The return of dexterity cards, at least in black bordered magic. Chaos OrbFalling Star
Anything that changes who owns something, or puts things in another player's library or graveyard.
I can't see "can't be exiled" coming up anytime soon either. A permanent that "can't leave the battlefield" seems a little more plausible though. Imagine a mythic creature that's literally unanswerable in any way.
Neo Progenitus WWWUUUBBBRRRGGG
You can't cast Neo Progenitus without paying its mana cost.
Cast Neo Progenitus only from your hand.
Neo Progenitus can't enter the battlefield except from the stack.
Neo Progenitus can't leave the battlefield.
If Neo Progenitus would be put into a graveyard or into exile from anywhere, put it into the absolutely-removed-from-the-freaking-game-forever zone instead.
10/10
-Everything has a controller. I think there could easily be an arrest variant which read "this permanent has no controller".
I really like this idea. Basically a world enchant that hurts/help all players, but cannot be removed from play unless another world enchant was played. Basically having a planes card out.
A good example would be arena/gym cards from Pokemon.
Romeo
2WW 5/6
When Romeo enters the battlefield, you may reveal one Juliet from your hand and place it onto the battlefield. Otherwise, sacrifice Romeo.
Juliet
W
1/1
Juliet cannot be sacrificed.
That should be
"When Romeo is on the battlefield, Juliet cannot be sacrificed. If Romeo dies, sacrifice Juliet."
If we're doing top-down design and all...
Anyway, if you can't do a theme at common, it's not your theme.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Textless cards that get shuffled into your opponent's deck, sort of like Curses from Dominion.
This is also an AWESOME idea. Penny arcade game does the same thing with PVP hits.
Example: Place 5 blank magic cards on top of target opponents deck. Then Target opponent shuffles their deck.
The only problem with that is missing sleeves. If you only brought your 60 or 75 card sleeves, then you can't do it. UNLESS you do something even more interesting. Make them take that many cards out of their deck.
Example: Target opponent searches his/her deck for 5 cards. Those 5 cards are removed the deck and are no longer apart of the current game. Those 5 cards are replaced with 5 blank magic cards. Then Target opponent shuffles his/her deck.
Conclusion: I think it would make a fine EDH/Planescape card, but it would make duels last WAY too long because some people would take a long time to decide what to take out.
-You can never end up with a card in your hand or library that you don't own. This I think will remain unbroken... the spectre of someone accidentally stealing cards looms too large to risk meddling with this. And there are ways to template playing cards from exile that end up giving the same result, at least as far as cards in hand are concerned.
I think the bigger issue would be if players are using sleeves or not. I cant think of any way to be able to put another players card in your hand unless there was a rule that each player had to have extra sleeves to put the other cards in first.
The risk of accidentally stealing cards is larger, but it already happens to me sometimes, when i enchant an opponents creature and then forget about it at the end of the game.
-Cards in the library can't do anything while they're in the library. Miracles and that worm that you can cast while you search both play with this design space a little bit, I think it can be explored a fair bit more. Cards that are revealed when you shuffle? Cards that do something if they're on the bottom of your library?
Its hard to think of any ways to effect this without creating a huge mess of a situation. You could design cards that affect play from your library(if XXXX is in your library, creatures you control get +1/+1 and cost 1 more to play?), but they would be hard to play with. There are tons of cards that can affect the battlefield from the graveyard.
The difficult part would be verifying that a player actually has a copy of that card in their library without having to pick up the deck and look through it. Each player could just submit a decklist before the start of the game, but then things start getting real confusing when you use cards that exile library cards face down. This would kill way too much time in tournament settings.
These types of cards would also be removing a large part of the randomness from the game by essentially giving you options right away.
-Shuffling must always be random. There are a few things that modify how you search a library, nothing that really modifies how you shuffle it. But "the next time you shuffle your library this turn, instead arrange it however you like" isn't impossible, although it would have to be rare enough not to be super time-consuming
Shuffling is kind of a on/off thing. You either shuffle the deck, and its assumed to be random, or you get to choose an amount of cards to order however you want. There are plenty of cards that do the second option. I cant think of any that let you organize your entire library, but that would be a huge waste of time and shouldnt be necessary if you know how to win with your deck.
