They can easily undo AVR through various means.
I mean, they straight-up retconned the endings of Mirrodin ("every living creature is sent off the plane") and Ravnica ("the guilds are completely destroyed") because both were idiotic choices in retrospect, so I'm sure they can manage something milder for Innistrad 2.
Christ, I can only imagine what a Fallen Empires draft would be like.
Hope you don't like evasion!
Shandalar seems a lot more generic these days than Dominaria is since Dominaria currently fulfills the role of "Post Apocalyptic World" I suppose.
I'm not the biggest fan of that just since it's already kind of done. The Future Sight stuff suggested the plane was fixing itself up so I feel like "post-post-apocalyptic" is a better idea anyway.
EDIT: The wording on bring to light is weird. Does exiling it mean that I can play it whenever I like after Bring to Light resolves?
Nope, it's an immediate part of the spell's resolution.
Maro admits RoE didn't follow New World Order. It is also one of the best limited formats ever per anyone who actually has decent experience playing limited. I wonder if there is a correlation
? Also says people hated Annihilator and that Level Up was too complex. People really hate fun (with the last mechanic anyway) don't they
I mean, I think this is more complicated than simplistic analysis (or, like, apparently R&D) gives it credit for. ROE was one of the best limited formats, but so was Innistrad which certainly follows NWO, so I don't think that's an
innate correlation. Annihilator works well in the specific context of ROE limited and nowhere else, since in any other format it's just obnoxious. Level up similarly works well in the context of battlecruiser magic but is super fiddly and for the most part not exciting enough to make up for it. All of those are, I think, legitimate critiques to apply when looking back at it.
However, the benefit of designing a fundamentally different and unexpected format is still undervalued. I agree that the bear-trap example of what's wrong about their approach to the set. It's not some fundamental, inalienable principle of draft formats that 2/2s should be good. Having to draft around some new set of goals is what makes each format fresh and provides the opportunity for skill-testing. In this case, the basic version of ROE is not that hard to learn -- tell someone to pick from eldrazi ramp, wall tribal, spells matter, and levelers as their archetypes and everything else falls into place pretty quick.
Anyway, BFZ was never going to be the sequel to ROE specifically so I never expected it to go for battlecruiser again specifically, so I don't think that was a serious negative impact on the set. The biggest problem really just seems to be that they didn't follow their own principles and design the Eldrazi to convey their flavor through play.
The success of Conspiracy means we're guaranteed to get weird supplemental draft sets, though I'm not sure if "battlecruiser Magic" is still on the table.
One problem with trying to go back to battlecruiser magic is that it's very difficult to make it work within the normal boundaries of Magic design, and
ROE already completely nailed it. I think I'd rather they do a weird draft set with some other gimmick than just make a less-good version of ROE.