So, here's a revelation from last night, now that I've had some more time to think about it.
The first picks in this format tend to be engine pieces for broad mechanical themes (draw-discard sifters, or TOL manipulation self-mill), rather than just generically good cards or even narrow build-arounds for archetypes. Thats why I cut the
honored hydra, and will continue to cut any cards that pop up that draft like it.
Which work best when they are nested beneath supporting mechanics that are common across a wedge or shard--the draw/discard sifting in Grixis, the graveyard artifact CA in mardu, the self-mill TOL manipulation, or the trinket/ETB land self-bounce.
The developmental path of a draft, revolves around first picking an engine piece, rather than just a generic good card. In a certain sense, there isn't actually a difference between wormcoil engine, grave titan, tragtusk, or jace, the mind sculptor, as far as draft dynamics are concerned. While there is a big difference between genesis, greater gargadon, masticore, or firemane angle.
Masicore is a good exemplar of this, compared with its high power equivalent--
wormcoil engine. Both are--in formats reflective of their respective eras--easy first picks due to their power level and colorless status. However, masticore has the potential to be built into a format as an engine piece, in ways that wormcoil engine never can be.
The trade-off is format accessibility, but the format gains tremendously in depth, which I think--giving the already complex nature of cube and absurd price tag that makes replayability a priority--is better.
And I think that that idea carries over cross power level: cards like griselbrand, yawgmoth's will, or palinchron are interesting
because of their status as plastic, engine cards, but
not because of their power level. The entire storm deck is intriguing because its basically just a collection of engines.
And here is the thing--its the plastic build arounds that make magic fun.
Players don't actually seem to care or register that a madness enabling masticore is supposed to be worse or less fun than a storm enabling grislebrand. The game is at its best when the meta-game is about collecting and optimizing engine pieces within the mechanical structure.
If the central metric that actually matters for enjoying magic is
high pickable engine pieces nested into a supporting mechanical structure, than you don't
need mythics or chase rares totaling thousands of dollars, or supporting mana bases worth thousands of dollars, or even need to bleed off hundreds of dollars worth of ink cartridges to get a collection of never-quite-right proxies. In fact, those cards might actually be making your format shallow and less fun.
And that was the shift at Lorwyn--the game started to focus more on accessible, but generically good designs like ETB creatures and planeswalkers, and away from a focus on engine pieces, which has been reflected in cube. We are a long ways away from the 2006 era designs, that revolved around things like mystical teachings, teferi, dralnu, firemane angel, glare of subdual, skeletal vampire, or dread return.
And that seems to match with commentary from MARO, about how TSP standard was too complicated and tournament attendance suffered during that era, NWO designs focus on simplifying commons via ETBs around that time to address onboard complexity, and the generic goodness of flagship planeswalkers to become the marketing face and entry point for the game.