So, I think I ended up changing about a quarter of the cube over the last couple weeks. Hopefully the gameplay keeps the same highly interactive feel while also having some new exciting levers to pull and less 15th pick type cards. Summary of the changes to each archetype below:
Grixis Eldrazi: the flagship change for this round. Added lots of fun and powerful cards from MH3. Hopefully this continues the low curve aggro nature of the archetype while also pushing a bit wider/incorporating the fun of Eldrazi Spawn more. Shaved the Eldrazi Scion makers to keep in theme.
Jund Explore: no real tweaks just a couple sweet cards added. Someone has to be the control group as everyone else changes.
Jeskai Artifacts: Leaned heavily into Living Weapon/For Mirrodin!, added Puresteel Paladin back in. If the Eldrazi are pushing a bit wider, Jeskai is shifting slightly to go taller. Still going to want your thopter tokens to carry all this new equipment. Watch out for Turn to Slag, added that as a little release valve.
Abzan Enchantments: Some sweet new Bestow cards in MH3 pushed me to shift this a little more towards Bestow instead of Constellation. Haven't added Kor Spiritdancer yet but it's in reserve if this feels like it needs a boost. Also changed the lands to add in the enchantment mdfc lands from MH3.
Bant Awaken/Lands: After trying out the 3 Jeskai 'bridge' lands in the last draft, they did a good job of boosting metal craft but they were more highly prioritized by Bant as indestructible Awaken targets. I like that idea so we're leaning in with the full 10 card cycle and switching Jeskai's 3 lands back to the Mirrodin ones. This may make this the most powerful archetype now so I preemptively upped/tweaked the removal to lean more into bounce, exile, and -1/-1. Very curious to see how this plays out.
Lands in general: Added the MH3 landscapes in appropriate colors to replace the second copies of the Alarm tri-lands, shaved the refuge lands and half the fetch lands to make room for the bridges.