-Only the active player can attack. Could there be an instant relentless assault that gives you an attack phase during an opponent's turn? Vaguely possible, although I'm not sure how well the rules could handle it
There are definitely ways you could do this, but if it was implemented im sure that it would be in a way that avoids messing around with the order of the phases of the turn.
Regarding the Gunk mechanic and shuffling other people's cards into your deck, with relations to sleeves, so long as you sufficiently randomize your deck, there is no reason this can't happen. It would of course be problematic in large tournements, as many players would request an (unbiased) judge shuffle the deck, but is otherwise fine.
Besides, it isn't hard to shuffle without looking. I can shuffle cards behind my back upon request.
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Lycanthropy Awareness Day.
Hoping for a cure, or at least an outbreak.
Besides, it isn't hard to shuffle without looking. I can shuffle cards behind my back upon request.
Although of course it has to be something that EVERYONE can do. And even if you can shuffle a deck with "marked" cards in it sufficiently, there's the issue of looking at it. So my deck with black sleeves has 3 orange-sleeved cards shuffled into it. One of them is clearly kind of near the top. Can I at any moment stop and fan out my deck and count the number of black sleeves before the next orange sleeve? If so, that's yet another waste of time etc etc etc.
I think the gunk mechanic is less interesting than it initially seems. Assume 60 card decks, 5 turns in, so 48 cards left in the library. Putting 5 gunk cards in your opponent's deck still means they only have like a 1 in 10 chance of drawing one each turn. And in most contexts, drawing a blank card is equivalent to just not drawing a card (although you can loot it away or discard it to wild mongrel), so you can get nearly the same effect with vastly less hassle by doing something like "when an opponent would draw a card, flip a coin 3 times. If the flip comes up heads all 3 flips, that opponent doesn't draw a card", or something like that. But really, a 60 card deck where you draw once each turn is SO different from a 13 card or so dominion deck where you draw 5 each turn, that I just don't think it translates.
Gunkify 2WWB
Sorcery
Target opponent reveals their library. Name a nonland card. For the rest of the game, that player cant play the chosen card. Shuffle that player's library.
I doubt gunk would happen if it has that much shuffling. I would make it "Put a gunk card X cards from the top of your opponents library". But still comes with the problem of ending up shuffled.
I think the gunk mechanic is less interesting than it initially seems. Assume 60 card decks, 5 turns in, so 48 cards left in the library. Putting 5 gunk cards in your opponent's deck still means they only have like a 1 in 10 chance of drawing one each turn. And in most contexts, drawing a blank card is equivalent to just not drawing a card (although you can loot it away or discard it to wild mongrel), so you can get nearly the same effect with vastly less hassle by doing something like "when an opponent would draw a card, flip a coin 3 times. If the flip comes up heads all 3 flips, that opponent doesn't draw a card", or something like that. But really, a 60 card deck where you draw once each turn is SO different from a 13 card or so dominion deck where you draw 5 each turn, that I just don't think it translates.
I think gunk could be interesting, but only at a power level that would be physically implausible. A card with Gunk 10 probably averages out to being a Mind Rot, but costing it like one would mean you'd have to carry around and repeatedly resleeve a huge number of gunk cards.
Cards that interact with non game elements of a card, Unhinged did this with artests/card name lenth/rareity all good choices Picture this
WWWWW Commoner's reform
Enchantment
Exile all Mythic rare permants from play, Mythic rare cards can not be cast or put on the battle field.
or
BBBBB Greedy cut throat
Enchantment
Exile all common and uncommon cards from play, Common and uncommon cards may not be cast or put on the battle field.
Cards that interact with non game elements of a card, Unhinged did this with artests/card name lenth/rareity all good choices Picture this
WWWWW Commoner's reform
Enchantment
Exile all Mythic rare permants from play, Mythic rare cards can not be cast or put on the battle field.
or
BBBBB Greedy cut throat
Enchantment
Exile all common and uncommon cards from play, Common and uncommon cards may not be cast or put on the battle field.
They just updated the rules with M14 saying that expansion symbols are not game objects or part of play, so no bueno.
In the same way you can tell someone is from the XVIII century because he is arroused by ankles, you can tell someone is from USA because he feels nipples disturbing.
But then how do you handle cards that have been printed at different rarities? That was, as I recall, one of the issues with Chime and its ilk (that some of the cards had been printed in other sets).
