rolled back a few updates because I don't have all the cards handy.
Cutting the shard/wedge section which was never quite as exciting as I wanted + which added some extra complexity (face-down cards) that wasn't quite worth it IMO. Also removing the Arena-downshifted investigate cards which never quite made the cut.
Adding two more monocolored cards per color in an attempt to try some new things from the newer sets. Not all of these may make the cut but I think they're all at least worth testing. The spree cards in particular are I think quite strong.
I'm also tinkering a bit with green in the hopes of adding more defensive + late-game power to the color. the cube has a lot of efficient low-curve threats and I want slower green decks like GB or GU to have more answers in the early game and more late-game threats that can help stabilize (thanks Raeef for the Honey Mammoth suggestion)
I'm also looking to carve out a few more spots for landcyclers in both G and B to help graveyard themes, will do some more tinkering shortly.
I have a soft spot for wacky ol' Aftershock, but I don't think it really does a lot here + it's a feel-bad with bouncelands back in the cube.
I don't think Desert or other utility lands are so powerful that (bad) LD like this is necessary.
Plus I wanted a red Trumpet Blast effect and Crescendo is one of the better ones they've printed lately. I forgot I'd never put in Ambitious Assault
Updating based on suggestions from thepaupercube.com's blog post. Not switching everything around, but adding the bigger hits from recent sets.
I'd already had some of the bigger MOM updates in here, and there's not as much from CMM as I expected. Dread Return is the big one here; excited to see if that can do work with the giant landcyclers from LOTR, etc.
Edited art for some of the cards that I got new versions for.