Circular Logic at common (make U/G Madness in Pauper great again!!!) Oubliette (I'm sure it'll be upgunned to rare...but I'm praying uncommon) Arrogant Wurm (at common, to alleviate any concerns about paper pauper legality) Ash Barrens (the price...is still too high!)
I could see a Combo Masters product having cards like Splinter Twin, Bear Umbra, and Panharmonicon. But, rather than a set full of just reprints, what if they did a supplemental set dedicated to combos, much like Battlebond was dedicated to 2HG?
But I thought Hasbro regretted Urza's block?
EDIT:
Skimming back through those sets. I can't even joke - they were just so, so good.
I haven't bought any sealed Masters products, and don't expect to this time either, but Masters sets before have pushed their non-Mythic single prices down, so there's a good chance I end up with a copy of Through the Breach, as well as any Pauper downgrades or expensive low-rarity reprints like Serum Visions, Fatal Push, Darkness, Eldrazi Temple or Lightning Greaves
It doesn't hurt me for WotC to publish a product above my price point, but if anyone's opening packs with cards I want, I stand to benefit from the secondary market.
Given all the cheap Masters singles I've gotten over the years, I'm pretty sure somebody opens all these overpriced packs. Even the ones with trees.
I'd love to see Through the Breach or Demonic Tutor hit a price where I can replace my proxies, even if Snapcaster and Goyf won't.
I would start by upgrading the lands. ETB Tapped lands set you back a full turn.
I would go down to 10-12 creatures that cost 2 mana or less and move the TITI and Chandras to the sideboard. I'd also round out to a full 4 TITI for a sideboard plan. If you're running creatures that rely on casting spells, you need to have spells to cast.
I would run around 8 0- or 1-mana cantrips, at least 8 1-mana burn spells that can go to the face, probably 6 counterspells (preferably Daze, Remand, Force of Will or Spell Pierce depending on land selection and budget), filling remaining slots with additional cantrips, burn and Vapor Snags.
Prowess wants cards that you can reliably proactively cast on your turn; if you need to wait for the opponent to cast a spell on your turn or play a creature, you're going to have a harder time getting triggers.
You'd probably be okay with the big Eldrazi and even the bomb 6-drops, as long as you keep their enablers in check. Like Grave Titan isn't unfair if it comes out through natural land drops on turn 6-8, and is even probably fine if you burn some resources to play it Turn 4 off a Diabolic Servitude, Dark Ritual or Worn Powerstone, just be careful with effects that outright disregard normal Mana limits.
I won't speak for LayShade, but when I talk about tuning Mana curves, I'm not as worried about the mean as the skew - I want more spells that can be cast/cycled/suspended/evoked at 2 Mana than 3, more at 3 than 4, and more at 4 than 5, with as few as possible over that.
Then, the harder part is tweaking & making sure that same curve is present and appropriate within my archetypes.
The easiest way to test is just to do some drafts - actual or simulated - and see what cards your decks want, and what kinds of cards they flood out with.
Some examples I waste a lot of time with:
-4 drops: These slots are insanely competitive; it's easy to overload on any of them, but a lot of the time, a good card needs to be replaced with a worse one at a lower cost, or for a different style of deck
-Aggro high-drops: Most aggressive decks want one 5 Mana spell at most. No need to dedicate more than 1-2 EDIT:Aggro 5-drop slots/color. Cards over 5 Mana that want to be aggressive need to be handled deliberately
-"Cheat" targets: There's a balancing act to have enough uncastably expensive fatties to reward your ramp/reanimate/etc drafters, but not enough to weigh down other players' decks
-1 drops: Almost every one is a low-impact card that transfers badly to other archetypes. But without maintaining enough to keep aggro healthy, cube turns into a draw-based mid-range slugfest.
Edit: All these are super subjective, and vary a lot by your goal. If you want to play up tribal synergies, Millstone strategies, etc., you'll probably want more tribal-based aggro, and more expensive/less impactful ramp and reanimation targets
Edit2: ^Thanks for the callout! But as a quick disclaimer, I haven't gotten around to sorting my main 540 on cubetutor, so the analysis results are a little funky
Checked in on the cube again, and it looks like it's getting structured well.
Just keep in mind that expanding our cube with "Top 360" sorts of cards is going to turn the weird archetype additions into blanks - cards like Doorkeeper/Doomed Dissenter/Wolf-Skull Shaman/Waste Not/Wort, the Broodmother could have homes somewhere, but it's not in a world with turn 2 Grave Titan/Wurmcoil Engine/Ulamog, the Infinite Gyre
I'd keep an eye on these cards, which I think could corner out your Tribal/Mill/etc plans:
Balance, Armageddon, Mana Drain, Jace, the Mind Sculptor, Reanimate, Exhume, Recurring Nightmare, Channel, Rofellos and the Swords
But another consideration in 2HG - If the partner's proactively playing threats in WG, it's probably more advantageous to run disruption like counters and discard than sweepers or overcommitting with more creatures.
