At this point, it’s no surprise just how impactful Outlaws of Thunder Junction has been in various Constructed formats.
Kaervek, the Punisher


Plot {1}{B}{G} (You may pay {1}{B}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
have proven themselves as elite upgrades in Pioneer. In Modern,
Slickshot Show-Off

Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn.
Plot {1}{R} (You may pay {1}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
has elevated Prowess decks to a new level. Meanwhile,
Simulacrum Synthesizer

Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
has been crushing tournaments in Legacy Artifacts shells.
Interestingly, though, the format that Thunder Junction has arguably had the least effect on is Standard. Despite having the smallest card pool by far, the vast majority of top-tier archetypes look nearly identical to how they did before Thunder Junction arrived. Domain strategies are still as dominant as ever. While some Esper midrange decks have incorporated
Duelist of the Mind

Duelist of the Mind's power is equal to the number of cards you've drawn this turn.
Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
, the main base for the deck still revolves around the power of
Deep-Cavern Bat

When this creature enters, look at target opponent's hand. You may exile a nonland card from it until this creature leaves the battlefield.
and
Raffine, Scheming Seer

Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
.
For players hoping for a major shakeup with the introduction of Thunder Junction, you may be out of luck. As it turns out, the solution to mixing up Standard may not come just by adding one set at a time. Standard is set to rotate in August 2024, with four sets leaving Standard forever.
Innistrad: Midnight Hunt, Innistrad: Crimson Vow, Kamigawa: Neon Dynasty, and Streets of New Capenna will all be gone, and players are already discussing what cards they are most excited to see leave Standard. Some of these sets have been at the forefront of Standard for a while, so perhaps this rotation will provide the jolt that the format needs.
Domain Pain

In a recent discussion forum, players were talking about the cards they are most looking forward to rotating out of Standard. Obviously, this question is rather subjective, and there were a lot of different responses given. Still, there were plenty of cards and archetypes that garnered a great deal of attention. Many cards that players mentioned all came in one deck: Domain ramp.
This is not shocking in the least, for multiple reasons. First, this deck has been extremely strong for over a year. With a few exceptions like
Up the Beanstalk


{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
, nearly every card featured in the deck was printed over a year ago. As such, this strategy has remained a tier one archetype nearly that whole span.
Multiple different top-end cards from the deck, including
Atraxa, Grand Unifier

When Atraxa enters, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
and of course,
Sunfall

Unfortunately, neither of these cards are leaving Standard in August. However, they will have to find new homes, as Domain as we know it should cease to exist. The fact of the matter is, the new “Triomes” like
Spara’s Headquarters

This land enters tapped.
Cycling {3} ({3}, Discard this card: Draw a card.)
, Raffine’s Tower, and beyond acted as the cornerstone of this shell. Without them, it becomes incredibly difficult to maximize all of the multi-color payoffs, including Atraxa and
Archangel of Wrath

Flying, lifelink
When this creature enters, if it was kicked, it deals 2 damage to any target.
When this creature enters, if it was kicked twice, it deals 2 damage to any target.
, this deck plays.
Beyond that, this deck is incredibly reliant on
Leyline Binding

Domain — This spell costs {1} less to cast for each basic land type among lands you control.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
as an early piece of cheap interaction. Leyline Binding doesn’t rotate out of Standard either but becomes much worse without these Streets of New Capenna Lands with three Land types. If you’re as sick of this deck as I am, Standard’s rotation may be just what you need to get excited about the format once more.
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Not the Only Lands to Bite the Dust

Astonishingly, the group of Lands mentioned above aren’t the only cycle from Streets of New Capenna wreaking havoc on Standard. Since the release of Murders at Karlov Manor, a collection of Lands that gain life and sacrifice themselves when they enter the battlefield, such as
Brokers Hideout

Both
Aftermath Analyst

{3}{G}, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
and
Worldsoul’s Rage

Worldsoul’s Rage’s ability to act as a removal spell/burst of ramp in the early game and a
Fireball

Fireball deals X damage divided evenly, rounded down, among any number of targets.
to win the game with in the late game has brought specific attention to it. Once again, though, Worldsoul’s Rage isn’t going anywhere in August. Luckily, with the Streets of New Capenna Lands rotating, this deck’s entire gimmick goes out the window.
Aftermath Analyst and Worldsoul’s Rage become perfectly fair. Nissa, Resurgent Animist becomes a lot tamer as a result. Additionally, having two Lands enter the battlefield for Nissa, Resurgent Animist is no longer trivial. The rotation of Streets of New Capenna will really force ramp decks to take on a whole new identity, and the shakeup is quite welcome.
Read More: Is Thunder Junction Legend A New Up The Beanstalk For Modern?
Other Notable Dismissals

Beyond ramp decks, plenty of other archetypes will be losing important staples for good. One of the cards whose disappearance a lot of players seem to support is The Wandering Emperor. The Wandering Emperor isn’t necessarily dominant within the format, but it is a staple of Azorius control. The real reason some players are frustrated by it has to do with the play patterns it creates.
When your control opponent passes with four mana up, it’s often quite obvious they have The Wandering Emperor at the ready. The problem is, it’s not easy to do anything about it even if you know it’s coming. If you attack, your best threat gets eaten. If you don’t attack, The Wandering Emperor starts making tokens. Either way, the powerful Planeswalker sticks around ready to create even more advantage on future turns.
Another card plenty of players want gone is
Kumano Faces Kakkazan

I — This Saga deals 1 damage to each opponent and each planeswalker they control.
II — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Exile this Saga, then return it to the battlefield transformed under your control.
. Mono-red decks will almost certainly still be a thing for years to come. Still, there’s a noticeable difference in the games where the red players doesn’t play the Enchantment turn one versus when they do. Getting to deal a damage, buff your next threat, and end with a 2/2 with Haste for one-mana is a lot to combat. Pumping your two-drop follow up can even put it outside of
Cut Down


The absence of
Raffine, Scheming Seer

Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
will also serve as a major hinderance to Esper midrange decks moving forward. Most of these are cards have defined the Standard metagame for quite some time. The rotation should finally bring some much-needed change to what I believe has been a relatively stale format.
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