Similar to my last sidegrade post, I'm hoping to push some themes with this update, remove some chaff, and put my finger on the scale of some common board states I observe.
Sidegrades:
Nothing here is strictly better, but they should work to shift the decks people are building.
Wavebreaker helps prowess on multiple angles, Lancer is cool but hard to play.
Kellan has text, pit fighter not really.
Inquisition hits most of the cube, duress is a sideboard card.
Gravecrawler doesn't have enough zombies to be relevant
Hellrider is back - Defiler was only temporary (also Defiler SUX)
Clear Shot is always playable, Veil is a sideboard card
Whispergear sneak is a very boring draft matters card, and there are better 1/1s.
Board States:
I've noted this before - but I think it has become too easy for all colors to flood the board. I have seen too many aggressive decks stall out when an opponent drops 2-3 cards that flood the board with tokens. Additionally, base green decks might have it too easy when it comes to mana with the density of ramp spells I was running. With the shock fetch manabase, it shouldn't be so hard for aggro decks to get the reach they need. On the flip side, control decks need more resources to power their wins.
Foe-Razer fights, which should help swing the board state like hornet queen without grinding things to a halt. Plus bonus fight synergy.
Farseek is generically good, walk-in closet requires fetches at a minimum, but also benefits stax decks.
Painters Studio / Defaced Gallery helps go-wide decks and provides impulse draw
Krenko is too similar to rabblemaster, and Anep seems really awesome.
As I mentioned, go-wide is having a tough time. I don't know that elite and paladin can really compete. Their replacements should lead to some interesting things.
Sentinels and Alberix should offer some interesting gameplay when they appear, while not needing an entire deck built around themselves.