Quote from ilovesaprolings »Saying that Dominaria is the best plane is a little unfair.
They worked 8 years on Dominaria, while for example they worked only 6 months on Amonkhet. Of course results are differents.
Imho the best "one-shot" plane was Ravnica, but with the costant retcons that follow every return, the plane is becoming duller every visit.
Well, the discussion did already cover that. Building a world up over time is of course going to make it deeper. Something built over 8 years is generally going to have better world building than something slapped together in 6 months. Its completely legitimate to point that out, and it doesn't mean we have to grade on a curve.
As you point out, it does make sense not to expect the same quality from something slapped together in 6 months vs something built up over time, which is why I never expect any new plane to be as deep, diverse, and fleshed out as Dominaria, but you can still judge them in other ways. One of the ways is too look at how well the plane is set up to grow beyond being just a 'hat' world. A plane like Ixalan is a place where we haven't seen most of the plane and which has a lot of room to grow into an interesting, developed, strongly built world over several visits. Innistrad promised that as well with hints of other continents (and perhaps other cultured with their own horror), but the return was just the same we had seen, now with Eldrazi. Should a third visit still focus on the same small slice of the plane, they'd be squandering some of the foundation they layed.
We've only seen the foundation so far, but I would rate the foundation as strong, even if the story was bad the setting is good. The other way is simply to compare such planes to eachother. Ravnica, block 1, was a better example of worldbuilding than Lorwyn/Shadowmoor. While retcons have degraded it somewhat, I agree, it still stacks near the top.
Amonkhet is interesting because it actually did a great job worldbuilding for the needs of the story. The city and trials were well developed, and the world had an interesting hook, and all this was layered on top of the Egyptian theme. It's main limitation is that it lacks room to grow, but that happens when you world build for an essentially dead world, even when you do a good job of it. I'm fairly ambivalent to whether a return would lead to the world getting fleshed out more or just degraded into a generic Egyptian theme.