Wildfire could work if the WG deck is also specifically focused on non-Creature ramp and Wraths
But would want to hear more from OP in terms of what type of deck they want to play, since at that point, there are just tons of assumptions being piled up
This product doesn't make sense. It doesn't fill a need. It doesn't have a real market it serves.
Your point is taken, and I hope you have voted your feelings on it. Currently over two thirds of voters are in favor of them. To that majority is does make sense and would serve that niche of the market. Niche products are needed by manufacturers, not everyone wants Coke or Pepsi.
Be careful trusting that. The people who care about tournament packs are the ones who are going to click the link about tournament packs.
Plus Chainer's Edict, False Defeat, plz
But I thought Hasbro regretted Urza's block?
EDIT:
Skimming back through those sets. I can't even joke - they were just so, so good.
Pauper-legal Ajani's Pridemate
I haven't bought any sealed Masters products, and don't expect to this time either, but Masters sets before have pushed their non-Mythic single prices down, so there's a good chance I end up with a copy of Through the Breach, as well as any Pauper downgrades or expensive low-rarity reprints like Serum Visions, Fatal Push, Darkness, Eldrazi Temple or Lightning Greaves
Given all the cheap Masters singles I've gotten over the years, I'm pretty sure somebody opens all these overpriced packs. Even the ones with trees.
I'd love to see Through the Breach or Demonic Tutor hit a price where I can replace my proxies, even if Snapcaster and Goyf won't.
I would go down to 10-12 creatures that cost 2 mana or less and move the TITI and Chandras to the sideboard. I'd also round out to a full 4 TITI for a sideboard plan. If you're running creatures that rely on casting spells, you need to have spells to cast.
I would run around 8 0- or 1-mana cantrips, at least 8 1-mana burn spells that can go to the face, probably 6 counterspells (preferably Daze, Remand, Force of Will or Spell Pierce depending on land selection and budget), filling remaining slots with additional cantrips, burn and Vapor Snags.
Prowess wants cards that you can reliably proactively cast on your turn; if you need to wait for the opponent to cast a spell on your turn or play a creature, you're going to have a harder time getting triggers.
I won't speak for LayShade, but when I talk about tuning Mana curves, I'm not as worried about the mean as the skew - I want more spells that can be cast/cycled/suspended/evoked at 2 Mana than 3, more at 3 than 4, and more at 4 than 5, with as few as possible over that.
Then, the harder part is tweaking & making sure that same curve is present and appropriate within my archetypes.
The easiest way to test is just to do some drafts - actual or simulated - and see what cards your decks want, and what kinds of cards they flood out with.
Some examples I waste a lot of time with:
-4 drops: These slots are insanely competitive; it's easy to overload on any of them, but a lot of the time, a good card needs to be replaced with a worse one at a lower cost, or for a different style of deck
-Aggro high-drops: Most aggressive decks want one 5 Mana spell at most. No need to dedicate more than 1-2 EDIT:Aggro 5-drop slots/color. Cards over 5 Mana that want to be aggressive need to be handled deliberately
-"Cheat" targets: There's a balancing act to have enough uncastably expensive fatties to reward your ramp/reanimate/etc drafters, but not enough to weigh down other players' decks
-1 drops: Almost every one is a low-impact card that transfers badly to other archetypes. But without maintaining enough to keep aggro healthy, cube turns into a draw-based mid-range slugfest.
Edit: All these are super subjective, and vary a lot by your goal. If you want to play up tribal synergies, Millstone strategies, etc., you'll probably want more tribal-based aggro, and more expensive/less impactful ramp and reanimation targets
Edit2: ^Thanks for the callout! But as a quick disclaimer, I haven't gotten around to sorting my main 540 on cubetutor, so the analysis results are a little funky
Just keep in mind that expanding our cube with "Top 360" sorts of cards is going to turn the weird archetype additions into blanks - cards like Doorkeeper/Doomed Dissenter/Wolf-Skull Shaman/Waste Not/Wort, the Broodmother could have homes somewhere, but it's not in a world with turn 2 Grave Titan/Wurmcoil Engine/Ulamog, the Infinite Gyre
I'd keep an eye on these cards, which I think could corner out your Tribal/Mill/etc plans:
Balance, Armageddon, Mana Drain, Jace, the Mind Sculptor, Reanimate, Exhume, Recurring Nightmare, Channel, Rofellos and the Swords
...I chose the wrong time to build monred cEDH :[
But another consideration in 2HG - If the partner's proactively playing threats in WG, it's probably more advantageous to run disruption like counters and discard than sweepers or overcommitting with more creatures.
Wildfire could work if the WG deck is also specifically focused on non-Creature ramp and Wraths
But would want to hear more from OP in terms of what type of deck they want to play, since at that point, there are just tons of assumptions being piled up
Be careful trusting that. The people who care about tournament packs are the ones who are going to click the link about tournament packs.