This update includes a small number of updates from Kaldheim along with quite a few other little adjustments that have been accumulating.
WhiteEspecially when trying to support proactive, two color decks CC two drops are difficult to support, and I've cut back on them, but I'm switching Consul's Lieutenant back to Precinct Captain. I think the power level is similar, but the former is un-appealingly wordy and I think token generators are a more valuable resource.
I've enjoyed Bound in Gold in limited. The opportunity for it to be more flexible than a pacifism works well. Seal Away while efficient, has the problem of not working especially well in proactive decks and removing the creature from the board removes some opportunities for interaction.
The 'double spell' mechanic is a really nice level of build- and play-around. The iteration in Kaldheim has some cards with reasonable floors. I'm adding Clarion Spirit and could see more in the future. It doesn't fit into any specific archetype, but think will just work reasonable in low curve or tempo decks with red or white, and interacts with token and go wide synergies.
Luminarch Aspirant at first seemed a bit over powered for this context, but I think the kind of proactive value it generates doesn't snowball in a problematic ways and offers a lot of decision points and light build-around options.
Release the Dogs is a fine card, but the token diversity is real and as a four drop it's felt a bit clunky.
Steppe Lynx sounded perfect as a proactive landfall matters cards, but the environment just isn't set up for it to work even in what amounts to a very narrow spot.
BlueQuench is a Mana Leak nerf. Leak has been a bit too easy and doesn't offer much space to play around.
As the curve of the cube has gotten progressively lower Disdainful Stroke has just gotten too narrow to be relevant.
BlackThe curious upside of Mind Rake is just too narrow. Despite the much much lower quality illustration, I think Mind Drain is more likely to be relevant.
RedRelic Robber is an interesting card that gives proactive decks some reach. It may not last depending on how much of a liability the tokens are against some decks.
Countryside Crusher has never performed well or been particularly fun to play with, and Experimental Frenzy similarly has felt like a bit of a trap, although could return.
GreenI like having one or two flexible, reactive combat tricks / protection spells. Vines of Vastwood may be the more powerful option, and I'm not concerned about either being too powerful, but Snakeskin Veil offers a bit more in terms of mechanical interactions without much of a loss.
Although I generally avoid planeswalkers which generate continuous value, Vivien, Champion of the Wilds came up in the design of another cube and I think it actually might be a good fit, if close to the top of the power curve. It can generate a lot of value, but takes some work.
Living weapon has always appealed to me and I'm excited to see more variants. Despite looking not particularly exciting I think Elven Bow will play better than it looks, at the very least in sideboards. Reach is a relevant keyword.
Masked Vandal is an easy additional Reclamation Sage and a changeling to boot. Two effects I'd like to turn up a bit.
Loathsome Chimera and Nessian Hornbeetle are best friends. Like the bow I like the way these cards play. Escape is a great mechanic in terms of providing a controlled source of card advantage you can build towards. I expect the chimera to play better than it looks and provide a relevant late-game threat.
Leafkin Druid has been on the chopping block for a bit. I recently added some other dorks and have a higher density than I really want. It's extra text rarely comes up and I'm happier to not have it.
I'm also cutting Scale the Heights and Once Upon a Time just to trim green a bit. I like Explore but even with the extra effects Scale doesn't quite get their. Once Upon a Time is powerful, but doesn't ultimately feel necessary. One day they'll print an Adventurous Impulse with the right balance for me.
GoldI'm cutting the much maligned Cosmotronic Wave and replacing it sort of with Heroic Reinforcements. It fills a similar role without being quite as arbitrary and encourages a particular kind of gameplay. I'm also cutting Tenth District Legionnaire to keep myself from creeping on gold cards. I really like the legionnaire, but it's hard to make cuts from Boros (an opinion shared by no other cube designer) and I'd rather have cards that don't lose so much value after turn two and are more reasonable in a Boros deck heavily skewed to one color.
Maja, Bretagard Protector may be the Sporemound I've been looking for. It's a pretty clear plant Wizards designed for just this cube. Sporemound is a card I love but is a bit too far below the power level median. The additional anthem means Maja can have a big effect on combat when she enters the battlefield. Sticking to my responsible plan I'm cutting Knight of Autumn. The card's fine, but the menu-style design has never particularly resonated with me.
Angrath, Captain of Chaos has been on my maybe list for as long as this cube has existed. It pushes against some complicated power level limits, but it also ticks so many boxes. Menace is an excellent mechanic and gives proactive decks a way to force the issue. I love hybrid and it slots into token and sacrifice themes too.
BrownI was hoping for another couple relevant shapeshifters in Kaldheim, but I'll take Bloodline Pretender. In this environment I think it'll be easy enough to power this up into a relevant threat on it's own with just a little attention to it. It fits well with token and small tribal themes as well as counters and artifacts. It's no Metallic Mimic, but I hope it'll be a 23 card people will be happy about.
Nim Deathmantle has been in the list from the beginning. I initially expected it to be too powerful, but especially as the format has evolved it's more of a trap than anything. Byeeeee.
LandsMutavault over Mishra's Factory seems like a pretty straight upgrade here. I don't know why I didn't think about it sooner. Incidental tribal interactions are more likely to happen (now and as the cube evolves) than playing a colorless land as a slightly better blocker. Ultimately both may end up in the list.
As I've been trying to push two color aggro in Naya colors, I've been looking at different options for fixing. The filter lands, including Rugged Prairie, Fire-Lit Thicket, and Wooded Bastion are far from a slam dunk for me. They make you care about and punish how you tap your lands in a way I don't enjoy. On the other hand, I think they do specifically reward two color decks in a major way, so I'm optimistic. Along these lines I've also added Battlefield Forge since fixing is most valuable in these colors for proactive decks.
Creeping Tar Pit's been lurking around long enough, I think it's time we invite them in.
That you can bring many different decks and strategies to the same game is so much what I love about Magic. The color pie has a lot to do with that. I'd love to diversify lands between colors even more to play into their strategies and flavors. Expanding the Zendikar landfolk cycle doesn't feel in that spirit, but I'll forgive myself since this cycle is already so asymmetrical within itself.