Inspirations from Loxodon_Meyerarch's Desert Cube (https://cubecobra.com/cube/overview/2mh) ((Reupload)) and from the Amonkar Desert Cube (/c/63b4c00b3577d62435ce1535).
Welcome to the Desert Set! (name pending)
This is a Set that is supposed to be drafted like the Desert Cubes mentioned above, where you have to draft all your lands as well - you can't add any after the draft.
The 19 card packlayout is as follows:
1 Rare/Mythic
3 Uncommon
14 Common (avg. 6 basics)
1 Dune Slot (1 out of 38 Desert-themed lands, with rarities)
I tried to fit in a few things to make the gameplay experience smoother - besides trying to mitigate doublepips, every color has a number of cards with cycling, there is a cycle of morphs at common and at uncommon, a cycle of the ZNR fliplands at uncommon and a few colorless fixers at common and uncommon.
Each Pack can contain between 0 and 2 of each basic instead of the respective number of commons. It should be pretty tough to have a "good" manabase, but this hopefully minimizes the amount of nongames that can occur with this premise.
In addition I want the gameplay to be on the slow side, so players have a chance of catching up even if they missed a color for a turn or two. This meant a) a bunch of rarity (up)shifts, and b) mostly flexible, basic "Core-Set-y" commons you should be able to fit into most decks.
The Archetypes are simple and loose, the main themes being cycling, counters, recursion and Deserts.
WU ETB Value Oji, the Exquisite Blade
WB Wheenies Corpse Knight
WR Aggro Boros Swiftblade
WG Counters Chronicler of Heroes
UB Cycling Shadowstorm Vizier
UR Spells/Cycling Enigma Drake
UG 5 Color/Converge Skyrider Elf
BR Sacrifice/Aggro Shambling Remains
BG GY Value Acolyte of Affliction
RG Big Aggro Brushfire Elemental