Oh,guys, these last two pages were incredible and you mentioned so many things were I feel similar - beginning with the problems that planeswalkers and absurd Etb guys brought to the game, going on with the no longer existing needs of investing mana in your value, up to the point of keeping the good early spells and ramp but limiting the absurd (and shiny) new big boys we keep getting. Heck I even run many of the mentioned cards like Skeletal Vampire!
My first run of playing magic was from 2005 (when I was 10 or 11) until 2011, then I sold my collection and had a break for almost 4 years. They got me back on board when puberty was over and they announced going back to ravnica.
I've always loved the way magic was during the 2000's and I always kinda kept the principle of staying true to the feeling of that time. And while I'm not sure I've sticked to it 100% with every pick - it can be hard to enable all the cool archetypes, just today I though about
Argent Sphinx - I think you might still be able to get some ideas of how an environment like this could look like from my cube @Brad. I'm going to share some of my design principles.
Some things I do:
I allow
strong ramp like elves and signets, but keep the targets fair (
Rhox and
Ryusei the Falling Star)
I try to play the
strong but fair spells of old times (
Counterspell,
Lightning Bolt and
Terror. I probably should cut FoF though)
I do however stick to
5-mana wraths (or scaleable ones) to make aggro viable
I have certain
stat limits, like a 1-mana aggro dude is not allowed to be strictly better than
Savannah Lions (
Dryad Militant has a downside with e.g.
Call of the Herd, but I'd not add crap like Kytheon)
I try to stick to
old color weaknesses and
strengths (green gets absolutely no removal but clearly better creatures than other colors, especially blue/red/black. I don't forbid them Grizzly Bears, but green's the only color with stuff like
Ant Queen)
I
limit the numbers of really strong
EtB value packages (Four or five 187 creatures like
Nekrataal, but most blink targets are like "draw a card" or "create a goblin")
I
don't run
planeswalkers. I'd consider the uncommon ones that can't plus but don't touch any others because they heavily shape the game in a bad way imo
I want players to
pay for their value or build around something for it (Unlinke PWs,
Ant Queen or
Drake Haven want some ongoing investment)
I stick to some classics for the
old school feeling (
Serra Angel,
Hypnotic Specter or
Birds of Paradise)
and maybe the most important thing:
I run a few
pet cards and always go back to comparing potential new additions to them to keep them playable in my meta. Here is a list of cards that work as references for my cube:
Savannah LionsPacifismGlorious AnthemMerfolk LooterUnsummonNantuko HuskGravdiggerPhyrexian GargantuaTerrorJackal PupMogg FlunkiesJungle LionWerebearWild MongrelSquirrel NestWatchwolf
The most interesting might be this beauty:
This card was my first rare creature and I love it until today. I think I managed to create a cube environment where this narrow and relatively weak card is actually a tempting choice. Yes, she still only goes into mono black, but black devotion is a strong supported deck and black has enough recursion to make a giant flier that can't protect itself still a strong finisher. And the cube is forgiving enough that a 6-drop doesn't feel like it needs an EtB.
So all that stuff you've been talking about really goes accord with how I feel about today's magic and the magic we had during that time period. And I'm really, really happy to see I'm not the only one thinking that way. Magic as a game has changed and that change has brought us many good things, but it can also bring bad. Thankfully we all found our ways into the greatest way of playing the greatest game. With cube you can shape it just like you love it