Pretty happy with the cube, but due to previous changes, graveyard synergies were a bit too strong. I'm taking back Uro as well as some of the enablers, including tutors.
Push 3 colors combinations: Now that the cube has matured, more organicity is introduced to allow archetypes to naturally merge together. Players should be able to easily find cards that fit their main strategy even in other colors.
Remove merfolks as a supported archetype: Tribal is not a popular archetype in this cube. Players do not want to commit by fear of it not being open, and it allows for few interesting options to add on top, in addition to virtually locking you in a specific color combination and polluting card quality if you're not playing this archetype.
Lower control's power level: Control as an archetype has been overperforming. Powerful control cards have been replaced in favor of other archtypes.
Improve graveyard strategies: Graveyard strategies need a critical mass of synergistic cards, especially without the presence of reanimation effects, and it can be hard to build a cohesive core in a cube environment. The mass and card quality of graveyard synergies have been largely improved. Improving strategies based on recursion can also give control decks a hard time, and help keeping them in check.
Push 3 colors combinations: While 2 color archetypes are clearly defined, 3 colors combinations should be attractive as well. While multicolored cards are limited by my current card pool, the addition of some of those cards should help.
Replace underperforming cards: Some underperforming cards have been replaced by cards that fill their slot better, or support existing archetypes. Because of the nature of this cube, cards that hate on a specific element are not needed and have for the most part been replaced.
Improve graveyard and sacrifice: These archetypes are slightly below what was expected in terms of power and attractiveness. The addition of a few support cards should help in this regard.
Promote color diversity: The large pool of dual-colored cards could push people towards 2-color combinations specifically. I trimmed a number of them to make room of monocolored and colorless cards that could fit within existing strategies for various color combinations. Additionally, I added fetch lands and a few artifacts to help with fixing.
Replacing underperforming cards: A few cards that can be hard to make work in limited got switched for cards with a similar role but a higher floor. Ramp also gained a bit more generic support.
Improving blue's attractiveness: While blue wasn't underperforming, the large amount of toolbox cards in the color could prevent some people to commit to the color, not wanting to pick such cards early. While I'm happy with what the spells offered in various decks, I switched several creatures for ones that could help push towards specific strategies.