So, I posted
the set I've been working on for two years to Multiverse (along with the rules for the format it's designed for.) Feedback is more than welcome.
Just looking at the list of mechanics for now:
Two-brid makes perfect sense in a format where you can't be sure what colors of mana you have.
Morph is a good way to handle color fixing.
I feel like typefall pushes the luck part of a the draw a bit too much. Looking at Rubblerouser, you need at least two red mana sources to cast it, and even then, you need to get more Mountains to trigger its ability. It feels like in a given game, you'd only be able to trigger it once at most.
On the other hand, I really like typecraft for this format. It encourages you to keep drawing lands until you get three of the same type, and then you never have to worry about it again. I imagine that there's a real feeling of achievement to successfully doing that.
I'm not really feeling typecharged. First of all, aren't there other things to consider other than land types? And secondly, despite the name, this doesn't really care about land types, but rather mana color. That said, it still plays in a similar area as the above two mechanics, and doesn't feel as interesting.
I'm not feeling expose, even with expose triggers.
I suppose "no abilities matter" works well with morph.
I'm not feeling basiccast. Plus, two cards that counter in the same unusual way?
Fortify could work, though I don't think combining it with colored artifacts and two-brid is the right move.
With enrich, I'm really not sure a land you could both play and cast works, but whatever. This doesn't seem that interesting.
Cycling/landcycling is a good fit.
I think you should expand the use of devotion, taking up the space held by typecharged.
Overall, first of all, too many mechanics. I don't care if this is for "advanced players only" or something, you don't put in this many new mechanics. More over, many of the mechanics play in the same space, as in they encourage the same kind of play--drawing from the land pile until you get enough of a land type to do whatever. I'd cut the mechanics down to:
Two-brid
Morph
Typecraft
No abilities matter
Fortify
Cycling
Devotion
Still a large number of mechanics, but more manageable, I think.