Continuing to add some more nostalgic cards and remove some of the power creep as well as the few Universes Beyond cards and the adventure cards (which don't explain how adventure works).
I've been unhappy with the play patterns of some of the more recently printed pushed cards. I've included them in my cube due to a combination of a misplaced sense of obligation and not knowing where to draw the line between pushed and too pushed. Seeing the success of the latest iteration of the MTGO Vintage cube having cut a large number of newer cards in favor of classic cards has inspired me to solve the issue as I see it. For now, I think the line between pushed and too pushed is whether the card snowballs and wins quickly and reliably when played early. These cards invalidate slower strategies, and disincentivize synergy decks in favor of playing as many I-win cards as possible. The worst remaining offenders are Psychic Frog, Gut, True Soul Zealot, Broadside Bombardiers, and Jacked Rabbit. With these no-synergy-needed aggressive cards gone, I'm adding back in support for the more synergistic flicker, aristocrats, and creature combo archetypes.
Testing out all the Duskmourn Overlords and some support for cheating them into creatures (Flickerwisp and Vampire Hexmage).