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Rules Advisor (as of the last time they offered that certification).
Quote from "William Lyon Mackenzie King" »
There are few men in this Parliament for whom I have greater respect than the leader of the Co-operative Commonwealth Federation. I admire him in my heart, because time and again he has had the courage to say what lays on his conscience, regardless of what the world might think of him. A man of that calibre is an ornament to any Parliament.
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
Cards that interact with non game elements of a card, Unhinged did this with artests/card name lenth/rareity all good choices Picture this
WWWWW Commoner's reform
Enchantment
Exile all Mythic rare permants from play, Mythic rare cards can not be cast or put on the battle field.
or
BBBBB Greedy cut throat
Enchantment
Exile all common and uncommon cards from play, Common and uncommon cards may not be cast or put on the battle field.
The emphasis should tell you how much that affects us in Blackborderland.
Plus, they'd never exile all common and uncommon cards. It's rare that they allow you to destroy all lands, and this would hit all basic lands. (Or not. Depending on if players remember that "basic land" is its own rarity.)
With the obvious exception of Worldfire, correct me if I'm wrong, but I don't think we've seen anything like Armageddon in over a decade.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Anyhow, the best I can come up with myself is a game in the top 8 of a PTQ back during Urza block in which we were starting game 3 with time already expired, so the tiebreaker rule was that whoever had more life after 3 turns would win. And I lost to... healing salve.
Cards that interact with non game elements of a card, Unhinged did this with artests/card name lenth/rareity all good choices Picture this
WWWWW Commoner's reform
Enchantment
Exile all Mythic rare permants from play, Mythic rare cards can not be cast or put on the battle field.
or
BBBBB Greedy cut throat
Enchantment
Exile all common and uncommon cards from play, Common and uncommon cards may not be cast or put on the battle field.
They just updated the rules with M14 saying that expansion symbols are not game objects or part of play, so no bueno.
On top of the fact how would you define the rarity of cards that have changed rarity between printings? Serra Angel was an uncommon, than a rare and now back to an uncommon.
It's a very arbitrary distinction anyway when rarity is subjective only within a given set (an old sets rares may have been printed in less quantity than a modern sets mythics)
It's the kind of thing that could only ever work in an un-set (which its long past due for them to make another one...)
Because it's sexist to say that men are stronger than women?
I mean I could get down with that. Just abolish gender segregation in sports first.
Gender segregation technically doesn't have to exist, there is no actual law causing it and in fact if a women demands to be "considered" for what is traditional a male team, the law requires she be given an equal chance at entry
I can think of at least one female goalie who played on an all male pro hockey team and was considered pretty good at the game
The problem is when a women actually has to compete at a male level in certain sports, you can't find a women willing to compete that actually has the physical structure to be competitive
Women are just as smart and skilled as men in general, but pretending that the average women has the same mass and size as what is required for physical sports dominated by large men is just ignoring reality
Finding a women large enough with enough mass to play football is difficult enough (compared to I can point at thousands of men with the size needed), finding one that large who actually wants to play and has the skills to back it up? I'd love to see it, I just don't know of any out there
I don't think anyone would stop a women from playing assuming they had both the skill and the size to be competitive
But you can't compromise the entry requirements in a competitive sport either or you just devalue the team. This isn't like the military where women have different physical requirements than men, the military has enough positions to fill that any smart women in decent shape is good enough for most positions that 100 years ago would have been done by a man. But with sports teams you only have a limited number of spots on a team and if you can find enough men to fill those roles, where are the women who are the right size and skill level to take their place?
It may not be politically correct to talk like this, and like I said women have every right to well.. equal rights. But that knife works both ways, if the women in question is not actually equal to the task of the contest, they have no right to be on the team regardless of gender. Compromises should not have to be made to the requirements if enough candidates meet and exceed the current requirements (the only part of being equal that matters here is that gender itself is not on the requirement list, but rather a set of skill tests and performance attributes that must be met)
Another thought... limited formats have always been within a single year of sets.... usually large-small-small, but also variations. But imagine having sets Abc one year, with the draft formats being AAA, then bAA, then cbA. Then the next year's big set is D, and instead of starting over with DDD, we have Dcb, then eDc, and finally feD. So two straight years of sets where there's never a limited format reset.
