When I say range (and its my fault for not first clarifying my language) I
don't mean total # of decks a color can support, I mean the degree to which it can
flexibly support the major archetypes: aggro, midrange, control. The various colors do this better when they are running a high density of flexible enablers, which can function in different decks.
For example, I
love designing red at low power levels, because of the tremendous range it has. Small beaters like mogg war marshal have broad utility in aggro, midrange and control. Than I have great flexible cross archetype removal in the form of flame slash, and even card draw/filtering in the form of
magmatic insight or
tormenting voice. Its very easy to take the individual pieces and convert them into aggro, midrange, or control roles, with their specific application being dictated by the nuances of the card, and what it synergizes best with. A perfect example of this is
spikeshot elder, which can fit anywhere, but encourages a drafter to explore a number of interesting interactions within the cube.
As a result, a control player can go into red and have a broad range of tools that they can compete for, and the picks in the color feel very live. An aggro or midrange player also will have many options during the draft, due to the flexibility of the cards available to them.
Its not like how red can sometimes feel in higher power environments, where there is this huge morass of cheap beaters, which are dead picks to a control player, than perhaps some filtering/draw options that are virtual dead picks as they are grossly outclassed by what blue is doing, and damage based spells that are lacking as spot removal due to their nature and resiliency of the formats threats.
Reducing the number of picks I have available, because of some (however well intentioned) need to further dilute my pick pool by running 1-2 narrow build around cards, does not help the situation at all.
Astral slide, as written, is an incredibly narrow card that can only ever function in the astral slide deck. It has no flexibility, cannot fulfill multiple draft functions, and is devoid of subtilty. The card itself dictates the draft, forcing the drafter down linear lines (or hoping that the draft has been already going down those lines). If any wavering at all from the stringent draft conditions it imposes occurs, it ceases to be a card, and becomes a virtual blank slot in a pack, waiting until the next draft when someone will hopefully be of the inclination to give it a go.
Now, if my white section already has a very dynamic range, this could perhaps be forgiven, but if that is not the case, now not only must drafters contend with a selection of white cards already suffering from being overly shallow, but they must do so with a white section that is effectively 1-2 cards smaller, and for which they might, very badly, have preferred those slots to go to something more broadly useful.