboards.
New cards of various types may have to be printed to pull all this off, including not as powerful replacements for some things that might need to get banned. Some might have to enter the format urgently, so there should be a way for cards to enter the format besides standard that sees printings at least once a year, like a once-per-year printing of a Modern/Future Horizons type set, one that can be more easily tweaked with less concern for messing up standard plans to include emergency printings to replace banned cards with nerfed versions or add specific types of cards to help fill in blank spots in the metagame or whatnot.
Not sure what the other wedges are, but there might be clues in existing multi-color cards that are found in packs (rather than the buy-a-box), such as Corpse Knight and Ironroot Warlord possibly hinting at a 'go wide' Abzan strategy.
Obviously, as we get more spoilers, these themes will become more obvious, but I couldn't think of where to put this thread besides here, since we don't know yet.
Sudden Inspiration2UU Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's LawW Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet2W Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny2WWW Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion2BBB Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer2RR Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step. 1/5
Mysteries of the Glimmering Dew1G Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
Only opposing graveyards counting makes it much less reliable than the goyf though, although it helps that it still has 1 power when yards are empty, the non-scaling toughness has both good and bad moments, but probably mostly bad in situations where goyf would be worth including. It seems more like a semi-upgrade for Vampire Nighthawk than a 3 cmc black version of goyf.
https://cubecobra.com/cube/overview/5ebd2f5bec5d4d6eb5aac3ab
Basic Info:
Cube Size: 720 Cards
Breakdown: 102 Each Color, 75 colorless, 90 multi-color, 45 non-basic land
Standard or Theme Cube: Standard
Card Selection
Powered Cards: No
Duplicate Cards: No
Snow Cards: No
Colorless Cards: No
"Un-" Cards: No
Banned Cards: None (Everything vintage legal is fair game)
Cube Design
Standard or Multiplayer: Standard
Sideboards?: Yes
Even Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
White Creatures:
White non-creatures
Blue Creatures
Blue non-creatures
Black creatures
Black non-creatures
Red Creatures
Red non-creatures
Green Creatures
Green non-creatures
Multi-color
Artifact Creatures
Artifact non-creatures
Lands
Creature - Rabit
Kicker W
When Grass Nose enters the battlefield, search your library for a basic plains, reveal it, then put it into your hand, then shuffle your library.
If Grass Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a lifelink counter.
0/1
Bottle Nose
Creature - Whale
Kicker U
When Bottle Nose enters the battlefield, search your library for a basic island, reveal it, then put it into your hand, then shuffle your library.
If Bottle Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a prowess counter.
0/1
Slime Nose
Creature - Lizard
Kicker B
When Slime Nose enters the battlefield, search your library for a basic swamp, reveal it, then put it into your hand, then shuffle your library.
If Slime Nose was kicked, it enters the battlefield with a +1/+1 counter and a lifelink and a menace counter.
0/1
Scrub Nose
Creature - Goat
Kicker R
When Scrub Nose enters the battlefield, search your library for a basic mountain, reveal it, then put it into your hand, then shuffle your library.
If Scrub Nose was kicked, it enters the battlefield with a +1/+1 counter and a haste and a first-strike counter.
0/1
Flower Nose
Creature - Monkey
Kicker G
When Flower Nose enters the battlefield, search your library for a basic forest, reveal it, then put it into your hand, then shuffle your library.
If Flower Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a reach counter.
0/1
A cycle for easily digging for colors when you don't have that color that turns into a bit more of a creature on the battlefield when you do.
Also want more modal spells that bring in effects you might not usually put in a cube, stapled on stuff you might want more but often are niche or below value even if needed, like Light of Hope, Abrade, and Return to Nature.
Shinesheen Scalelord 3RR
Creature - Dragon
If you dealt at least 6 damage to an opponent since the start of your last turn with red spells or permanents you control that aren't other colors, you may cast Shinesheen Scalelord with 1RR instead of it's normal mana cost. If you do, it deals 2 damage to you as you cast it.
Haste, Flying, Trample
When Shinesheen Scalelord leaves the battlefield due to a spell or ability you don't control, it deals 4 damage to any target.
4/4
Cacophodon
Chandra, Fire of Kaladesh
Cinder Pyromancer
Deep-Slumber Titan
Devoted Druid
Dross Scorpion
Famished Paladin
Galvanic Juggernaut
Grimgrin, Corpse-Born
Karrthus, Tyrant of Jund
Lobber Crew
Merrow Levitator
Merrow Bonegnawer
Merrow Reejerey
Nettle Sentinel
Nettle Drone
Traxos, Scourge of Kroog
Village Bell-Ringer
Not sure what you meant, but something or some things from this list might work for you.
