jesus, that one seems tough to beat. so tough, you have earned a rant! i think populate may be a design dead end what with its dependence on 'something that already's there is unbeatable unless they have x, in which case it does nothing.'
not as bad as cipher but still.
tangent:
in general i find the Design team on WotC (MaRo in particular) grossly overvalues the importance of Mechanics in terms of a set's quality (at least to me), which is the biggest but far from the only effect that his being insulated from the realities of the competitive game has on said design. for example RTR block had 6 mechanics i liked (extort, bloodrush, battalion, scavenge, overload, unleash), 2 idgaf (detain, evolve), and 2 i actively loathed (populate, cipher) and it was a fine draft environment, but one that was both more defined by its other aspects (fixing headache) and less successful than RGD, which had 4 mechanics i was into (convoke, transmute, dredge, replicate), 4 that were meh (bloodthirst, graft, hellbent), and that were total jokes by modern design standards (haunt, radiance, forecast), but was still by far the best draft format of all time. what a sentence, eh? put that in your pipe and smoke it mr faulkner!
nb: dredge is flavorful as fuck and leads to very interesting gameplay when it isn't broken by johnny combo flipping his entire library on t1. go and put it in your cubes right now.
it's also worth noting that 'evolve' generated great internal excitement amongst the wizards people but only evoked a tepid reaction in the real world. i'm sure this is related to the above MaRo issue.