Alright, this update has a lot of little ideas crystalizing in it about the overall direction of the cube. First of all, I'm continuing to look for ways to intergrate creature cheat into the cube in a way that feels fun, fair and interactable while still being powerful enough to be worth doing. The Prototype creatures from Brother's War are a great addition for this- castable at reasonable price points, but having multiple avenues to upgrade them to bigger, badder versions.
On that subject, I've been unhappy with the black reanimation suite for awhile. The deck would only rarely come together, and when it did, it would often create undesirable play patterns and cause one match to end long before the rest of the round. This update scales back reanimation spells to the best of the best and the targets to the most "castable" in an effort to re-focus reanimation as an aspect of a Black deck's gameplan rather than a gameplan in itself.
This update also marks the beginning of a "cleaning up" of the high-end threats in my colourless section. Cards like Karn Liberated and Emrakul, the Promised End- while fun, impactful and splashy- feel like relics of a bygone era where 7 mana was more than a fabled Magical Christmasland. Control decks aren't interested in grinding until turn 7 anymore, and ramp decks have equally impactful payoffs at 5 or 6 mana.
Small tweaks to the cube's landbase are being made, notably a modest effort to increase the density of creature lands in the cube. My goal is to ensure decks of every variety continue to have a diverse base of threats well into the late game, enabling decks to end in a timely fashion.