The one based on the current modern with some unbans and bans would remain called 'Modern', and the new format would have a different name, for now, I'll call it Future.
Future could actually have some cards legal in it that aren't legal in the new modern, because they wouldn't do the same things in both formats without supporting cards. For instance, I could see Manamorphose being potentially fine in some versions of a 'Future' metagame, but horrifically broken in this alternate 'Modern' metagame and needing to be banned in it due to giving a little too much to spells matter decks.
As for where I might start with Future's banned list... I wanna do it for fun, putting it in a spoiler partly to keep people from taking it too seriously, as it would have major issues even existing, due to issues like competition for attention from wizards and players with Modern, causing fears of abandonment of Modern by players, etc.:
That is the current Modern banned list.
Some phyrexian mana and 0 mana or free-ish stuff.
Some moons and things that can become basic land hate to minimize color based hate against mana bases in sideboards and encourage more allowance of of various color decks, including in some ways, more mono-color decks, although banning the moons goes against that. Iona got thrown in for similar reasons to the basic land hate on the off-chance that it gets cheated out somehow.
The 10 'fetchlands', this is partially to help differentiate the formats, and partially to increase the effective cost of going heavily multi-color or playing with landfall triggers or the like as part of reigning in on 'free' stuff in the new format.
Removing some of the more flexible/powerful/easy can't be countered stuff, especially more re-useable or mass-effect ones that can make counterspells dead in the hand or fully lock out counterspell based strategies if played. Note that some can't be countered stuff remains, even some single use flexible ones, or some ones with higher mana costs like some of the split-second stuff. It's more along the lines of stuff like Abrupt Decay, Cavern of Souls, or more normally costed sweepers with can't be countered tagged on that get hit, so that decks that defend their strategies with counterspells can exist comfortably in the format.
Some of the stronger hate for specific converted mana costs to prevent the hating out of entire hands or bulks of decks too easily.
Some random stuff that is just too strong for various reasons, at least in the situations where it would see play. Gifts isn't there so much as too strong, but more as a color pie violator in the main way it actually sees play (which is choosing less than 4 cards so they all go in the graveyard) and I couldn't think of where else to put it on this list, but it just feels wrong to me on a visceral level, and since this list is just for fun...
No, it shouldn't be that easy to ignore sideboards against you.
The infect mechanic is inherently problematic, I'm probably being overly safe here, I've hit basically anything with anything vaguely resembling evasion or relative low cost and lack of vulnerability, and some extras for various reasons. I seriously considered just saying to ban everything with infect on it, but I don't honestly think it is easy to break things like, say, Blightwidow, even if I consider it a 4/4 with reach, wither, and making players unable to heal once they are hit by it for the rest of the game. Some others could probably come off the list, but I am allowing myself to be overly quick and vicious with a despised mechanic, since I'm just doing this quick and for fun.
Don't take all this too seriously. And I wouldn't want this format at the _cost_ of modern. I also kinda think that a few cards would be needed to round out the format, including something to replace path to exile at 2 cmc, something like:
Light's Conversion 1W
Instant
Exile target creature, it's owner gains life equal to it's converted mana cost.
And something to replace lighting bolt.
Chanted Flame R
Sorcery
Deal 3 damage to any target.
And something I think Modern needs as well if it can't just get Counterspell.
Mana Suppression UU
Instant
Counter target spell if it is converted mana cost 4 or less.
I think that would clean up some empty spots in the format to smooth out the potential metagame created by this oppressive banned list.
I think this format would need a lot of testing and refinement once established, but part of the aim is to make sure more normal deck types aren't able to be hated out of the format and have all their lines of play eliminated by an easy hate card of a weird deck, keep the format from becoming faster than a 'turn 4 format'. Pre-turn-4 wins should be possible, but they should happen in less than 20% of combo deck wins against aggro, and be less than 10% of combo deck wins against control, and should be less than 5% of aggro wins, and there should generally be counter-play options, with the fastest aggro decks never being able to outrace most of the good combo decks if both decks got god hands, and even a god-hand of a combo deck should never be able to win through an above average hand of a control deck pre-turn 4. There should also be the objective of ensuring a metagame including about the following deck percentages:
Decks that are 'strong' against something, or 'weak' against something in the top tiers is generally a 30:70 win ratio at worst, but tends to be closer to 35:65 or 40:60.
