Initial thoughts on Limited archetypes
In backing up to broad-strokes design, I've been thinking a lot about the dynamics I want to push in Alephel Limited as a way to inform how I reshape the set.
I like the model WOTC has subscribed to in recent years, which involves making sure all ten two-color pairs have a unique dynamic in the set, each of which is reasonably draftable given the environment. (These ten archetypes don't necessarily have have strictly equal power levels (if such a thing were even possible), but they do have to all be relatively strong enough -- and more importantly, well enough supported in-set -- that people will be able to draft them. If one pair is less powerful or popular overall, that can actually make it conditionally stronger, as a player who drafts such an archetype will have less competition for the key cards.)
I decided I wanted to emulate this formula by giving every two-color pair something to do in Alephel Limited. While I don't have solid answers to all ten yet, here's my initial stab at some of them:
WU -- Weenie w/ inspire and choose order
BR -- All-in aggro w/ overbear and choose chaos
RG -- Tribal Giants w/ ramp
GW -- Weenies w/ inspire and choose order
BW -- Tokens/sacrifice w/ forsake
UR -- Witness/card drawing
As you can see, these archetypes allude to a few of the set's keyword mechanics, which I'm also in the process of revamping. Here's the current slate of mechanics I'm looking at for the set:
Witness (Reveal the top card of your library, then draw that card.)
-- Mainly seen in the first line of instants/sorceries, possibly in ETB triggered abilities of a few creatures.
-- Many effects will have abilities which refer to the witnessed card or trigger from witnessing
-- Primary in W/G/U but appears in all colors
-- Ties into RU archetype
Forsake [cost] ([cost], Sacrifice this permanent: Draw a card.)
-- Cycling-from-battlefield, first designed in Urza's block and coined by Shawn Main in the GDS2
-- Religious name fits with thematic feel of the set
-- Primary in B/G/R but appears in all colors
-- Ties into BW sacrifice-matters archetype
Overbear (Creatures with less power than this creature can't block it)
-- Appears on R/G/B creatures such as Giants to show that they tower over smaller creatures
-- Fills similar role to intimidate, replaces intimidate in this set
-- RG, BG and BR archetypes probably use it a lot
Inspire -- As long as you control an Angel, [effect].
-- Conditional ability word mainly in G/W/U
-- Rewards weenie strategies like GW and WU, drop a single Angel and empower all your small creatures
At the beginning of combat on your turn, choose order or chaos.
Whenever you choose [value], [effect].
-- distinguishes factions: order (G/W/U) vs . chaos (B/R/G)
-- rewards linear archetypes that combine same choice triggers
-- also rewards archetypes that combine opposite triggers by giving player more opportunities to choose their best option
The most obvious thing about the above is probably the distinct lack of Auras-matter as a mechanical theme. I've decided the right move at this point is to remove that focus. This includes the Aura brand mechanic as it never really felt right and I don't think it added very much to the overall set. Besides positioning the set too much in Theros' space, my experience testing Alephel with Auras-matter in it was that you either got enough Auras to make them worth it or you felt bad playing the set at all.
So Auras-matter is out, at least as a major theme. Alephel will of course still have Auras in it (as all sets do) but Auras will not be pushed as they were previously.