Shrine of Loyal Legions: I fucking love this card. I'm pretty sure it's literally been in since the beginning of the cube, and it breaks my heart to remove it. And it's not even getting cut for power! The problem is that it pushes too hard towards mono-white, and white 2s are getting too tight to hold onto it any longer. I'll always love you, Shrine.
Dust Animus: A 2/3 flier for 2 is already a good rate (some say "better than any other white 2-drop" although I'm skeptical of that), and the late-game juice is just icing on the cake. In this case I actually like that the plot makes it better on blocks, since I want to give white a bit more reason to pump the brakes sometimes.
Gideon Jura: There ain't no party like a Gideon party cuz a Gideon party is mandatory. Sadly, the mandatory parties are rarely thrown any more, and this guy spends his days twiddling his thumb in sideboards. You can just get more bang for your buck out of five mana in 2024.
Chart a Course: This card was shockingly solid. Being able to choose when it was cheap Divination versus a discard outlet was very good. May well put it back in later.
Jace: Trying this out over Chart a Course. Seems really hard to evaluate. Not having anything but the ult give card advantage is rough for sure, but it's weird enough to be worth testing.
Zephyr Singer: This kinda sucked. The problem is, once you have creatures that are big enough for flying counters to matter, you kinda don't want to be tapping them to cast this.
Fblthp: I'm not terribly optimistic about this. Part of what makes Future Sight so good is that it can dig you through lands, which this absolutely cannot. But this is a weak slot and I'm open to being surprised.
Sower of Temptation: Sower has had its time in the sun, but it's just so disruptable that it doesn't hold its own much these days.
Stoic Sphinx: This is kind of just a whatever guy, but being largely immune to sorceries and a four-turn clock isn't nothing, and blue's 4s don't set a high bar.
Three Steps Ahead: So flexible! I think this is mostly going to be a counterspell with kickers, only occasionally played with only the other modes, but it's hard to predict. The core value is that it's flexible while still having every option decently costed.
Invasion of Vryn: This was totally decent, but never outstanding. It depended on a deck being decent at getting in damage but also having fairly impactful individual spells, which was a bit of a goldilocks situation, but not enough that this saw no play.
Plan the Hiest: I feel like there's probably a really killer 4-mana blue draw spell they'll print soon that this isn't, but until that happens I'm interested in seeing how this plays. Plot on a draw spell is kind of cool because casting a draw spell when you only have four lands isn't especially useful anyway, so plotting this is pure gravy early on.
Tinybones: I have been trying for years to get a one-mana 1/1 deathtouch to get played in this cube because I think it's a legitimately decent defensive option. Maybe this will finally be the upside it needs to catch on.
Kalitas: This guy's SUCH a solid sideboard role-player it breaks my heart a bit to cut him, but the slot is getting tighter and so needs must.
Hostile Investigator: A four-mana three-for-one with continued upside? JEEZ.
Doom Whisperer: This was a classic 24th card. Everyone's pretty positive about it but also cuts it in the end. An easy slot to try something new.
Gisa: It's hard to theorycraft exactly how easy this will be to trigger, but if it's reasonably reliable it seems pretty bonkers. Ward overperforms and this goes very wide very fast.
Generous Plunderer: In for Magda. Although giving your opponent a treasure is a very real downside, I think the upside of how much better this is at being an aggressive creature is worth it.
Decadent Dragon: This was okay, but nothing to write home about. Given that it took up (part of) a multicolor slot, it didn't earn its keep.
Stingerback Terror: Flample is strong, and in a low-curve deck this could be very scary indeed. My biggest concern is that it's too narrowly pointed towards aggro, but I'm okay with giving it a shot and finding out.
Freestrider Lookout: Kind of a bellwether for how achievable criminality is in Moddy. Being green certainly hinders that, so it'll be interesting to see how this does.
Loamcrafter Fawn: This was too conditional. Only hitting permanents and requiring lands in hand was just too much to ask.
Ornery Tumblewagg: Green siege veteran with better upside. Enough said.
Nissa: I always kinda hated that this card said "basic forest". This has never been bad, but she's been sitting in sideboards more and more and she's not load-bearing in any particular direction.
Sandstorm Salvager: The green Blade Splicer! The upside here is definitely not as good as first strike most of the time, but it does set some deckbuilding gears turning.
Champion of Rhonas: There are a lot of new and different ways to cheat cards in these days, so I'm taking out one of the more boring ways to keep the density down a bit.
Bristlebud Farmer: Iwamori of the Open Fist used to be playable in this cube.
Smuggler's Surprise: I think this is notably worse at doing pure cheats than See the Unwritten, but I'm interested to see if the added flexibility is worth it. It's especially interesting in its ability to easily enable reani while also being a backup strat for stuff caught in hand.
Tasigur: This has finally hit the inflection point where its efficiency no longer counterbalances the fact that mana sinks aren't great in cube, especially since delve is a lot less free in black than it once was.
Lost Jitte: Umezawa's this ain't, but given its low cost it still seems solid, especially as a reward for the evasive deck I'm trying to make happen.
Xira: Jund rarely aggro enough for this, and even when it is the rate isn't really there.
Slimefoot and Squee: I'm a bit concerned this'll be too repetitive, but the fact that removing the saproling once basically kills it is probably enough.
Cabaretti Confluence: The core issue with this, I think, is that it's the wrong colors. Naya decks just can't quite take advantage of the cloning as well as blue or black would be able to, and that makes the whole thing just too conditional.
Jasper Flint: I'm skeptical of how good this guy is, but I suppose he's worth a shot.
Bonny Pall: This is a good hunk of stats for six mana, and the slot is pretty soft.
Urborg Reposession: I think people underplayed this card, but I'd still rather put in something that excites people.
Honest Rutstein: A three-mana gravedigger isn't that exciting, but it's cool to have something efficient in this color pair beyond pure removal.