...Time Walk effects are considerably better than Explore. ...
I concur. There was a blue-green ramp deck in Standard circa
Worldwake that ran
Time Warp with
Jace, the Mind Sculptor,
Oracle of Mul Daya and
Avenger of Zendikar to good effect. I am a bit worried in my case that someone will take Warp and then be disappointed that there is nothing "cool" to do with it. (The fantasy set is a mashup of
Rise of the Eldrazi and
Scars of Mirrodin Block retail draft formats with supporting cards from many other sets to build on the themes.) I already have had competitive-level players lament about drafting
Tinker and then their best target being half of
Soliton +
Heavy Arbalest (which I am happy with, but drafter perception is so important to get player buy-in). It would be remiss to fail mentioning a big reason that I am including
Time Warp is that the format has an
Ugin's Nexus (with
Lighthouse Chronologist) that yearns to stop extra turns from happening when it should not be immediately sacrificed for a turn itself.
Amusingly, I also run
Final Fortune in another fantasy set "format": it's almost always the bummer pick (and I've received a lot of flak for including it). I'm patiently waiting for some
Young Pyromancer deck to play it in a big turn and impress all witnesses...
I think I don't like embolden as much as other choices for turning on heroic, but I hadn't really thought about it.
Embolden was great in Odyssey Limited, but that was when damage stacked, so it may have lost some play (but I doubt it). Seeing it, I
love it as a heroic enabler. My suspicion, however, is that the average cuber (and myself) would not be thrilled to take it and/or end up leaving it in the sideboard. Older retail draft formats were lacking playables and had a dubious power band so a card like Embolden could shine. It could still shine in a lower-powered cube environment, but I believe the biggest hurdle would be finding players that were willing to cut powerful standalone cards from their decks to gain the possibly tactical advantage and synergy of including Embolden.
I am still struggling with setting up environments that facilitate cards of which we might post in this thread being played and found to be worth playing. My gut tells me that the root of this cause is part experience (players are more used to raw power in cubes than synergy, especially at the lower skill level) and part commitment (despite our hours and days obsessing over our Limited babies, many of our drafters don't invest themselves in the entire draft and play experience- there isn't much to gain or lose... except losing time. I imagine that the entertainment value to be had by cubing is fairly elastic for Magic players.). Since I am at the point where I have an unreasonable amount of fantasy sets/cubes, I am going to save draft pools from the next draft(s) I manage to fire and rebuild them to play some duel deck style matches (including cards to expand the range of in-game experiences, even if the competitive part of me says to cut them for removal/creatures). I guess you could say that I will be socializing combat tricks and wonky cards with my prospective cube audience.
After all, I will need to get a lot of buy-in to get someone excited about drafting and playing cards like this... (in the same format mentioned above as
Time Warp). Just imagine it in a format where some decks may play as many artifact creatures as non-artifact...