You have put in creative charge of the next Magic block...

You have put in creative charge of the next Magic block. The remit you have been given is to come up with a new plane that has not been previously represented in M:tG and a general overview of what the setting is "about" (i.e Arthurian knights, tomb-delving etc) and what each of the colours look like on this plane, how they are represented in different factions or races.

What do you do?

A world where the pure Empire of Man (White) constantly mans a wall against the subhumans.

Its name: Trumpvania.

The most generic fantasy world ever. Knights fighting dragons, goblins, zombies, etc. Mostly creatures, a few equipments (equippable only to humans), some tribal instants/sorceries (that can only be cast if you have an appropriately-typed creature), no enchantments, no magic. No races other than humans and the 4-6 monster types. No multicolored cards. Avaricious Dragon and Fiendslayer Paladin are the duel deck cover cards.

Imagine how fun the drafts would be.

Shit, thats cool. Thats part of the reason why I like Innistrad, it's a well-done, classic magical world with vampires, zombies, werewolves, mages, gothic architecture, churches, etc. Shadows and original Innistrad were also great because they were functionally fun too.

I've got an idea from another thread that I'll post later, it's pretty neat

Anime plane

A plane where the old ones won, and have swallowed up much of the world under their control. A tiny group of mixed race forces fights back the abbherant.

Mechanics wise, pit single legendaries and creatures who pivot off them against board altering enchantments, Mooks and their masters. Flay as a keyword: when this creature attacks, discard a card or put the top two cards of your library in the graveyard. Mill combos and token spam pit against aggro, control or just straight burn.

Not sure how the colors would lay out but it'd certainly be interesting

>no enchantments, no magic

How is that generic fantasy?

kamigawa is already a thing

A plane formed around and fed by the decaying corpse of a long-dead Eldrazi.

This results in a cross between pre-colonization America and Alice in Wonderland, where not!Indians use surreal rituals to invoke the favor of even more surreal spirits.
The plot consists of a few Planeswalkers coming to investigate, freaking out about there being a dead Eldrazi, freaking out about something having killed an Eldrazi, and trying to figure out what exactly's going on and why their shadows are giving them advice and if they should follow it or not.
Spirits are very important, are prominent in all colors, and have most of the stranger abilities. Other types often have abilities specifically affecting Spirits, but rarely in a straightforward manner.
No new mechanics are introduced, but a lot of old ones are brought back and used in increasingly strange ways. For example, Splice is common, but Arcane isn't used at all. Instead, there are spells that can be Spliced onto creatures, already Spliced spells, or even opponents' spells to hinder them.
The weirdness doesn't end there, though. Many creatures have awkward and unique abilities like "When a spell with CMC equal to ~'s power is cast, put a +1/+1 counter on ~" or "While ~ is blocked by a red creature, it loses Indestructible and gains Infect and Trample."
I don't keep up with Magic.