Green sucks - hands down. I know. So let's give it a large booster shot of good stuff and see how it does. The main issues with green entail:
Hopefully, these changes act as a counterbalance to black being dominant while rewarding the drafter for leaning into green.
Robots got regularly punished for, well, existing. Giving them a bit more low-to-the-ground enablers with staying power, and a payoff threat that's harder to remove.
Giving the bant colors more aggressive tools, and providing a tempo angle to green - reminiscent of standard UG flash.
Increasing affinity pay-offs for the artifact decks.
A few more changelings to go around to ease tribal drafting + picks requiring specific creature types being present.
Green is by far the weakest color in this cube. I've had a hard time trying to figure out how to balance providing oodles of mana to the color, as it tends to do, and giving it pay offs that are synergistic rather than wholistically powerful to multiple archetypes. I've Pondered it long enough and have decided to trim synergy pieces for more wholistically powerful cards in order to give it a fighting chance, relative to the likes of Black and Red.
Looking to up the power of Ux tempo archetypes. Upping the power of UG's gold card slot.
Dark ritual was the black lotus of this cube. Decks with dark ritual were overwhelmingly positive in win rate. Trimming power from black's creatures and leaning more into the sacrifice aspect of the color.
Adjusting linear equipment cards to now be equipment cards with bodies.
Further incentivizing zombies to play blue.
General improvement of card quality and attempting to narrow down enablers and payoffs for the archetypes.
Gutterbones and Demonic Pact did not synergize with existing decks, and are being replaced with Wight and another zombie lord. Grave Defiler over Knight of the Ebon Legion in order to push the zombie value deck.
Pushing mono-U artifacts in order to give better legs for the robots deck.
Increasing Proliferate effect density for U and G as well as providing additional reasons for +1/+1 counters. Oracle of Mul Daya is being replaced for an additional proliferator due to the large increase in G card draw over the past several updates. Upping 3 drop count for the G proliferate deck.
Further encouraging red to be the secondary color for the equipment deck.
Lightning Skelemental is a backbreaking 3 drop that slots in every RB archetype. Replacing it with Munitions Expert in order to open up pick diversity and to have a less punishing utility card.
Improving white's answers to be less conditional. Additional lock piece for control decks while not being so conditional in Kataki. Leaning into exalted tribal for white.
Giving green additional tools to play out of their graveyard and can flex between the creature deck and Lands deck.
Cleaning up 2c cards to better align with the idea that two of the cards should be bombs/build arounds, and the other two should be utility.
Further incentivizing the equipment deck.
Finishing giving green its card base, even though I'm still two short. Letting green fill its graveyard to incentivize Loam, Crucible, Excavator and W6 picks as well as additional pay offs for sending lands to the graveyard. Letting green be a splashable color to the sacrifice deck.
Providing more synergistic power to the robots archetype.
Adding Plague Engineer as a safety lever to tribal strategies. Custodi Lich being a flexible pick between the zombies tribal and Black based value decks.
Further removal of infect support. Giving green access to early card draw. Wasteland to help keep the manlands in check. Providing flexible MDFCs for green to provide more flexible drafting. Landfall pieces to give Lands drafters an easier time drafting.
Removing pushed exalted cards that were placed for infect support. Improving card quality, including for synergistic decks, for ease of drafting.
Monocolored manlands to reduce the number of board stalls.
More zombie and wizard synergy pieces. Increasing higher quality draftables for ease of drafting in place of synergy pieces.
Removing the infect cards + support freed up a lot of space, and I figured it's better to support existing archetypes rather than try to build something new.
Getting ideas down, figuring out later.
Infect is too difficult to draft in this particular cube, so it's being removed, along with the supporting cards that were added for infect. Blightsteel stays in as a payoff to the colorless ramp deck.
Replacement cards in the next update.
Adding more exalted creatures. Black exalted creatures in particular to assist an infect drafter that can splash black for exalted effects.
Drana was incredibly powerful in the aggro archaetype, and has been removed to accomodate Servant of Nefarox.
Adding a goblin in red to replace Knucklebone Witch.
Shapeshifters to enhance tribal decks. Metamorph as a "generally good" card.
More zombie synergies.
Upping the number of infect threats to push the archetype harder and make it easier to draft. Mostly looking for infectors that can synergize with lord effects/other present synergies (Contagious Nym) or can effectively withstand removal and combat on their own (Blightwidow, Reaper of Sheoldred) without the need of auras or protection. I am hoping that cards like Cystbearer and Blightwidow give the infect archetype a way to stabilize in games against aggro and the sacrifice deck.
Trimming a removal spell from black to help balance the amount of removal in the color.