For the top tier:
At least 10% of the format 'true' draw-go control that is strong against combo and weak against aggro. At least 10% of the format 'true' low cmc creature based aggro that relies on synergy and not things closer to combo, tempo, or midrange or cheating things out or whatnot, which is strong against the above noted 'true' control, but weak against faster combo, and generally aims for turn 4-5 wins, but has a very small chance of winning around turn 3 with very good hands and the opponent not playing any real disruption/removal, but such would happen far less often than it would for something like a combo deck. At least 10% 'true' combo decks that involve relatively little protection or counter-play, and mostly are just trying to race to the win, which are too vulnerable to disruption to have good odds against a 'true' control deck, but against a 'true' aggro deck it wins by being usually faster and the aggro deck lacking much disruption to reliably answer it as reliably early on like control does, it is the most likely thing in the format to win before turn 4, but only by going all out into the combo win no significant counter-play vs. opponents and when the opponent isn't counter-playing much, like against an aggro deck or a fellow combo deck of this sort, most of it's wins should be turn 4-5 though, after playing through some disruption successfully via redundancy or something even if one or two parts of the combo was dealt with. Thus these three archetypes would create a rock-paper-scissors setup in the upper tiers of the format.
At least some of each color and some of colorless in the top tier, even if not in the form of mono-color or mono-colorless decks, and no leaning towards a certain color excessively, no having more than 50$ of top tier decks include one specific color, like, say, having half the top tier decks in the format include red, or half the top their decks in the format include blue.
There should be mono-color decks in the top two tiers for every color, as well as a colorless. For the top tier, there should be at least one mono-color deck, and at least one multi-color deck, but a pure colorless isn't required.
There should be in the top two tiers at least one deck of each of the following archetypes: Tempo (distinct from midrange), Midrange (distinct from tempo), Tribal (may be in the form of the 'true' aggro decks previously noted, but doesn't have to be), green ramp (distinct from any possible Tron style colorless type ramp), reanimation, spells matter (things like young pyromancer, storm, or prowess type stuff), disruptive combo (combo with control-ish elements along the lines of those from tempo or midrange decks to delay the opponent and/or protect the combo from some degree of disruption), mill (win by opponent running out of cards), burn (win by dealing direct damage rather than combat damage to an opponent primarily with individual burn spells, rather than more combo-like elements of repeatable trigger direct damaging permanents or from combo-ish elements of things like some versions of storm type stuff). Land destruction never reaches past tier 2, nor do harsher forms of prison decks, especially any that require removing non-creature artifacts or enchantments to slip through, so they can't hate any sorts of mono-color true aggro decks out of the format.
Average win turns should be closer to 5-6, turn 4 wins are the 'fast' ones, while turn 7+ tends to be reserved for more control type decks or grindy back-and-forth fairer matchups between opposing aggro-control (midrange or tempo) decks. Because of this 5-6 cmc cards are solidly playable in control as options for win-cons, 4 cmc cards are seen in at least some 'true' aggro decks among the top 2 tiers, even if not necessarily the top tier (which might top out at 3 cmc or maybe even 2 cmc cards). No single deck takes more than 9% of the meta share, top tier decks tend to be in the 3-8% of meta-share, while tier 2 tends to be around 2-1% of the meta share with noticeably worse win-rates than the top tier decks. No color takes up less than 4% of the top two tiers meta share (when including multi-color decks when counting what includes that color).
There are no combo deck that can win turn 1 (before the opponent has had a chance to play lands normally on the draw), no matter how lucky or god-hand they are. Anything must-answer in combo decks is 1 cmc higher than control cards commonly found in top tier control, tempo, and midrange main-boards (not just side-boards) that answers it, so those on the draw can still win through fast combo when it draws a working hand without waiting for sideboards.
New cards of various types may have to be printed to pull all this off, including not as powerful replacements for some things that might need to get banned. Some might have to enter the format urgently, so there should be a way for cards to enter the format besides standard that sees printings at least once a year, like a once-per-year printing of a Modern/Future Horizons type set, one that can be more easily tweaked with less concern for messing up standard plans to include emergency printings to replace banned cards with nerfed versions or add specific types of cards to help fill in blank spots in the metagame or whatnot.
Looks like we might be getting Temur elementals, based on Risen Reef and Creeping Trailblazer.
I suspect Jeskai is Flying with prowess trigger type stuff, based on stuff like Empyrean Eagle, Kykar, Wind's Fury, and Flame Sweep.
Not sure what the other wedges are, but there might be clues in existing multi-color cards that are found in packs (rather than the buy-a-box), such as Corpse Knight and Ironroot Warlord possibly hinting at a 'go wide' Abzan strategy.
Obviously, as we get more spoilers, these themes will become more obvious, but I couldn't think of where to put this thread besides here, since we don't know yet.
You forgot the 'Turn 4 rule'. A deck can be theoretically fine on win percentage and time impact, but violate the 'Turn 4 rule', and still eat bans.
Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's Law W
Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet 2W
Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny 2WWW
Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion 2BBB
Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer 2RR
Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
1/5
Mysteries of the Glimmering Dew 1G
Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.