Had second thoughts on changing a couple cards around. Should be the last change before the event.
Cuts:
Track Down - a little too close to Elven Farsight and I've found that people typically don't want both cards in their decks, hoping to replace it with a couple other cool cantrip-adjacent effects
Mosswood Dreadknight - 2 mana to change the top of your library is fine but this is also just kind of a free value engine by itself and isn't super interesting with the core ethos of the cube
Sinister Sabotage - I think Swallowed by Leviathan is just a more interesting counterspell.
Devastation Tide - I feel like a cube where you're typically trying to stick a value engine permanent even as the control deck makes this a tough sell. It's gonna come out for now but might find its way back in at some point.
Thassa's Oracle - You're not typically gonna be able to intentionally get the win with this card and I don't think that's typically what the cube is about. The games can get grinding and with how fast you go through your deck this is sometimes gonna be a relevant sideboard card but I don't think that's enough.
Adds:
Esper Origins - surveils a lot, and cheaply and flashes back as a permanent that does a lot of cool things. Possible it's a little too strong but I think the removal density is high enough to be ok.
Swallowed By Leviathan - I think this card just ends up being the cooler Sinister Sabotage. There's some play in terms of eating graveyard cards in the cube as well that you might have to manage lest this not be able to counter the spell you want.
Seed of Hope - Really neat cantrip and one that I'm hoping can be a good role player here decided I wanted it back in.
Dream Eater - A card that I don't think ever really found a home in constructed but could be cool here. Surveil 4 is a lot and could make for some really cool setups and lines. I'm worried it's a little too close to drawing a card but if that's the cost for this card being able to shine I'm all for it.
Prison Realm - Planeswalkers and tricky to deal with creatures like Ulamog and Triumph of St Katherine have been notable potential problems in the cube. A removal spell that scries while answering with both these permanent types I think will be a welcome addition to the environment.
De-tagging a lot of the cards added in the last few updates. And making some last changes based on the draft from MagicCon Vegas as well as observations I've made regarding play rates in the drafts that I've done of this cube.
Cuts:
Knight of the White Orchid: thought this would be a cool ramp/shuffle effect and it's ended up being neither, the latter letting you scry when saddled seems like it could do some work and it's a good aggressive creature
Overlord of the Mistmoors/Overlord of the Boilerbilges: both of these cards did a little too much and did so in a way that didn't really fit the theme of the cube, Balemurk and Floodpits at least change the top of your library. Hauntwoods in a weird area, but I'm actively trying to support large creatures and spells that can cast for less than their CMC in green so I guess it gets to stay for now.
Linvala, Shield of Sea Gate: a party matters-creature that can be cast off of Sigarda and Nalia d'Arnise that's been in here since pretty close to inception. Thought this could help cross pollinate between different future sights but it just hasn't done that at all really, will be replacing it with a card that Errant and Giada cares about more explicitly.
Manamorphose: a card that feels like filler in a lot of ways, I thought that being able to play a "free" cantrip in this environment would be neat, but it ends up feeling like such a nothing card that makes you track another thing in an already complex environment, I think it can be cut for cooler more impactful cards
Werewolf Pack Leader: part of a package of 2 drops that could (hypothetically) change the top, but this one has a much larger hoop to do that than the others and is mostly just a watchwolf. Again a card with more interesting alternatives I think
Viscera Seer: fits the cube's ethos but without many creature tokens feels like it doesn't have a home, maybe it can come back in the future but I'm going to shelve it for now
Seasoned Hallowblade: castable off of Nalia and Sigarda and that's about it as far as cube synergy goes, I also think we can do better here
Adds:
Tireless Tracker: a familiar card and beloved card to many and castable off of Sigarda in addition to synergizing with the many fetchlands in the cube, 2 mana to change the top card can be appealing in some scenarios, especially if ramping. Hoping this isn't too much of an unbounded value engine since it does cost 2 mana per card with this one
Ill-Timed Explosion - wanted more board wipes and I like the idea of seeing a large card on top and then being able to know that you'll wipe the board, there's a lot of times where you have to cast and hope the top of the deck cooperates and I think there's some cool gameplay implications with knowing the top card and setting this up
Trained Arynx - a 2 drop that lets you scry when it attacks while saddled, nothing fancy but a proactive card that can help did in the late game seems to check quite a few boxes
Fateful End - would like the removal density to be a bit higher to help deal with some of the smaller creatures and this one even allows you to scry, we'll see how it performs relative to Jaya's Greeting
Vega, the Watcher - a card that fits with supporting Errant and Giada while also having many other applications. Can't believe I haven't tried this in the environment yet and I have high hopes for it.
