First cube- Built for casual play with generally synergy based decks feeling powerful. Notably, this cube's current list contains dark depths as the only legend.
Cranial Ram over Liege; Ram supports aggressive artifacts and promotes more thought in the deck building process.
Wight of the Reliquary over Down//Dirty; Wight can support graveyard synergies and ramp in addition to lands matter decks. Down//Dirty saw little play as it felt overcosted.
Psychic frog over Liege; Psychic frog can be an aggressive and evasive threat in addition to fueling graveyard synergy and straight reanimator strategies.
Mandibular kite over White Sun's Zenith; Another white card that I hope will play similar to barbed spike and can break games out of locked down boards in late game. White sun's saw very little play.
Witch Enchanter over Felidar retreat; Witch Enchanter can help deal with problematic permanents (ie. reanimate enchantments and Virtue enchantments) with lower opportunity cost to a deck. Felidar retreat could be getting better with recent Landscape fetches, however games often end with it not providing enough value at 4 mana.
Hydroelectric Specimen over Man-o'-War; Having flash improves interaction massively, and functions as a combat trick in a bind. Man-o'-War mainly bought one better combat step while Hydroelectic can protect a key creature.
Hope-ender Coatl over Clash of wills; Hope ender can interact with spells while having a decent body. Clash on the other hand often forces you to pay more mana in than you would like for only a counterspell.
Wurmcoil Larva over Goring Warplow; More mana for a creature that is far better to reanimate and sacrifice.
Scurrilous Sentry over Bloodtracker; An evasive growing threat that doesn't require you to pay life for a payoff.
Emperor of Bones over Persist; a slower reanimate effect to make fewer non-games but still a strong effect plus a body and consistent graveyard interaction. Likely a stronger card in the long run.
Crabomination over Unearth; Most of the time there isn't a creature of high enough value to unearth, Crab makes for a strong reanimate target in addition to a good top end for artifact decks.
Quest for the Necropolis over Unburial rites; a reanimate that can function for less mana in the mid game, however in late game it isn't so much of a blow-out with a double reanimate.
Glimpse the impossible over Ral's reinforcements; functions as card draw and creates blockers or mana. Very flexible.
Pinnacle Monk over Drannith Stinger; functions as a combo piece with Displacer kitten, and has a low cost of inclusion as a land vs. cycling on drannith. There isn't much cycling support and it drannith does not have much of a body in addition.
Evolution Witness over Gamekeeper; Gamekeeper has not paid off in any deck since it's addition, and Evolution Witness seems like a good source of card advantage.
Basking Broodscale over Werebear; not a mana dork really, but can create mana and additional bodies, and attacks far better much earlier.
Bridgeworks battle over Cartouche of Strength; a much better fight spell, with low cost of inclusion.