Wouldn't it be fun to have knights exploring the abandoned tower come across a primordial and incomprehensible entity. Or are they entities? They appear to act as one but there are so many.
The Visions cycle is simply asking too much of players. To have an untapped corresponding basic land type to play a tapped land for turn is real rough in this environment. The Invasion cycle is another cycle of tapped lands but I like how they play into using one's lands as a resource. That and my LGS had the full cycle and one of the employees there is interested in the weird old border project I seem to be working on based on pull requests.
...Dragons
In designing this Wizard's Tower, I have been thinking a lot about the 1995 book Merlin and the Dragons by Jane Yolen, with illustrations by Li Ming. We had a copy of the book when I was a kid and, more importantly, a cassette tape of it--a favorite on the drive to school. The narrator of the tape had this wonderful way of saying the line "My tower will stand" and my dad used to do a pretty good impression of the voice of some wicked usurper fixated on building a tower to make a final stand. The whole thing with that story is that the tower will not stand because there are two dragon eggs beneath the ground and the breathing of the dragons in their eggs causes the tower to collapse.
All this to say, I like this connection in my mind between towers and wizards and dragons--and also the mid-90s?--so, there is something fitting about having the top-end bombs of this project being dragons.
I did not even have a chance to test Rogue Elephant but the lack of literal forests make me concerned it could/would be a dead card. Chainer's Edict is just a solid card with the added bonus of flashback tension whereas Phyrexian Boon felt more like a cute trick.
In the light of a new day, this would be too needlessly cute even for a Maybeboard.
In a fit of restlessness over the past few days I have begun to wonder if this little experiment can function both as a Wizard's Tower and a Desert Cube.
Notable design changes include removing the Battlemage and Master cycles in favor of less color intensive creatures, adding Threshold which could be very wacky in a shared graveyard environment, reducing the number of gold cards, and providing a wider variety of lands in place of basics.
Now, really, the only thing to do is start getting some serious reps in to see how this pile plays.