Credit to JoeDonkey on MTG Cube Talk Discord
NEW: Custom Spellbook Cards: It turns it that I am not even satisfied with adding Digital-Only cards, I also need to upgrade some of them. Arms Scavenger is a very cool card that is only let down by the choice of cards in the spellbook. I have fixed that. Yay for an extremely unique card.
Arms Scavenger Spellbook:
Bonesplitter
Basilisk Collar
Flayer Husk
Shadowspear
Mortarpod
Mask of Memory
Sword of the Animist
Gavel of the Righteous
Sword of Light and Shadow
Sword of Truth and Justice
Sword of Sinew and Steel
Batterskull
Digital-Only Cards: I refuse to let Wizards tell me where I can and can't play certain magic card! Alchemy has an incredible number of cards that are great for cube. Some designs are very easy to port to paper. Others require many game pieces (like Spellbook). For myself, I am more than willing to use many game pieces if it means I get to play with sweet cards I like.
Draft Packages: Exploring design space for draft package cards. In general, you pick one card in the draft and it gives two or more cards. An example is a pick that gives you 3x Squadron Hawk.
Arena Rebalances: Wizards rebalances cards on Magic Arena. The main draw for including these cards as cube possibilities is being able to cast Oko, Thief of Crowns, but I expect more exciting rebalances in the future.
Unset, Heroes of the Realm & Playtest Cards: Currently there is some amount of these cards in the game, all of which are mechanically reasonable for cube. An example of each are Booster Tutor, The Legend of Arena and Tibalt the Chaotic.
Learn: The cube features Professor of Symbology and Divide by Zero which have the mechanic. It have access to all 20 lesson that are in the land box. You may cast one of each lesson per game. The Professor itself is worth it.
Snow Basics: Each basic in the land box is snow. Most of the time this doesn't matter, but there are some cards, such as Arcum's Astrolabe and Reidane, God of the Worthy that care.
Triple Fetchlands: Being able to cast spells is great. Fetchlands are superb mana fixing and an increase in the number of them changes the playability of some cards, such as Tombstalker and Knight of the Reliquary.
Avoiding complete blowout cards, such as Upheaval, Channel, Natural Order. These cards are usually not very interactive and don't result in good games of magic.
No signets. Green kind of struggles with identity, especially when every colour can ramp. Trimming down on the numbers and quality
of colourless ramp means that if people want good ramp, they have to play green.
1MV mana dorks trimmed and moved to 2MV cards. UPDATE: 1MV dorks made even worse. No more Birds of Paradise/Noble Hierarch level cards, only Llanowar Elves level.
With the exception of aggro cards, cards are generally chosen to work in more than one deck. Cards like Inkwell Leviathan or Zulaport Cutthroat are too narrow.
No obvious 2 or 3 card combos. Getting combo'd isn't fun, not getting the second half of your combo isn't fun.
2-colour cards should be exciting to play/draft. Eg, Baleful Strix is a VERY good UB card, but it isn't exciting. I would play it in my UB deck, but it isn't going to push me to want to play UB. A removal spell like Dreadbore is a good card, but it isn't exciting.
2-colour cards should also feel like you have been rewarded for being in those colours when they get passed to you. Being the most typical GR deck (GR ramp/midrange) and getting passed a Grumgully, the Generous means that the GR card is just a waste for you.
Planeswalkers are consciously cut/trimmed down all the time. They are the easiest cards to get excited about in spoiler season, but at one stage it became obvious that there was too many walkers (and also not enough answers to them). Answers were upped, walkers (such as the 2nd and 3rd BW Sorin) were cut.
No real combo deck support. There used to be a reanimator combo deck supported, but that has recently changed as it was clogging the draft up with narrow cards. There are cards to reanimate a turn 2 Griselbrand, but there is not enough support for a consistent reanimator deck.
Fast mana that is too good has been removed. Eg, Sol Ring, Chrome Mox, Fastbond proved to create either uninteresting draft choices or uninteresting games of magic.
