Stirge: not a killer body, but death's shadow tribal takes a lot of support. Evasion and card draw mean this is likely getting tested.
Ghost Lantern: bad raise dead is one thing, but this is killer grow equipment for the color with recursive creatures.
Cloakroom Swarmkeeper: as grow bodies go in the cube, this is surprisingly difficult to trigger in mono-green. Fortunately, I'm not worried about that. If I can find a cut, I'll pull this in.
Multiclass Baldric: I have incidental party support, but I think this is going to be too weak and unpredictable to sub in for another equipment.
hesitant on the vendetta swap.
Picked up the neon dynasty update and never even wrote about it. Sloppy work, self.
Currency Converter - Repeated card filtering is very powerful, and the ability to turn that into treasures or repeated creatures is maybe good enough without being degenerate. History warns me these engines end up slightly more expensive than I would like.
Raffine's Guidance - I said as much in my pauper cube review - this isn't as good as Rancor, but I really like Gryff's Boon, and I might really like this. Solving the aura problem by not costing the aura is a nice perk.
Hypnotic Grifter - Weaker than similar blue card draw engines, but the potential to grow intrigues me. Lacking its own evasion hurts, but Blue isn't supposed to be the most broken color in the cube.
An Offer You Can't Refuse - Countering your own stuff for the treasure is probably going to be wrong, but this is a catch all against the bombs in this cube (are there any?) that aren't named Allosaurus Shepherd.
Cutthroat Contender - Knight of the Ebon Legion and Death's Shadow have a new playmate. This is a slam dunk.
Goldhound - Menace and First strike are reasonable aggro keywords, but I think this is going to be most appealing as non-green color fixing. I wish WotC would stop asking me to sacrifice dogs.
Sticky Fingers - I like this as conditional card draw and psuedo evasion in one drop way more than I liked it for the pauper cube, but that cube has more consistent card draw in other colors. Here, it's probably key for the evasion against the decks that get tall instead of wide.
Unlucky Witness - This was a card I loved in the beginning of preview season and then fully forgot about. Being a vanilla on the front side and not controlling the impulsive draw are both downsides, but two cards is two cards.
Luxior, Giada's Gift - I don't think I have any broken combos with this, and I only have one planeswalker, but this is a spicy piece of equipment to get my hands on for futureproofing.
Ominous Parcel - A bad wayfarer's bauble and an expensive flame slash are both, honestly, very acceptable. I kind of like this.
White:
Radiant Grace: this doesn't solve the aura problem, but the card it "draws" when it dies is nothing to sneeze at for aggro or midrange, as such things are measured.
Blue
Lantern Bearer: this reads as better/more interesting than at least Jace's Phantasm and Silver Raven. Blue having flying men with recursive upside feels way better than giving blue more cantrips.
Black
Closed Curtains: not entirely unlike Disowned Ancestor, I think this will be. Roadblock more than it is a true control finisher in the cube. I don't know if black needs this many roadblocks, yet.
Red
Kessig Wolfrider
This is weaker and slower than Grim Lavamancer, but that card is a format star (or at least darling, to me). This is very fair token generation that makes fairly aggressive tokens.
Green
Dig Up: Traverse with greater proactive control and much stronger upside. I love this.
Ascendant Packleader: this will never be anything other than a 2/1 in green. While that's not something to sneeze at, I've cut all the true vanilla savannah lions from white.
Blessed Defiance: this is a perfectly reasonable buff/combat trick. The spirit token encourages attacking. I'm fine with this in the go-wide and the voltron decks.
Candletrap: pacifism variants aren't super strong, but they are slightly more prevalent in magic overall. We have access to three of the best exile effects at instant, so this is more of an also-ran than in other formats, but it does the job you ask for, even if coven is a difficult hoop to jump through.
Chaplain of Arms: I don't think warden is amazing, but this is better than tundra wolf, which is technically okay for voltron decks. Disturb potentially gives White-X some of the legs blacks recursive creatures have.
Gavony Trapper: I think this is the least exciting tapper, even if it holds off 1/Xs. I fully expect to not think about this much.
Homestead Courage: sorcery speed is a moderate deterrent, but flashback means this helps some go-wide decks get a little taller. I think this is appealing in both GW and RW, and that's probably good enough for a test run.
Consider: I've mostly shied away from giving blue cantrips not tied to creatures, so it's unlikely this belongs in this cube, but I'll grab one in case I shift that stance, later.
Fading Home: the scry always happens, so this is always better than Unsummon. I don't currently run Unsummon, though.
Otherworldly Gaze: this isn't brainstorm, but it's maybe too much for the non-degen pack, and that already gets Anscestral.
Secrets of the Key: investigation is card draw with extra steps, and that feels exceptionally fair as a hoop to make blue jump through. This is my favorite cantrip in the set, I think.
Champion of the Perished: this seems like maybe too many steps for a grow creature in a color I don't want to grow in that way.
Eaten Alive: I currently play Spark Harvest.
Ecstatic Awakener: this is a poor aristocrats card, but 4/4 is nothing to sneeze at.
Rotten Reunion: flashback is the key here. Otherwise, this is very bad carnophage. This might be the only decayed card I kind of like?
Falkenrath Pit Fighter: better than Jackal Pup. The trinket text is hard to use, and I don't really have aggro. Is the madness enough?
Play With Fire: I currently play Shock. This is shock with upside.
Turn the Earth: I like Donais 5C as much as anyone, but I don't think this particular recursion is going to be game winning unless I add mill as an archetype. Sadly, a pass.
Jack-o'-lantern: is this good? I can't tell if this is good. The mana fixing is surprisingly strong for the 3 color decks, but having to get it into your graveyard first is a potential speed bump.
[Detention Vortex] - temporary removal for most permanents is nice. Can turn off equipment that hasn't been attached, or certain enchantments, as well as daunt a blocker. Being cleanly answered by anyone with enough mana is a feature, not a bug.
[Star Pupil] - nothing special, honestly, but there is a non-zero amount of counters support. This could be fine, but isn't necessarily thrilling.
[Symmetry Sage] - I honestly really like that this is defensive but a shock-magnet while making tokens and other blue creatures into a potential clock. Blue creatures are on a curve, at present, and I think "interesting and maybe good" is likely worth testing.
[Lash of Malice] - In most cubes, I think this is a clean Disfigure that occasionally turns into a shock. It's second Disfigure way more often in this cube, but green and white especially support Grow and Voltron. This seems clearly better than my copy of Nightmare's Thirst.
[Professor's Warning] - counters support is fine. Indestructible is a big, fleshly, good combat trick. I think I love this.
[Unwilling Ingredient] - my colleague Omniczech called this a black Thraben Inspector and it is clearly not. But I love it, and I love what it offers as an evasive threat and potential card draw.
[Hall Monitor] - Solid pun, weird ability but an acceptable mana sink. I still have some subpar red creatures like Mogg Sentry. This can find room.
[Charge Through] - I've liked incidental card draw in green and white. I wish it were a buff and trample, but green has quite a bit of grow.
[Valentin, Dean of the Vein] - I'm still torn on this. Valentin is good enough to test, but my friends are monsters who will pretend they are supposed to be able to cast the four drop side because it's available.
[Team Pennant] - Complex equipment with clean secret upside for kobold of kher keep? I love it and I will take two.
[Zephyr Boots] - Flying is good enough. Looting makes this pretty good. +1/+0 would be a slam dunk.
RIP blue control finisher, long live mini kamahl