With a goal in mind I needed to give it some boundaries and a set of rules. These rules have been somewhat adapted for this second version of the deck that has been built in the middle of a global pandemic where we are forced to play over the internet, but the heart of the deck remains intact. The rules are:
1. The Planechase experience is one where you peel the top card of the planar deck and never know what you're going to encounter. Therefore, this deck can't naturally tutor or know what the top card of the library will be in advance. No exceptions.
2. Wanderer costs eight mana, therefore everything in the deck has to cost seven or less. Absolutely no dead cards off his cascades.
3. Planechase will both help you and hurt you, just as it will your opponents. Therefore, I want as many global effects as possible, most that help me, but some that hurt me as well. Similarly, I want some group hug effects to benefit the table as well, since one plane is as likely to help your opponents as well.
4. Planechase by default creates a mini subgame. Do I cast this spell or spend mana rolling the planar die? Do I wait and see where we move to or act now? Therefore, I want to include as many cards as possible that give my opponents extra control over game actions. (For example, cards like Fact or Fiction or Perplexing Chimera.) Ideally, I want to cause my opponents to spend mana as well doing this.
5. Planechase adds an element of chaos which can make games unpredictable, but usually not to the extent to where they take away control of the game. Therefore, I want to walk that fine line of including chaos cards that will make for fun memorable games, but not to the point where it's obnoxious and miserable.
6. Due to the pandemic we can't literally pass cards around the table. Therefore, I want to push the boundaries of playing online while not going over the top.
7. Have fun while playing! The fun play is always better than the correct play.
Approximate Total Cost:
==== Work in Progress====