To try and stem power creep, a 'Power Level Anchor' was identified in the form of Angel of Invention. The idea was that the cube not become a power level where this card is not good enough. I believe this worked in slowing down creep, but with the amount of good cards that are getting printed these days we are still rapidly approaching that point. The new anchor is 'Standard Power Level.' If a card is impressive or even just playable in Standard, then it should be an option for the cube (unless it is only good for a narrow reason).
Micro-ArchetypesNEW: Small White Grind /X:
NEW: Board Presence Green /X:
Flash :
5 Colour :
Spells /X:
Graveyard/Discard:
Lands:
UR Spells
Jund Midrange
UW Creatures
UB Control
Nil
The Banned ListThere is a large amount of cards not included in this list to either being too powerful or causing play patterns that are not welcome in this cube.
White
Mother of Runes
Seasoned Dungeoneer
White Plume Adventurer
Blue
Ancestral Recall
Arcane Savant
Clocknapper
Daze
Force of Negation
Force of Will
Mana Drain
Narset, Parter of Veils
Subtlety
Time Walk
Tinker
Topsy Turvy
Treachery
True-Name Nemesis
Upheaval
Black
Contract from Below
Dark Ritual
Hymn to Tourach
Mind Twist
Red
Caves of Chaos Adventurer
Fury
Ragavan, Nimble Pilferer
Forked Bolt
Green
Birds of Paradise
Channel
Euroakus
Fastbond
Ignoble Hierarch
Natural Order
Noble Hierarch
Rofellos, Llanowar Emissary
Undermountain Adventurer
Utopia Sprawl
Wild Growth
Multicoloured
Chaos Defiler
Deathrite Shaman
Forth Eorlingas!
Fractured Identity
Inzerva, Master of Insights
Minsc & Boo, Timeless Heroes
Oko, Thief of Crowns
Teferi, Time Raveler
Colourless
Black Lotus
Blacker Lotus
Chrome Mox
Conspiracies (likely all)
Grim Monolith
Jack-in-the-Mox
Jewelled Amulet
Library of Alexandria
Lotus Petal
Mana Crypt
Mana Vault
Mox Diamond
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Sol Ring
Old rules, old archetypes, etc.
Cards that care about boosters: Booster Tutor and Myntasha, Honored One use the same pack size as used in the draft. Ie, if 6 packs of 9 were drafted, then the booster tutored or created will have 9 cards.
Marang River Regent was put pretty immediately onto my watchlist after I made my Dragonstorm cube changes. I've now seen it be played a bit, have played it a bit in Limited, seen at least one curator with a similar cube to mine add it, and heard a few people talk about it - I'm ready to add it. One of my biggest hesitations with this card is that I already have 2x 4-drop card draw spells in Fact or Fiction and Gifts Given and I REALLY like both of them. I don't really want to overload on this spot because you really can't play cards that don't affect the board in this cube, and 4 is expensive. Generally, even in a blue control deck you are maxing out at 1 of these effects. MRR has the huge upside of being a draw spell that can eventually turn into a win condition, freeing up a lot in your deck that would have needed to be a win condition before. While you wouldn't ever actually play the dragon in your deck if it didn't have the Omen part, the body is about as good as you can ask for - it's a 3 turn clock that can basically block everything in the cube and the ETB helps stabilise. Little bonus that the art is nice :)
PS: It is kind of a shame that this is one of the Omens that can't keep you from decking, otherwise you could play a nice 'win-con-less' control and win my opponent eventually decking :(
Tersa Lightshatter has some similarities to Laelia, the Blade Reforged, which used to be considered quite a powerful card, though we are a few years past her being a real power outlier. Laelia is almost certainly better than Tersa, but Tersa is the more interesting game piece. With Laelia you do the same thing every turn and every draft. Tersa asks you to make decisions in deckbuilding and decisions when you cast it.Wizards has really been going pretty hard on the looting/rummaging cards recently. It would be nice to see some more payoffs of the level of Inti, Seneschal of the Sun and Currency Converter, but I can't complain. There is definitely stuff happening in this area. Even Tersa herself is a synergy piece for this.
The other main card on my watchlist is Cori-Steel Cutter. Will be keen to find some testing results for this card in the coming months.