It might be subtle, but the most impactful cards in most sets are the rare lands. They are the piece of the puzzle that enable different builds. For example, right now because of the fast lands, wedges are faster than shards, which informs the way people design their decks. This time it might be different. It might be the uncommon lands. Like this one:
This cycle enables plenty of Eldrazi decks.
Granted, they’ve been pretty much on the edge of playability previously, but this might push them over the top. I’m pretty much working based on an existing deck here. Credit to THE_GUNSLINGERS for ths one. Of course, I’ve added my own flourishes.
It’s still hard to get the manabase working with only one real dual, but I guess this’ll have to do. It has 16 consistent red sources and 13 consistent colorless sources. I’m happy with the former, because the [card]Aether Hub[/card]s help out, but I’m not really happy with the latter. I think it leaves us a bit too low on chances of seeing a colorless source in our opening hand. Not much, but still. It’s going to make mulliganing decisions awkward. Chandra also helps with [card]Glorybringer[/card], in case you need to use up your energy.
Otherwise, only minor changes. I put in one [card]Abrade[/card], because I feel it’s going to be pretty good hedge. A couple might be better, in lieu of [card]Incendiary Flow[/card]s, depending on where the meta goes.
4 Hanweir Garrison // Hanweir, the Writhing Township
4 Matter Reshaper
4 Thought-Knot Seer
3 Reality Smasher
2 Magma Spray
4 Incendiary Flow
4 Harnessed Lightning
1 Sweltering Suns
4 Chandra, Torch of Defiance
4 Ramunab Ruins
4 Aether Hub
4 Hanweir Battlements // Hanweir, the Writhing Township
1 Westvale Abbey // Ormendahl, Profane Prince