Did some more playtesting today and I'm thinking even more about nixing the "tapped artifacts lose abilities" and the "tapped blockers deal no combat damage" rules. Nobody remembers them. They were short-lived, clunky, unintuitive rulings that only made the game more complicated instead of making it more fun. If i cut these concepts, then it might free up some slots that are currently being used for tappers and untappers. Just because it existed, doesn't mean it's worth remembering.
I'm thinking more about adding mana burn to the rulings. This is the first "old rule" that people remember, so it could be hindering the potential connection of the cube with players by excluding it, even if it isn't relevant most games. Originally I had tried including cards that leaned into the idea of mana burn (Mana Flare, Citadel of Pain, Yurlok, Upwelling, etc), but these cards felt narrow and clunky. I scrapped the whole idea of drafting w/ mana burn, but it was relevant in lots of my playtest games today. I was likely overcomplicating it. Mana Burn doesn't need many special cards as much as Thran Dynamo & Dark Ritual need drawbacks
I realized there's almost no pump spells in the cube, and this is a way i can make Kavu better. Just gotta dig through to find the best ones...
Potential Adds:
-A third (and maybe 4th copy) of Dark Ritual
-Ancient Tomb
-Hedron Archive (old border)
-That mythic from Core 2021 that taps for 4 mana and filters all mana
-Whatever X damage spells have the coolest art
-Mana Short
-Drain Power
-Giant Growth
-Elvish Fury
-Berserk
-Invigorate
-Bounty of the Hunt
-Vines of Vastwood
-Mutagenic Growth
-Might of Oaks
Potential Cuts (to make room for pump spells)
-Gaea's Blessing
-Chain of Acid
-Spider Spawning