Annoyed Altisaur - green decks mostly play ramp and get lands out so I wanted another big card to help pay that off while also helping stabilize, this seems to fit the bill and there are ways to set up its cascade quite well in the environment. Also notably a card that can be cast off of Thundermane Dragon which is quite welcome
Chitin Gravestalker - castable off of Glarb and Nalia as well as being a card with a big mana cost that is often much cheaper, can also cycle to change the top card of the library. Another card that looks plain but I'm hoping can be a glue piece.
Rumor Gatherer - party creature type in one (wizard) that doesn't have many good options in BW as a color pair, so castable off Nalia and Assemble while also having a slam dunk effect when other creatures ETB. White is a creature focused color and being able to build your own preordain as you continue to dig through your library seems very appealing, excited to see how this one plays.
Cuts:
Thoughtpicker Witch, Young Pyromancer - Had an idea for a RB aristocrats style deck with a bunch of topdeck manipulation cards that required sacrificing tokens, but with Into the Pit being printed and the accessibility of Maps, Clues and impulsive draw these no longer feel needed. Witch also felt like a weak card in the vein of the mill rocks.
Song of Creation - A lot harder to use than anticipated. Maybe this can make a return at some point but there's a lot of other cooler cards I want to give another shot instead. It is a cool card though and something that's neat to Beseech for but I still don't think that's enough to save it.
Pyxis of Pandemonium, Ghoulcaller's Bell, Codex Shredder - The mill rocks were by and large a dud. The fact that modern future sight designs don't reveal the top card really hindered their usage and there are other much better ways to interact with the top of your opponent's library instant speed like Thought Scour, Noxious Revival, and Predict
Wary Thespian, Ray of Erasure, Llanowar Elves, Reckless Impulse, Dream Cache, Omen of the Sea, Fire Prophecy, Thrashing Brontodon - A bunch of cards that either have redundant or almost strictly better effects already in the cube.
Adds:
Subterranean Schooner - Exploring manipulates the top of deck and helps fill the graveyard for delve spells, Tolarian Terror and friends. Also another artifact for Mystic Forge.
Grim Bauble - Artifact for Mystic Forge, removal spell, can pick it up with TTAB. Surveils. Another card that is bread and butter but checks a lot of boxes.
Reckless Detective - Blocks decently. A 2 drop that helps manipulate the top of your deck and something to do with all the maps and clues lying around. Think this one could be a sleeper.
Abbot of Keral Keep - Clean simple 2 drop that's a good attacker and can clear the top of your library. Nothing fancy but something worth trying I think
Cave-In - A lot of utility creatures in the cube. Good with beans and cards that card about big CMC. Excited to see if it performs
Rubblebelt Maverick - An extremely efficient card that can both fill your graveyard, fix your draws and has value in the graveyard. Surveil 2 can be pretty close to drawing 1-2 cards depending on if and what future sight effect you have in play.
Sentinel of the Nameless City - Map tokens good for topdeck manipulation and filling graveyard for delve spells and the like. Into the Pit and Boomer Scrapper appreciate tokens. Also just a big body. Lots to like about this guy.
Cache Grab, Malevolent Rumble - Hoping to support Tolarian Terror, Eddymurk Crab, Delve spells, etc a bit more with these. Still a little hard to cast more than one of them I think. Also can filter through the top of your library.
Kiora the Crashing Wave - A returning card. Cut her originally because she seemed a little boring, but she's removal and a way to clear the top in multiple ways. Worth giving her another shot I think.
Rashmi, Eternities Crafter - There's a lot more cards that cast for way less than their CMC now. Being able to set up Rashmi, Cave-In or Rashmi Tolarian Terror seems like a cool thing to shoot for. Think it's worth giving her another shot.
