As a general philosophy of cube and magic I enjoy drafting cards that have upsides and downsides. This doesn't necessarily necessitate that those cards become more narrow in terms of archetypes, at minimum it recontextualizes the draft such that the drafter has new considerations given the contextual synergies to other cards, and ideally it allows them to push the upside and negate the downsides through careful deck building.

brainsurge Brainsurge has been a bit too strong for this kind of effect. I also would like to add discard to this card slot

I love the mobilize mechanic. In replacement of some token generators I've swapped mobilize cards such as dalkovan packbeasts. This is a very strong keyword so we will see how busted it actually is.

I think samwise is a sweet card that has a play pattern of using him proactively after an attack or reactively after removal. The one con I see in terms of play pattern is that the opponent doesn't have the opportunity to react or make decisions after having lost the encounter. In essence it feels the interaction is one-sided.
I've swapped him out for sunpearl kirin which will hopefully be more interactive between both players. This slightly enhances flicker and weakens orzhov

However the balance is somewhat maintained with the next swap of visionary augmenter, a card that is essentially only for tokens/go wide, to wayspeaker bodyguard, a card that returns critters and acts as evasion/interruption.

Psychic Pickpocket is swapped for Constrictor Sage. Sultai players rejoice

Kishla Trawlers has a more flexible effect as compared to slickshot in terms of getting the card back to use at any time (notably counterspells similar to how snappy would) with an additional cost of having creatures in the yard.

Spectral denial doesnt exile, but it can be a tad cheaper for the simic players

[Burst Lightning]] is just generically good. I swapped for Channeled Dragonfire as I like the benefit of multiple spells and supporting graveyard value at the cost of sorcery speed interaction.

I'm reducing the enablers for the roots package slightly

Slip out the back moves to shore up for the spells targeting creatures packages

phantom interference is swapped for a weaker card runescale stormbrood while you cant counter any spell, you do get to counter some and then get a dragon for izzet later. similar modality with more strict conditions. this is a nerf but I want to try its playpattern

similar reasoning for twinmaw stormbrood and obliterating bolt