In broad strokes this update replaces generic value from gold cards with synergistic pieces and simplifies the average card included in the cube.
Slaughter the Strong is coming back as a second white board wipe, I'd like to support white control a bit better.
While I really like Seal Away it's the white removal spell that fits into the same reactive decks that would play Slaughter the Strong and I don't want to increase the number of pieces of interaction in the cube right now.
I want to try out Tolarian Terror in place of Jetting Glasskite for a more castable late-game finisher.
Ward is definitely worse than the protection of the Glasskite but the difference between 5 power and 4 has hopefully enough of an impact to make the Terror viable.
Mischievous Mystic is simple and impactful, I'll keep an eye if it's too strong but I'd like to push a bit more the tempo-ish decks in blue like ninjas and flyers.
Eldrazi Skyspawner doesn't fit as well in the same strategies and often is played just as another flying 3-drop.
This change may cause balance problems in the creature curve but tempo decks require cheap plays much more than lategame mana efficiency.
Silent Departure is another Unsummon that should play better than Vapor Snag in the spell-matters deck. I'm still unsure of what to play in this slot but I'm leaning towards a cheap instant or sorcery that offers a temporary advantage.
Foulmire Knight is here to boost up the black cheap creatures and equip subtheme while being a good draw at any point in the game.
I finally moved Vault Skirge in the colorless section and that made space for the Knight.
I also chose to bump up the number of artifact creatures in the cube with Sphinx of the Guildpact, Darksteel Sentinel and Combat Courier.
These add a bit more ramp payoff and one more reason to self-mill.
I cut Sunset Pyramid after ending up in the sideboard in almost all drafts in which it's seen.
Mold Folk is the next best sacrifice outlet I found, I like how it carries equipment very well with 2 very relevant abilities in combat.
Gorex, the Tombshell scared some players with its exorbitant mana cost and never was quite big enough to be a intimidating payoff for a self-mill strategy.
Goremand could be one more sacrifice outlet, or it could be a big trampling flyer cheated into play. Either way if it manages to get onto the battlefield it will be a problem.
Undead Gladiator used to be a scary recurring creature. Nowadays it's too durdly as a looter/blocker and doesn't pose enough of a threat on its own.
Skinrender is the original Ravenous Chupacabra, I'm including it now because I realized just how long it takes to read Gilt-Leaf Winnower. Despite my adoration for this Elf, it's not the right fit for a draft environment full of complex textboxes to read.
Unburial Rites is back baby!! I cut it from the cube years ago but I've kept it closeby, waiting to find space for it again.
Drown in Sorrow is a victim of the increase in boardwipes in other colors, other cards are more flexible and more often end up in the main deck.
Pyrewild Shaman plays in a similar space to Undead Gladiator but offers a more aggressive plan.
Pyrohemia is a powerful control tool but requires a heavy commitment to red and generates a repetitive playpattern.
Fast // Furious is my current solution to making boardwipes more maindeckable.
The Fast half should play a similar role to Highway Robbery for spellslinger decks but having the option to interact with opposing creatures instead makes it a more appealing inclusion.
Ardent Elementalist is another value creature to make a slower red deck feasible.
Twinshot Sniper has been more valuable than I initially thought: reach makes it a really good blocker as well as a removal piece for smaller creatures. Unfortunately I'm trying to cut down on removal in red and I needed a slot for the Elementalist, but I'll keep Twinshot Sniper in mind for a potential return.
Dragon Trainer is another attempt to include a big dragon in the cube, so far Volcanic Dragon and Shivan Branch-Burner have been too expensive mana-wise to see play and didn't do enough for reanimator.
Dragon Trainer at least is cheaper and promises more value if one can recur it.
Firespitter Whelp is a flying Firebrand Archer. Since this kind of creature isn't usually meant to block, its evasion can help to push some additional damage.
Irascible Wolverine hasn't performed as well as I would have liked. I guess it felt too anonymous for every player, no archetype could really claim it as an integral piece so nobody wanted to put it in their deck.
Mogg War Marshal has been a notable exclusion for so long, mostly because I already had too many red creatures at mana value 2. But I felt this card to be now more relevant than ever with both a token subtheme and plenty of sacrifice enablers in red.
Reckless Lackey has decent stats for a 1-drop but even the aggressive decks opted for more impactful cards when given the chance.
Needletooth Pack is a slow combo enabler, more in the realm of good value than outright broken. Nevertheless any deck with enough persist creatures will want this.
Obsessive Skinner requires a variety of card types in the graveyard which is hard to find as most green decks that self-mill are trying to go for bigger things than a few +1/+1 counters or are trying to maximize creature-count for Spider Spawning.
Moldervine Cloak has dredge in green.
Invigorate is less broken than I thought and I'm swapping it with a (less surprising) permanent boost.
Jewel Thief is a type of ramp in green I don't particularly love. But I've been feeling a lack of powerful green 3-drops so I'm trying it out.
Edge of Autumn is the weakest ramp spell I could find in the cube: it's useless in the mid-game when a ramp deck would really like the option to get a 6th or 7th land.
Walk with the Ancestors adds variety to green with a non-creature that hopefully can play a role as a midrange value piece.
Nacatl War-Pride is easy to remove and oppressive if not dealt with. It felt as a trap for newer players on both sides of the board: its counterintuitive effect has caught many players by surprise in an unpleasant way.
Quicksilver Dagger enables new combos with Midnight Guard or Thermo-Alchemist. Being an aura it's quite vulnerable to disruption but if it sticks for a turn or two it can draw a lot of cards.
Johann, Apprentice Sorcerer doesn't offer enough for the deckbuilding restriction it requires.
Rhythm of the Wild is another piece for the persist combo but also provides enough utility to other decks between uncounterability and haste.
Boggart Ram-Gang is really hard to cast in a 3-color deck and often the choice between a fun splash and the Ram-Gang doesn't ends up in its favor.
Brushfire Elemental is easy to power up with plenty of landscapes and bouncelands.
Burning-Tree Emissary has the same problem of the Boggart Ram-Gang.
Footlight Fiend isn't super strong but offers a useful body for aggressive strategies while enabling an aristocrats theme.
Rakdos Cackler nowadays sees play only in red aggro and I'd like my hybrid cards to be more flexible than that.
Lagomos, Hand of Hatred has a nifty elemental friend. Juri, Master of the Revue is probably better but I'm trying to include less multicolor removal effects in colors that have plenty already.
Blightning is (hard to cast) generic value: exactly the kind of card that makes 4 color goodstuff thrive.
Dreg Mangler bridges self mill with midrange.
Ravenous Squirrel is kind of a trap since there's very few cards that play well with sacrifice/death value in green.
Rona, Sheoldred's Faithful speaking of traps there isn't exactly a spellslinger deck in dimir but Rona can play a role as a recurring finisher / blocker in a control deck.
Haunter of Nightveil is another card I cut to make it harder to play 4 or 5 color piles.
Pond Prophet is easier to cast than Coiling Oracle. Blue decks are very interested in a cheap creature to return to the hand for value, but even green decks can use well this frog.
Judge's Familiar is one more cheap flyer to give an aggressive slant to Azorius. I hope the on-board counterspell will act as a deterrent in the style of Siren Stormtamer.
Azorius Charm is a good removal spell but I'd like to cut down on multicolor enablers for slower decks. By nudging each guild in a slightly more proactive direction all the reactive decks should end up fighting for the mono-colored cards and, as a result, play less colors.