Or, somewhat similarly, a year in which the core set worked together with the expert-level expansion in the limited block. So you'd have AAA, then bAA, then Magic 2016 would come out, and for a while the draft format would be M16bA.
Speaking of which, another rule which has been totally unbreakable recently is 15-card boosters. Could there be a year with 4 sets, 12 card boosters, so the draft formats would be AAAA, bbAA, cbAA, dcbA?
Another thought... limited formats have always been within a single year of sets.... usually large-small-small, but also variations. But imagine having sets Abc one year, with the draft formats being AAA, then bAA, then cbA. Then the next year's big set is D, and instead of starting over with DDD, we have Dcb, then eDc, and finally feD. So two straight years of sets where there's never a limited format reset.
Or, somewhat similarly, a year in which the core set worked together with the expert-level expansion in the limited block. So you'd have AAA, then bAA, then Magic 2016 would come out, and for a while the draft format would be M16bA.
Speaking of which, another rule which has been totally unbreakable recently is 15-card boosters. Could there be a year with 4 sets, 12 card boosters, so the draft formats would be AAAA, bbAA, cbAA, dcbA?
What you are talking about are things that developed over time
Booster packs were not always the current number of cards, some really old sets have different amounts
And limited draft formats were not always current year, they were originally whatever product was available in enough quantity to participate
There also originally was no attempt at making a big set followed by two smaller sets per year or even to have sets on a predictable basis
All of the format structures you are suggesting were put in place after years of what was virtually random choices that changed with each set release, number of cards per pack, number of sets per year, etc, these are all decisions made later. Even having sets tied together as storyline was not part of the game for the several years
What you are asking for is essentially to recreate the "wild west" days of the first few years of magic before they settled into the routines you are familiar with today
I would personally love seeing a creature that could block anything, regardless of things like unblockable, protection from colors, intimidate/fear, or the rarer words that make blocking harder.
I would personally love seeing a creature that could block anything, regardless of things like unblockable, protection from colors, intimidate/fear, or the rarer words that make blocking harder.
It would probably end up working like this rather than the way you envision it... barring some new kind of templating or a rules change.
What you are asking for is essentially to recreate the "wild west" days of the first few years of magic before they settled into the routines you are familiar with today
I remember those days well. In fact, there was an entire limited PTQ season which was officially 5th edition + visions.
I certainly don't see them just doing something like that randomly, without planning. But if they planned the sets to work together, it could certainly be done. The point of this thread is to come up with rules that are so taken for granted that we don't even consider breaking them, such as "magic cards all have the same back". And two of those are certainly "boosters have 15 cards" and "official limited formats only include boosters from a single year's worth of expert expansions, or from a single core set".
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[Clan Flamingo]
Anything that changes who owns something, or puts things in another player's library or graveyard.
I can't see "can't be exiled" coming up anytime soon either. A permanent that "can't leave the battlefield" seems a little more plausible though. Imagine a mythic creature that's literally unanswerable in any way.
Neo Progenitus WWWUUUBBBRRRGGG
You can't cast Neo Progenitus without paying its mana cost.
Cast Neo Progenitus only from your hand.
Neo Progenitus can't enter the battlefield except from the stack.
Neo Progenitus can't leave the battlefield.
If Neo Progenitus would be put into a graveyard or into exile from anywhere, put it into the absolutely-removed-from-the-freaking-game-forever zone instead.
10/10
Current Abrupt Decay count: 18
My decks:
EDH
UWR Numot, the Devastator
UB Mirko Vosk, Mind Drinker
BRG Prossh, Skyraider of Kher
WU Hanna, Ship's Navigator
BBB King Macar, the Gold-Cursed
Standard
I've sworn it off. Non-rotating formats are where it's at.
I really like this idea. Basically a world enchant that hurts/help all players, but cannot be removed from play unless another world enchant was played. Basically having a planes card out.
A good example would be arena/gym cards from Pokemon.
OMG! That is amazing. I had to read it three times to fully understand what would happen and I think it's hilarious.
That should be
"When Romeo is on the battlefield, Juliet cannot be sacrificed. If Romeo dies, sacrifice Juliet."
If we're doing top-down design and all...
Anyway, if you can't do a theme at common, it's not your theme.