Yennett, Cryptic Sovereign - A cool card and the kind of thing I want players to aspire to in the environment. There's a fair number of large odd cmc cards that this can cheat out up to and including Emrakul so we're gonna put her back in. She can also just draw a bunch of cards and manipulate the top that way.
Ziatora's Envoy - Maybe a preview for Thundermane Dragon? A sweet card and one I wanna give the chance to shine.
Overall, I think I'm trying to shift a little bit more towards cards that potentially manipulate the top card for 0 or 1 mana, whether that's through map tokens, or planeswalkers that can downtick or attack to change the top card of your library.
CUTS:
Luminarch Aspirant
The Wandering Emperor
Preacher of the Schism
Inti, Seneschal of the Sun
Laelia, the Blade Reforged
Smuggler's Copter
Extremely strong and often snowball-y cards that proved to be a little too much for an environment with a bunch of expensive and slow cards by the nature of its central gimmick.
Banishing Stroke
A little too weak on the front half despite being kinda cute when you can miracle it.
Staff of the Storyteller
Not a lot of token themes in the cube, think this one was a bit of a miss in terms of trying to make Forge better.
Force of Virtue
I don't think this really fits the direction I'd like to take the cube. I like exploring the space of pitch spells a lot when you theoretically have this much advantage, but I'd like to have more small game cards since Future Sights naturally make the game bigger.
Ethereal Forager
Think there were one too many beans payoffs added to the cube and this one felt a little awkward alongside Eddymurk Crab and Tolarian Terror. Could come back in.
Dig Through Time
Treasure Cruise
Expressive Iteration
Three very strong and generic pieces of card advantage. The environment isn't lacking in card advantage and I'd like these to be more selection instead.
Cut Down
Fatal Push
Generic removal pieces I'm replacing with similar counterparts that also hit planeswalkers alongside the white removal to see if I can't try and tamp down a bit on the power level of Vivien Monsters' Advocate.
Primeval Titan
Always a bit of a placeholder in terms of "big green creature" and one I don't really feel is needed anymore between Overlord of the Hauntwoods and Titan of Industry existing in the cube.
Elvish Mystic
Similar to above, except as an early game green ramp card.
Darkblast
This one I think was always a little too cute and hasn't seen much play. People end up with it in their pools and then want to play a more impactful card instead.
Adds:
Bloodchief's Thirst
Bone Shards
Broadside Barrage
Leyline Binding
Cast Out
The aforementioned removal spells I was hoping could help manage some of the walkers power in the cube. Bone Shards also explores the space I was talking about in terms of the card advantage push/pull. Broadside Barrage providing a little selection is also nice. Leyline Binding and Cast Out are also good as catch-alls in addition to having positive aspects with other synergies currently in the cube.
Ertai Resurrected
A flexible card that can answer most troublesome spells/permanents intended as a catch-all that I'm hoping has less of a downside in an environment like this one with so much card advantage already.
Boosted Sloop
Intending this as a replacement for Copter as well as a way to manipulate and change the top of your library.
Sunscour
I think this card is really neat in the environment and I wanna give it another go now that Beans is in the environment.
Ride's End
Seal Away
Would like to bring the removal density up a bit and these do that while synergizing with other cards in the cube. Ride's End with Beans and Seal Away with Errant and Giada
Preordain
Omen of the Sea
Some more card selection, Preordain intended to work with Eddymurk Crab/Tolarian Terror and Omen of the Sea with Into the Pit/Errant and Giada alongside being general good for the reasons you want card selection in the environment.
Wash Away
Card seems so cool in this environment and the buyout clause of Cancel has text. Excited to see how this maybe plays.
Molt Tender
Mana dork that has value late game and a cooler card in the environment than Mystic.
Magmatic Channeler
A card that can manipulate the top of your library without being a messed up aggro card like Laelia or Inti
Into the Pit
Elsha of the Infinite
Radha, Heart of Keld
Three Future Sight effects. Into the Pit is new while Elsha and Radha are back in again. We'll see how they perform. I'm really high on the former while the latter are just fine, but I'd like to give them another chance.
Taking a crack at trying to improve the functionality of Glarb/Up the Beanstalk in the cube as well as clean out a lot of the less exciting cards in the cube.
This is still an intermediate update as I try to adjust and visualize what the package looks like exactly