Okay, so some of the most powerful and/or interesting cards from Adventures in the Forgotten Realms and Midnight Hunt are here. Most of these are fairly obviously worth a bit of testing.

In addition to those additions, there are a few major overhauls to the cube.

Since removing Reanimator from the cube, I've found the graveyard to be a terribly underutilized resource pool. I'm addressing this two ways: One is to just weave a bit of graveyard value throughout the cube with strong enablers like Stitcher's Supplier, Faithless Looting, and Thought Scour alongside payoffs like Hogaak, Volrath's Stronghold, a Goblin Welder package.

This ties into two other changes to the deck. First off, Value Tinker is here! Tinker and Welder combine to create big value loops with fun cards like Myr Battlesphere, Scuttling Doom Engine, and Bolas's Citadel. Second, Urza's Saga is a really powerful card, but it didn't have much support in the cube. So, I've added Trinket Mage and increased the amount of targets the two cards have with aggressive cards like Shadowspear and Signal Pest and value cards like Chromatic Star and Mishra's Bauble.

Finally, I've also removed all of the Mythic Double-Faced Lands from the cube, replacing them with more traditional utility lands. Nothing against the flip lands, I think they're a unequivocal boon to any deck that picks them up, but most people that drafted the cube felt like they were pretty low value draft targets. They make decks better, but they felt uninspiring in during the draft process.