I think the cube is ready for Exhume at uncommon to fill the hole exchanging Bite of the Black Rose for Unnerve at common makes. Again, another "Each player" effect, even if its usually more lopsided. I prefer this over Victimize entirely for that reason, though the BR sacrifice deck may prefer that effect as a nice overlap card.
Forgot about a lot of cards in Strixhaven!
It's nice playing paper magic again. That kinda goes without saying but dang it, I enjoy playing paper magic with people again. It's a great motivator to get back to this and other projects.
Biggest choices: Treacherous Terrain and Ancient Excavation, the last Commander allied basic landcyclers in the cube.
A lot of the other choices are about interaction or a desire for more multiplayer scaling effects.
There's one really easy element here: Fiery Fall is the only Alara block "1M Basic Landcycling" card that really feels good both to play and to cycle. The other four are all generally levels of... eh? 3UU is too much for a counterspell, Lifegain is super weak, 7 mana for a drain is a spell that can end games but feels worse than creatures and other better scaling options, and Gleam is nice as a combat trick but is only here because the new white options in MH2 is equally unimpressive, frankly. So the blue and green options were easy replacements, while I feel like an enchantment that cycles is exactly what we want in black anyway, so that's totally playable too. I feel like the red enchantment doesn't really do enough to cut Fall, and I enjoy that Gleam at least has a chance to be played.
The rest are more sidegrades?
Definitely more interesting cards from the set, especially when you get to the rares, so more changes are likely.
(Still a Modern Horizons 2 update to come! This one's just a lot simpler.)
I intend on removing all the allied colour basic landcycling cards - for Ancient Excavation, it'll be Barrin's Spite I think replacing it, whereas it's less clear for Treacherous Terrain. I actually like it a lot more - it's a clear RG finisher even if it's potentially a bit too strong for draft level play. Having a clear "This is going to deal everyone 8+ if the game goes too long" is more important than some of the other effects anyway and, frankly, it makes more sense for RG of all colour combinations to have additional cycling access. I'm just disliking that, frankly, colourless landcycling makes deck construction a little easy. Think about it - the Onslaught block cyclers only fix for the colour of the card, and the Alara block ones require that you already have a source of that colour. It feels balanced for "Oh the spell side is harder to cast" to also mean that the cycling part is easier, but the effects are also... usually a lot stronger? Four birds doesn't seem too big but white/blue LOVES that effect, it's honestly very strong. Reanimation with haste? Great. Exiling enchantments and artifacts in a format rife with them? Sold. Even "Draw your hand then discard that many" really downplays a lot of the sadness you can sometimes have with a 60 card deck in draft by going "Ok, filter for that perfect hand then fuel Arambi ANYWAY". It's just a bit too good, and it makes the enemy coloured section feel worse. Originally I added the third set of multicoloured uncommons so that allied would get cycling, while enemy would get <more substantial effects>. Now I would prefer "draft indicators x2, powerful card x1". I feel the replacements live up to this! Bruenor is a CLEAR Equipment Deck Lord, while Hurl Through Hell is all about giving Rakdos the removal it loves in this sort of environment - exile a threat, but you draw a copy for the next turn cycle. Even better if you exile a flash threat. ;-) Detention Sphere is a safety valve choice for now - I feel there are better choices but, if tokens are a concern, it's nice to have something that can do something about it. Sythis is the obvious GW enchantress payoff should the cube need it and, if the cube doesn't, it is easily cuttable.
Now, other choices:
Modern Horizons 2 has a LOT of cards I need to think about too, and will be updated soon, but this was an easier update for me to make. Adventures is a low powered environment, even if the Commander decks with this set launch gave a LOT more things to think about. Knowing from the start that Venture wasn't going to be used while Clay Golem is the only admission that dice rolling exists made the update easy - it was all about choosing cards that also ignored those concepts, helped by most of the other choices not being too good. Horizons is... wow, it's a defining set for a reason. There's creep and seep everywhere, very unique effects that need to be considered. And Innistrad spoilers are coming very soon? A LOT to be excited about in the cube world, for both this and my other three cubes. But this is my project that is the least set in stone currently so it's the one I wanted to update first.
Axebane Guardian made a lot more sense when there was a soft Naya defenders deck getting seeded but whereas Doorkeeper looks good and actually does something weirdly - since blue had more defenders when it was added - Axebane does... much less. The R/G defenders are slowly going, and it doesn't go in the same deck really as the W/U defenders. In addition, there are better ramp cards in the cube. Sure it fixes but currently I don't feel this is a 3+ colour cube, oddly. For these reasons, at the very least temporarily cut. Doorkeeper, I'll admit, probably next.
Throne Warden is the weakest looking 2 drop. Monarch already has enough incentives, honestly, and at least the Orzhov Knights come with their own Monarch trigger. This is out for the same reason that all the voting matters cards are probably finding their own days numbered - can't support every archetype and this is just a 3/3 for 2 usually, right? Shrug Have to cut something.
Originally when I was building this cube, I intended to keep to a common/uncommon/rare breakdown. Now, however, I'm doing a W/U/B/R/G breakdown, which means that the number of cards in each colour is what matters, not the proportions. For that reason, I'm doing the Battlebond thing - some unimpressive but necessary cards get up or downshifted in rarity (who thought that Irresistable Prey for instance was uncommon? There are a few of those in Battlebond.) But because it's colour weighted, I don't mind "Oh no, there are more 'uncommons' in this colour!" for now - I intend to get it back to consistent numbers eventually but for now, this works for me while I try and figure out better replacements. The curve and the proportion of creature to non creature still feels VERY off in this cube, and I need to rectify that eventually.
Some of these just make packs or drafts boring, honestly. Others are a bit weaker than I'd like so I don't want as many. And some are a lot stronger with Myriad and Encore in the format so I've reduced them to the uncommon level of usage.