Replacing the Hidden lands with bounce lands, trying out some Surveil lands, adding more cycling support, and removing land destruction
Trying out the Hidden land cycle over the Thriving ones, removing the last delirium card, and giving blue more cards that affect the board.
I'm also thinking about which do-nothing enchantments (Drake Haven, Ominous Seas, Improbable Alliance, and The Lost and the Damned) I should cut
Games were ending due to random aggro creatures rather than synergy, so I removed some generically powerful creatures like Gnarled Professor and added more defensive creatures, like Hard Evidence. I kept losing a ton of life to my lands so I'm trying out removing the horizon lands for another set of basic lands which also enables "basicland cycling" and Environmental Sciences.
I may replace the Thriving cycle with either the horizon lands or the rest of the shocklands. I'm trying them out again to see how bad their memory issues are.
I'm also testing: Astral Drift -> Lunar Hatchling, from the Doctor Who set which may be too powerful but does play on a few themes here. Wreck and Rebuild may also be a good fit.
Reducing complexity by removing wordy cards and cards with one-off mechanics.
Adding more learn/lesson to see if it can be fun.
The manlands were pretty wordy, added board complexity, and weren't necessary in terms of mana sinks. Trying out the Thriving cycle to help fixing and add more competition over the lands.
Gnarled Professor and Mascot Exhibition might be too strong, but not sure.
Replacing the fetchlands with custom mono-color fetches because it makes playing/deckbuilding simpler and less stressful considering how few fetchable lands each deck may have.
A massive change to try to increase synergy, improve the mana, and cut boring cards that aren't being played.
Major changes:
Added support for a cycling deck with Gavi, Nest Warden, Zenith Flare, Improbable Alliance, Drake Haven, Astral Drift, and to a lesser extent Seize the Storm. This is probably overkill, but I want to see if it's fun/overpowered before cutting cards.
Emry + artifacts. Many of the artifacts also help with mana fixing, which is currently a major issue. I'll probably improve the power of the lands in a future update.
A 4 card Lesson/Learn package (Divide by Zero + Igneous Inspiration with Elemental Summoning and Introduction to Prophecy). I'm curious how this plays/drafts. I think U/R are the best colors for Lesson/Learn in my cube atm because they care about instants/sorceries as well as discarding and drawing multiple cards.
I also added some lifegain to GB which are two of the slowest colors and added more gravehate as I've added more graveyard interaction.
Also, from the new set:
Oji, the Exquisite Blade -> Woodland Acolyte
First update since copying the list
I mostly removed cards that felt too weak to play Angelic Purge (which is weaker without tokens), Djeru's Renunciation isn't exciting, Ghostly Flicker doesn't have targets in blue, Fires of Victory, Beyeen Veil vs. Jwari Disruption, and the weaker Retreats.
I tried to add cards that fit with the cycling/discard/desert themes and are cards I like that I don't get to play with in more powerful environments.
In future updates, I'll try to remove some of the cards that are too powerful and I may add more MDFC lands because I like those.
I also added 2 extra cards to allow for 4 player drafts of 6 packs of 8. I haven't tried this, and the deck size would probably have to be ~35, but I already have a lot of cubes that are playable at 2, so I'm interested in a small change to make also this playable at 4.