Its kind of early with only two cards available, but each of them is good enough to push certain archetypes. I’m guessing Crux of Fate will be played more, as the UB Control archetype already exists, as well as Mardu Planeswalkers, so there are decks you can easily add it to.
Personally, that’s dull and I’m much more interested in what Yasova Dragonclaw will do to the format.
The picture of the art we have available is pretty poor quality, so you’ll have to do with this text.
Legendary Creature – Human Warrior
At the beginning of combat on your turn, you may pay 1[U/R][U/R]. If you do, gain control of target creature an opponent controls with power less than Yasova Dragonclaw’s power until end of turn, untap that creature, and it gains haste until end of turn.
4 / 2
I’m thinking tempo. Probably blue-green.
I’m thinking [card]Icefeather Aven[/card], [card]Quickling[/card], [card]Heir of the Wilds[/card], [card]Stubborn Denial[/card], [card]Force Away[/card] (or [card]Void Snare[/card], or [card]Voyage’s End[/card]), [card]Triton Shorestalker[/card], [card]Military Intelligence[/card], [card]Boon Satyr[/card], maybe [card]Hypnotic Siren[/card], [card]Jeskai Elder[/card], [card]Aspect of Hydra[/card], [card]Become Immense[/card], [card]Gather Courage[/card], [card]Hour of Need[/card], [card]Frost Lynx[/card], [card]Illusory Angel[/card], [card]Icy Blast[/card], [card]Hooting Mandrills[/card], [card]Sagu Mauler[/card], [card]Vaporkin[/card], [card]Welkin Tern[/card], and whatever Fate Reforged brings us.
Why would this be a good idea right now? Because we have plenty of effective creatures that can also function as spells. [card]Quickling[/card] can save our creatures, [card]Icefeather Aven[/card] can do that (probably not, but sometimes) or just clear the way, or slow down your opponent. You’ll probably play him face up most of the time, but the option is good to have. Then we have Yasova. The [card]Threaten[/card] effect can be very powerful, especially in clearing the way for attackers. Again, you probably can’t use it too often because its expensive, but when it comes in handy, it really comes in handy.
Otherwise, we need a good mix of spells. Generally, one mana bounce, like [card]Unsummon[/card] would be great, but since we don’t have that, and the format has plenty of slow decks, two mana bounce is still pretty good. I’d rather use [card]Voyage’s End[/card], because its bonus benefit is always on, while [card]Force Away[/card] only works only some of the time.
More one drops would be nice, but with all the comes into play tapped lands, the one set is just fine.
[card]Jeskai Elder[/card] would be nice, but I’m not sure we have enough spells in the deck to support it, but hopefully. Its going to be hard to block anyhow, since the opponent can’t know what we have. Its ability is great, too, and helps with the delving.
[card]Become Immense[/card] can end the game quickly, so we probably should have a couple. Again, more spells would be better, because delving is easier when you are putting cards into your graveyard regularly.
4 Icefeather Aven
4 Yasova Dragonclaw
4 Triton Shorestalker
4 Boon Satyr
4 Jeskai Elder
2 Become Immense
4 Voyage’s End
2 Force Away
2 Stubborn Denial
4 Gather Courage
4 Yawimaya Coast
4 Temple of Mystery
4 Thornwood Falls
Let’s hope the next set brings us some better fixing. Eight comes into play tapped lands are a bit awkward.