House-Keeping:
This post marks a change in how I'll be updating the cube going forward. Where previous updates aimed to flesh out the idea for a cube without sharing rationale, future ones will aim to reinforce the character and gameplay of the cube while (hopefully) providing some helpful information for any new cubers.

Justification:
The aim of this update is to reduce the amount of unconditional removal in the cube without sacrificing speed and power. Dismember, for example, is a card which would be played in almost any deck and any colour combination. Green decks will happily take a removal spell that kills almost any creature in the cube for one mana and 4 life, while black decks will either lose out on a card or play it for a similar, albeit more flexible, removal spell.

Dismember will not be making a return to this cube, and I would consider it a problematic or banlist-worthy spell in a peasant environment. Instead, I'll be adding Snuff Out, another powerful spell that can be cast for a ludicrously cheap price. Unlike Dismember, however, Snuff Out requires a commitment to black and the not-insignificant cost of 4 life or 5 mana. The speed of removal here is still the same in a Black deck, with Snuff Out being even cheaper, and the question of paying life to remove a threat still remains.

Similarly, Go for the Throat and Power Word Kill have been cut in favour of a more versatile but life-costly Feed the Swarm and one of the few larger board wipes in Peasant, Famine; Bone Shards replaces Tragic Slip with more flexibility in its target and in its additional cost.

As for Red, I made the difficult decision to cut Flame Slash. While it is an iconic removal spell, 4 damage is an oppressively large amount on a one-mana spell in this format. While Lightning Bolt is more useful due to its ability to hit players and planeswalkers, the difference between 3 damage and 4 damage in Let The Peasants Eat BREAD is quite drastic, and the lack of versatility can lead to repetitive, feel-bad game interactions. There will come scenarios where a Red player uses their Lightning Bolt as creature removal and has to justify losing a card which could close the game later.

As a replacement to Flame Slash, I have added Galvanic Blast. While the card is only a Shock without metalcraft active, there is a growing number of powerful artifact cards in Red such as Rabbit Battery, Gold Hound, Twinshot Sniper, and a host of equipment. Not to mention Storm-Kiln Artist and Toggo, Goblin Weaponsmith which will almost single-handedly activate metalcraft. Kami's Fire replaces Searing Blaze which, despite the higher ceiling, the double-red mana cost restricts its use and landfall does not reinforce an existing archetype in the same manner that kami's Fire does. Finally, for Red, I chose to cut Staggershock in favour of Fire Prophecy as I find the former offers a rather vanilla effect spread over two triggers while Fire Prophecy provides both removal and card selection on one card.

Other Notes:
While not included in this update, I would say Bind the Monster is an addition which represents the same removal principles that I want to strive for in the future.

For unconditional removal, Infernal Grasp remains (for now) as I do think near-unconditional removal supports a healthy control environment, just not in the sheer amount that it was before. Infernal Grasp, when put in the context of Snuff Out, Night's Whisper, and Read the Bones gives control players powerful card draw and removal, but the cumulative drain on your life total discourages the "Draw-go" style of control that I seek to avoid.