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:
I’ve seen some attempts at this already without OGW and they seem fine, but somewhat lacking. But OGW brings plenty of new tools, some of which might fly under the radar, because they aren’t splashy mythics.
I just came home from my second prerelease event; this time it was Battle for Zendikar and at the first time I was at Magic: Origins prerelease. I had fun though I am suffering from a never-ending flu. As I only have experience on these two sanctioned events I cannot help but to compare the two. I might add that I have nowhere near as much experience on Magic: the Gathering as Aki has and I take the whole game anyway pretty differently.
This is strictly a thought experiment. I was looking at Todd Anderson’s and Brian Braun-Duin’s video on SCG yesterday. Anderson was playing a version of Esper Dragons (and winning), while BBD was playing a monogreen deck. That latter deck had plenty of “spell lands”, such as Foundry of the Consuls, Sanctum of Ugin and Spawning Bed. It had total of ten such lands.
I thought to myself, “well, the mana is very good in the format, but the format also has plenty of good colorless lands, maybe we could do a colorless deck?”. Can we? Probably not, because colorless creatures are always much higher on the curve than similar creatures with colors (with the expection of Wurmcoil Engine). It will be a slow deck, but I wouldn’t completely discount it. Just mostly.