The Present (circa April 8th, 2016)What a different experience this is from the Battle for Zendikar D card update (to be fair, allies have improved with Oath of the Gatewatch to the point that one or two of the B4Z D cards may be playable now). Where to begin... ah, I know, I'll follow some of the formatting I had from this post:
http://forum.nogoblinsallowed.com/viewtopic.php?f=38&t=12645&start=20#p392151WHAT THEY (WotC/Stainless) DID DO:
* Supported 4 new deck archetypes (2 per expansion) that were unique to their respective expansions; a pattern emerges
* Added simple incarnations of
some new mechanics (see below)
* Added in new staples (
Kindly Stranger,
Boulder Salvo,
Moldgraf Scavenger and
Vessel of Nascency) that could make it into constructed decks
* Used reprints that were not from the paper expansions (
Champion of Arashin,
Metropolis Sprite,
Rotted Hulk,
Ember Beast and
Spined Wurm; in this instance, one per color)
* Introduced "bannings" or, more accurately, rotations to swap out problem cards and/or shake up the meta
* Increased the converted mana cost range a little compared to the B4Z update (mana costs range from 1 to 5 on this update with the 7 mana outlier of
Birthing Hulk)
* Added 4 cards this time that were not creatures (B4Z D cards were all creatures;
Grip of the Roil,
Boulder Salvo,
Pyromancer's Assault and
Vessel of Nascency are the culprits)
WHAT THEY DIDN'T DO:
* Add any rares or mythic rares (
Grip of the Roil,
Havoc Sower,
Indulgent Aristocrat,
Kindly Stranger,
Pyromancer's Assault and
Birthing Hulk are uncommon); a pattern emerges
* Keep the numbers even across colors or rarities (in unique cards, we have 1 white, 3 blue, 8 "black," 3 red, 5 "green" and no true-colorless cards; this is compared to the B4Z group of 3 white, 3 "blue," 1 "black," 1 red, 0 green and 2 true-colorless cards. We have 6 uncommons and 14 commons)
* Provide any support for madness or investigate
In total, 20 unique cards were added to the D cards with the OotG/SoI update (74 cards total counting duplicates), and the new land
Wastes has been added so this could effectively count as 21 new unique cards. If they hold to this pattern, 10 new D cards will be added to the game with each expansion, giving newer players a fighting chance at starting a decent collection. As a side note, as new campaigns and rules tutorials are added over time, the "sudden burst" value of gold a brand new player can earn keeps increasing with time; would someone chime in and tell me if you still earn booster packs for finishing the Origins campaigns?
The B4Z update was completely and totally dedicated to its two creature theme decks; every single card was either an ally or some sort of eldrazi processor/enabler. By comparison, the OotG/SoI update feels more relaxed, tossing in vanilla creatures, eldrazi color-pump beatdown, non-madness vampires and totally ignoring the SoI set mechanics of madness and investigate. This seems to say, "We will always enable some new mechanics, but we feel no need to shove them all in; if you really want them, buy some packs of the expansion!" That's not necessarily a bad thing, as the B4Z D card update felt cramped and underpowered; giving themselves a bit of wiggle room may mean interesting D card reprints somewhere down the line. The downside is that your favorite new set mechanic may or may not get any support in the D cards, giving brand new players a tough choice of where to spend their hard-earned gold.
This big update has given life to not only some new deck mechanics, but also some classic archetypes. The addition of
Birthing Hulk to the D cards, added to B4Z's
Ruin Processor, gives some interesting ramp targets as well as reanimation targets with
Rise from the Grave. Reanimator in particular has some new graveyard shenanigans (expect me to make a D card reanimator deck soon in the appropriate thread), so while this archetype was largely unplayable in Origins we should take a closer look at the D cards we already have to reexamine our position.
Final thoughts: Wizards has pleasantly surprised us with their interest, and the new D cards include some staples like
Vessel of Nascency and
Boulder Salvo that could very well make it into a variety of decks. Now that we know bannings/rotations are real, all bets are off. While new players will face an increasing struggle over time to collect all the cards (in particular, the longer they wait to try the game, the further they have to go), it appears that the D cards may do more than just enable whatever new deck archetypes have come with the latest expansion. I give the Oath of the Gatewatch / Shadows over Innistrad D card update a grade of B+: it shows promise, and while not perfect it is a big step in the right direction.