Two things are inherently dangerous: Free spells, and lands that produce a variable amount of mana. While you're allowed to do these things, tread wisely.
On phasing:
This is also an AWESOME idea. Penny arcade game does the same thing with PVP hits.
Example: Place 5 blank magic cards on top of target opponents deck. Then Target opponent shuffles their deck.
The only problem with that is missing sleeves. If you only brought your 60 or 75 card sleeves, then you can't do it. UNLESS you do something even more interesting. Make them take that many cards out of their deck.
Example: Target opponent searches his/her deck for 5 cards. Those 5 cards are removed the deck and are no longer apart of the current game. Those 5 cards are replaced with 5 blank magic cards. Then Target opponent shuffles his/her deck.
Conclusion: I think it would make a fine EDH/Planescape card, but it would make duels last WAY too long because some people would take a long time to decide what to take out.
I think the bigger issue would be if players are using sleeves or not. I cant think of any way to be able to put another players card in your hand unless there was a rule that each player had to have extra sleeves to put the other cards in first.
The risk of accidentally stealing cards is larger, but it already happens to me sometimes, when i enchant an opponents creature and then forget about it at the end of the game.
Planechase kind of does this already with the planar deck in the middle.
Its hard to think of any ways to effect this without creating a huge mess of a situation. You could design cards that affect play from your library(if XXXX is in your library, creatures you control get +1/+1 and cost 1 more to play?), but they would be hard to play with. There are tons of cards that can affect the battlefield from the graveyard.
The difficult part would be verifying that a player actually has a copy of that card in their library without having to pick up the deck and look through it. Each player could just submit a decklist before the start of the game, but then things start getting real confusing when you use cards that exile library cards face down. This would kill way too much time in tournament settings.
These types of cards would also be removing a large part of the randomness from the game by essentially giving you options right away.
Shuffling is kind of a on/off thing. You either shuffle the deck, and its assumed to be random, or you get to choose an amount of cards to order however you want. There are plenty of cards that do the second option. I cant think of any that let you organize your entire library, but that would be a huge waste of time and shouldnt be necessary if you know how to win with your deck.
There are definitely ways you could do this, but if it was implemented im sure that it would be in a way that avoids messing around with the order of the phases of the turn.
Besides, it isn't hard to shuffle without looking. I can shuffle cards behind my back upon request.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Although of course it has to be something that EVERYONE can do. And even if you can shuffle a deck with "marked" cards in it sufficiently, there's the issue of looking at it. So my deck with black sleeves has 3 orange-sleeved cards shuffled into it. One of them is clearly kind of near the top. Can I at any moment stop and fan out my deck and count the number of black sleeves before the next orange sleeve? If so, that's yet another waste of time etc etc etc.
I think the gunk mechanic is less interesting than it initially seems. Assume 60 card decks, 5 turns in, so 48 cards left in the library. Putting 5 gunk cards in your opponent's deck still means they only have like a 1 in 10 chance of drawing one each turn. And in most contexts, drawing a blank card is equivalent to just not drawing a card (although you can loot it away or discard it to wild mongrel), so you can get nearly the same effect with vastly less hassle by doing something like "when an opponent would draw a card, flip a coin 3 times. If the flip comes up heads all 3 flips, that opponent doesn't draw a card", or something like that. But really, a 60 card deck where you draw once each turn is SO different from a 13 card or so dominion deck where you draw 5 each turn, that I just don't think it translates.
Gunkify 2WWB
Sorcery
Target opponent reveals their library. Name a nonland card. For the rest of the game, that player cant play the chosen card. Shuffle that player's library.
I think gunk could be interesting, but only at a power level that would be physically implausible. A card with Gunk 10 probably averages out to being a Mind Rot, but costing it like one would mean you'd have to carry around and repeatedly resleeve a huge number of gunk cards.
If Wizards ever does an online-only set, maybe...
WWWWW Commoner's reform
Enchantment
Exile all Mythic rare permants from play, Mythic rare cards can not be cast or put on the battle field.
or
BBBBB Greedy cut throat
Enchantment
Exile all common and uncommon cards from play, Common and uncommon cards may not be cast or put on the battle field.
They just updated the rules with M14 saying that expansion symbols are not game objects or part of play, so no bueno.
