I can't be the only one who thinks Richard Garfield's Saga concepts there look amazing. Bummed out they didn't make it into the set.
It really seems like this set could have been so much better and that it was modified into weakness for some reason. I'm guessing that in large part it's meant to have appeal for Commander (and for Brawl). Like, the new Jhoira's ability is great, but she costs more mana so she can be a 3/3. Why is a human woman who builds magical artifacts a 3/3? Yes, Magic plays fast and loose with creature stats, but usually a character who is a wizard would have smaller power and toughness, with emphasis on some activated or triggered ability as the point of interest. Like, Gerrard is a 3/4, but he's a powerful fighter-mage, so loading more combat functionality onto him is important. But Hanna is a 1/2, Captain Sisay is a 2/2, Rofellos is a 2/1, etc. Old Jhoira was a 2/2. I'm not arguing that it's not silly for an academic research lady to be basically as strong as a bear. The flavor of the game was already weird about that and it can't be helped. A bear is exactly strong enough to kill two squirrels in combat, but it also perishes along with them. That's the world we live in. Not taking it too seriously. Just saying, Jhoira was already a 2/2 for 1UR. For this new version, they bumped her up to be a Hill Giant. But I don't want a Hill Giant! I want that sweet card-drawing ability and I want it at a mana price-point that makes me think, "This could be good and I want to play it" and not "This could be good...for some scrub in a Commander game who doesn't have an actually good Commander." It seems like she got better in combat, where you don't want her anyway, specifically for the purpose of justifying her mana cost. If she were cheap, combo players might have a new toy to work with. And, apparently, WotC wouldn't want that.
I'm griping. A lot. But I really do like that ability! It's new and interesting. I wish I could think of a way to justify to myself playing this card. But four mana? It's so disjointed. Anyone who wants to play that ability wants to get it out early, so four mana is unappealing. And anyone who wants to play that ability doesn't want to risk losing the creature in combat. A utility creature that's a card-drawing engine is great. A midrange combat creature is fine. Hybridize the two of them and you get, well, something that's mediocre for both roles.
I know, I know. I'm being Debbie Downer here. But this set does have some cool stuff. I'm not enthused over every thematic aspect or mechanic, but some stuff jumps out at me as promising. And the consistent disappointment seems to be that extra numbers in circles are tacked onto the top right corners of all of the cards. It's like passionate, engaged designers came up with this set, maybe not the best set ever but a set with some really great ideas, and then a team of gremlins started adding generic mana to the costs of everything, just to make sure it would suck.