I guess my Failcube gets a new combat trick. The Spider's not horrible for limited.... it's just so much worse than Thornweald Archer or Deadly Recluse.
Unless they printed manabond cards that were playable in domain zoo I don't see it as being broken. Matca Rioters as a 6/6 on TURN SIX is not broken. Ditto for Tribal Flames. Most of the others are pretty much irrelevant (if you've got 6 lands types there's a fair chance you can pay draco for 6; restraint would be annoying but is irrelevant outside of EDH). Basic land-city would also make karn EDH decks a LOT cheaper to make.
2xMagosi + Rings + a little extra land is combo. You don't ever get to drop extra land while doing it, but if you have one spare (green) mana you can play Harrow or Birds of Paradise or Llanowar Elves or Noble Hierarch or Mind Stone etc, all of which allow you to ramp further with nonlands (you don't need to fear sweepers as you're taking endless turns). However, rings is only extended legal - there is currently no standard legal combo with Magosi. Also note that you can use Time Warp to play land.
Mana required is 2 (rings) + U + Tap 1 Magosi + Tap + bounce 2nd Magosi (then replay it) = effectively turn 6.
Also: Doesn't it seem kinda silly having Warren Instigator in the same set as goblins with Haste and Kicker? Both of the non-instigator goblins have kicker AND haste making them very bad to drop off instigator (that said, +1/+0 on instigator is nice).
Don't forget Goblin Guide. That's another ultra-efficient 1 drop that could be usable, despite the card disadvantage. Also, is teetering peaks worth considering? As for geopede, yes it's a 3/3 reliably post-nauseum and unreliably pre, and occasionally a 5/5. Would be worth testing. Wild Nacatl is also worth considering as it's usually a 2/2 for G.
Some kind of Ally tribal may come in if there are enough cheap allies (currently there's 2 2cc and 1 3cc which is clearly not enough... maybe' there's be a 1cc ally that gets +1/+1 until EOT whenever an ally comes into play). Time will tell. Alternatively the WW ally may be absorbed into soliers/WW and that could be all. It looks like there's going to be 3-4 allies per color (1c 1u 1r, with 2-3 instances on ally on each) + possibly a mythic or artifact ally (41 instances of ally in orb)
They did do a dwarf fanatic. It was terrible. As well as a spirit fanatic. It was less bad. But I get your point. Odyssey more recently tried to leave the conventional races behind - green got druids rather than elves, red got dwarves rather than goblins. Then Onslaught showed up and mysteriously elves and goblins appeared in Otaria.
As for a blue race, merfolk are pretty much here to stay now, as most merfolk variants can sprout legs (like the zen merfolk) or otherwise get by ok on land (thought they rarely show merfolk on land in the art).
Re rhinos: They're usually WG. Loxodons are white, while non-sentient elephants are green. Usually.
Horizon Canopy land cycle has a chance of being reprinted, and fits in quite well (of course, so does river of tears). Though with rare non-legendary utility lands we may be getting an uncommon cycle of fixers. I doubt scapeshift because it + 8 lands = win (pinnacle), and there will most assuredly be support for monogreen ramp (i.e. rampant growth variants).
The discard ability kind of hints at a Wheel of Fortune type ability (possibly -X: discard your hand, draw X), which would be nice and synergistic, as well as in flavor for red. Or it could be a flashback, GY-counting, GY-exiling or similar).
I like how you can do the radiate -> many lightning helixes and still have it fail against a single Hallow or counterspell because of your dependency on basin.
One good thing about the renames is that they're all common/uncommon (even if the original lions was rare). This means that it won't be too hard to obtain them for nats.
Riotsword: Reading the full reminder text would be a good idea:
When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.
hmmm... white counterspells, green drawing spells... how about giving them to blue!!
Why would blue even want soul's majesty? For blue it's generally going to be worse than Rush of Knowledge (which isn't standard legal, but still). For green, it goes with things like Manaplasm... or half of Naya. Besides, green has little enough card draw at the moment (drumhunter, quarter-pounder and that's about it).
Mana required is 2 (rings) + U + Tap 1 Magosi + Tap + bounce 2nd Magosi (then replay it) = effectively turn 6.
P1: Path your dude.
P2: Vines it (with kicker)
P1: Vines your dude.
P2: Pfft.
As for a blue race, merfolk are pretty much here to stay now, as most merfolk variants can sprout legs (like the zen merfolk) or otherwise get by ok on land (thought they rarely show merfolk on land in the art).
Re rhinos: They're usually WG. Loxodons are white, while non-sentient elephants are green. Usually.
Oh, and the initial target should always be an Ink-Treader Nephilim
When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.
Why would blue even want soul's majesty? For blue it's generally going to be worse than Rush of Knowledge (which isn't standard legal, but still). For green, it goes with things like Manaplasm... or half of Naya. Besides, green has little enough card draw at the moment (drumhunter, quarter-pounder and that's about it).