Some small updates. Reality Chip and unctus were too narrow. Portent is an ok U sorcery oiling up most U decks, and skrieking drake is a timid effort at supporting the aluren/intruder alarm decks.
Wanting to hit a more a more balanced color pie, adding more interaction, re-entering an old favorite for synergies... a cute package, hard to pull off, had to go.
Just capturing what's left as proxies.
Color counts
Now counting Shrine of burning rage as a R card.
Removing Legion war boss as possibly my weakest red 3 drop, making space for a spicy tech/role player card in G.
LANDS
Massive power-ups. I wanted to try.
(+ removing Murktide to bring U back to 50 cards, as he's too generically strong, Ragavan syndrome.)
Some color count balancing.
Sad to see golos go, but he was the sole real 5c incentive, and I'd rather push bold players towards 3-4c. Soul warden offers a decent drop to BW, and rewards lots of ETB loops in Wx combo shells. Also a one drop in GW for versions leaning into glimpse/rites of harmony big turns.
Grafted Wargear is great in RW(+3 power on double strike creatures) and BR (free sac outlet), but something needed to go and with the recent addition of Dire Flail for Rx and Phyrexian altar for BR&co, both archetypes received enough to see this one go.
WHITE
Cutting some too-cute cards for White artifacts (which got enough ongoing already), making space for different role-players.
Note: Myrel proved too generically good to my taste.
BLUE
Again, lower mana curve, more interaction, and support to some archetypes (notably UB discard and UG storm/combo/ramp).
Credits go again to Caleb's blog for selling me on Fatestitcher.
Well deserved retirement note: cryptic command and Jace, who were both in the cube since its inception 10+ years ago! They served us well, but both are now too generically strong and fits in basically every U deck that can pay their costs. This is not where I want to take the cube.
Black
Touch ups.
Aimed to provide more interaction, more choices and actions per turn.
Note on Damnation out, Bitter Triumph in: With an increased focus on synergies (or durdle) strategies, I wanted to be sure aggro and creatures.dek could still be the fun police. Less wrath and more pointed removals help with that. The 2pv cost also incentivizes BW life matters.
GREEN
Cutting on some old vanilla cube stapples to make space for
raising power (fastbond), combo enablers (wild shaper, devoted druid), ramp through enchantments. side note: wild growth and overgrowth both help GU storm, as they make the land untappers that much stronger (snap, frantic search, treachery, palinchron, earthcraft...)
Also, Vengevine is back! (not sure how I dropped it, given how good it is for GB, and solid in GW. Welcome back homie.)
Red:
Good swath of upgrades. Lowering mana curve, raising power, slightly more interaction, and underworld breach for bolder builds.
Artifacts
Opening the cube to more complex synergies.
Zuran orb is an unexpected bridge between BW lifematters (combo with Vito), GR landmatters (combos with whildshaper) and Wx eggs/second sunrise shenanigans.
Phyrexian altar opens us to various synergies and combos.
Trying out this change.
I hesitated with benching Queen Kayla instead.
Multicolor:
I'm getting rid of all the cute but burdensome melt cards, and this new Urza can act as a nice powerup to versions UW creature heavy, while also offering a roof the manasink clone ability.
Adding Muldrotha for a change of scenery (Tasigur has been there a long time), while offering some fun combos with LED, reanimation spells, clones &co.
Capturing all multicolor changes in one post.
They all fit the latest archetypes added or edited in the cube, for each of the 10 color pairs.
(Jeskai ascendency.dek exists)
Wrapping up this massive updated with red.
Here again, some sacred cows must go : wildfire, grim lavamancer (even if I love them), splinter twin (many other 2-3 cards combos entered the cube).
Goblins.dek suffers a bit to make room for other archetype-centric cards, but it likely still a contender (and definitely still fun). Ardoz is for example a premium addition to the roaster.
Wrapping up this massive updated with red.
Here again, some sacred cows must go : wildfire, grim lavamancer (even if I love them), splinter twin (many other 2-3 cards combos entered the cube).
Several cards are on the verge, or being tested.
Goblins.dek suffers a bit to make room for other archetype-centric cards, but it likely still a contender (and definitely still fun). Ardoz is for example a premium addition to the roaster.
Biggest update of this series.
4 archetypes out of 5 are being reworked.
Several things are in to be tried out (Skrelv's hive, dawn of hope )
Overall white is slightly less aggro, but gains lots of resilience.
Overall, many good cards without a clear home get out, for slightly less powerful cards, but with clear archetypes (usually 2) they fit into.
Other cards are simply replaced with a similarly minded card, but fitting into a build (ex: citizen crowbar instead of disenchant, sanwell instead of accorder paladin, etc.)
Several removal, and 2 wraths, went out. We'll have to monitor this.
Green! Very exciting changes here.
GW: enchant matters
GU: combo time
Some oldies (Earthcraft!), and new fun techs (titania fusing with her two parts).
Some old sacred cows are also kille dhere : natural order, wall of roots, rofellos...
(also catching one forgotten black change)
Onto black, with changes to support new, hopefully more interesting archetypes:
BW: life gain matters
BG: GY matters (can maybe exist with hints of enchant matters)
BU: discard matters
Other general updates include newer, more efficient cards for removal etc.
Some old sacred cows finally die : pack rat, grave titan, profane command...