Community Cube Review Cuts

Taking some much appreciated advice from Justin Parnell from the recent Community Cube Review put on by JJtheManCub on Twitch.tv. Link

Lots of cuts to come down to 384. Lets talk about some of the big ones:
Mental Misstep: This card was correctly pointed out as the strongest card in the cube, especially AFTER Skullclamp was taken out. I thought that it could stay in on the basis that it is only a 1-for-1 (even if it is the BEST 1-for-1), however, Parnells brings a good point that it being colorless brings a non-decision to the drafting experience. In the end, it's more fun WITHOUT the misstep, so for these reasons Misstep will be Banned to Power.
Mana Tithe/Force Spike: These cards were on the chopping block and I'm guessing it was just my personal affection for the Tithe that kept it in this far into design.
Slippery Bogle/Gladecover Scout: Hexproof is decidedly an unfun mechanic when there is very little trade-off required. These creatures lead to non-games of Magic and the enchantment/pants deck can still be built and is still strong.
Hexdrinker: This card similar to the bogles leads to non-games and non-decisions when drafting. It's incredibly powerful and homogenizes play around it. For that reason it's Banned to Power for the cube.
Lantern of Insight: Let me be honest, I LOVED Lantern control in Modern and I loved drafting it in the cube. That said, NOBODY enjoyed playing against it in either format. For the sake of creating an enjoyable Magic experience I'm removing this aspect of the mill cards in the cube and replacing them with more interactive cards.
Moorland Haunt/Great Hall of Starnheim: The land base needs to be trimmed up to allow for a tight "360" gameplay in which the entire cube is drafted at once. Many of the grey lands were an easy cut (Ghost Quarter is meh) and even the spell lands from Kaldheim were experimental and probably over-priced. The Haunt and the Great Hall, however, will be greatly missed. Being able to convert dead or useless bodies on the ground into air power was incredibly strong and lead to interesting games.