[Clan Flamingo]
But then how do you handle cards that have been printed at different rarities? That was, as I recall, one of the issues with Chime and its ilk (that some of the cards had been printed in other sets).
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
The emphasis should tell you how much that affects us in Blackborderland.
Plus, they'd never exile all common and uncommon cards. It's rare that they allow you to destroy all lands, and this would hit all basic lands. (Or not. Depending on if players remember that "basic land" is its own rarity.)
With the obvious exception of Worldfire, correct me if I'm wrong, but I don't think we've seen anything like Armageddon in over a decade.
On phasing:
Kinda reminds me a bit of demonic consultation. I wish that tutor was legal in legacy.
They already do this. They are premade decks and versus sets
Every premade deck or versus set has the exact same cards in them in a set amount every time you purchase one
How well do you think it would work in limited tournaments if everyone had to use a versus deck instead of packs?
On top of the fact how would you define the rarity of cards that have changed rarity between printings? Serra Angel was an uncommon, than a rare and now back to an uncommon.
It's a very arbitrary distinction anyway when rarity is subjective only within a given set (an old sets rares may have been printed in less quantity than a modern sets mythics)
It's the kind of thing that could only ever work in an un-set (which its long past due for them to make another one...)
Gender segregation technically doesn't have to exist, there is no actual law causing it and in fact if a women demands to be "considered" for what is traditional a male team, the law requires she be given an equal chance at entry
I can think of at least one female goalie who played on an all male pro hockey team and was considered pretty good at the game
The problem is when a women actually has to compete at a male level in certain sports, you can't find a women willing to compete that actually has the physical structure to be competitive
Women are just as smart and skilled as men in general, but pretending that the average women has the same mass and size as what is required for physical sports dominated by large men is just ignoring reality
Finding a women large enough with enough mass to play football is difficult enough (compared to I can point at thousands of men with the size needed), finding one that large who actually wants to play and has the skills to back it up? I'd love to see it, I just don't know of any out there
I don't think anyone would stop a women from playing assuming they had both the skill and the size to be competitive
But you can't compromise the entry requirements in a competitive sport either or you just devalue the team. This isn't like the military where women have different physical requirements than men, the military has enough positions to fill that any smart women in decent shape is good enough for most positions that 100 years ago would have been done by a man. But with sports teams you only have a limited number of spots on a team and if you can find enough men to fill those roles, where are the women who are the right size and skill level to take their place?
It may not be politically correct to talk like this, and like I said women have every right to well.. equal rights. But that knife works both ways, if the women in question is not actually equal to the task of the contest, they have no right to be on the team regardless of gender. Compromises should not have to be made to the requirements if enough candidates meet and exceed the current requirements (the only part of being equal that matters here is that gender itself is not on the requirement list, but rather a set of skill tests and performance attributes that must be met)
Or, somewhat similarly, a year in which the core set worked together with the expert-level expansion in the limited block. So you'd have AAA, then bAA, then Magic 2016 would come out, and for a while the draft format would be M16bA.
Speaking of which, another rule which has been totally unbreakable recently is 15-card boosters. Could there be a year with 4 sets, 12 card boosters, so the draft formats would be AAAA, bbAA, cbAA, dcbA?
What you are talking about are things that developed over time
Booster packs were not always the current number of cards, some really old sets have different amounts
And limited draft formats were not always current year, they were originally whatever product was available in enough quantity to participate
There also originally was no attempt at making a big set followed by two smaller sets per year or even to have sets on a predictable basis
All of the format structures you are suggesting were put in place after years of what was virtually random choices that changed with each set release, number of cards per pack, number of sets per year, etc, these are all decisions made later. Even having sets tied together as storyline was not part of the game for the several years
What you are asking for is essentially to recreate the "wild west" days of the first few years of magic before they settled into the routines you are familiar with today
It would probably end up working like this rather than the way you envision it... barring some new kind of templating or a rules change.
I remember those days well. In fact, there was an entire limited PTQ season which was officially 5th edition + visions.
I certainly don't see them just doing something like that randomly, without planning. But if they planned the sets to work together, it could certainly be done. The point of this thread is to come up with rules that are so taken for granted that we don't even consider breaking them, such as "magic cards all have the same back". And two of those are certainly "boosters have 15 cards" and "official limited formats only include boosters from a single year's worth of expert expansions, or from a single core set".