Goodbye hexproof: I already got rid of Plating, and now Veil is going as well. Although it's ostensibly important to protect big creatures, it's also a lot more fun to create a back and forth (and is frustrating when someone counters your big removal spell). White still has Valorous Stance, so it's not completely without protection.
The Enchantments deck is really fun when it's drawing tons of cards, so I relented and added another Enchantress (despite a new 1-of ability word). I risk adding too many parasitic cards only good in WG, but it's a deck that a couple people players really enjoy so I'm not super worried. Eidolon might also be OK in GU or something as well.
Still waiting on Tarkir previews to see if anything there fits.
One more thing: I've yet to see anyone use Lazotep Plating correctly for its Hexproof purposes. I think it's just got too much written on the card, so I'm exchanging it. I do probably need another Hexproof spell (You See A Guard Approach; Dive Down; etc), but an exchange spell is a bit flashy and seems fun so I want to try Trade first.
I'm happy with a few additions from Aetherdrift: Black has been looking for another good reanimation target outside of green (I love Whisper... but it hasn't been in a deck in forever); I'm excited for Magmakin to reintroduce a 3-card infinite combo; Wreck Remover is a perfect little role player; Rhet-Tomb Mystic is perfect as a 2/1 flying zombie wizard... that sometimes helps a cycling deck (less than it looks like on the surface).
Where I'm less clear is Marauding Mako (Hopefully more flexible than the 1/2 menace that demanding exactly cycling?), Aetherjacket (I never lived the Broom dream sadly), and Scrap Compactor (strict upgrade... but a lot wordier, which I don't like).
I also moved all the Landscapes and the newer 3-color cards to the Maybeboard. I haven't added them to the physical cube yet, and online it's disrupting tests; maybe I'll just swap in other 3-color cards occasionally.
As promised.
Cascade needs so much support that it does end up warping a lot of other choices. I doubled up on a couple cards, and I'm trying out some Exile-matters stuff alongside all the Foretell/Adventure/Cascade/etc. that naturally exiles, in addition to Protocol/Drift. We'll see if that's too cute, or if that starts turning it into the "cascade" cube too much.
Still plenty to test out.
Been a while.
There's been a bunch of relevant stuff printed, so I'm doing a massive update/reset. This is an incomplete update because once I make changes I want to get a feel for what's missing (not to mention the Drift cards that aren't in the database yet). I'm also updating the philosophy to just be more all-in on the components related to Cycling or directly related to the cards it demands (e.g. Wx enchantments is still likely to stay given how many enable cycling benefits), and to not worry about making sure each color pair has a perfect theme, or to avoid duplicates... so long as there's some interaction between its cards, and the iconic decks are draftable.
Little here is certain.
Where Faerie was cooler but hard to answer, Mystic might be "easier" to answer, but overall stronger. Will depend a lot on player reactions, but I might switch this back.
Elas has seemed a bit too strong, but also isn't a payoff for lifegain as much as an engine, so I'm trading it while maintaining a drainer with the new Bloodwitch. The lion has been pretty complicated and also underwhelming, so trying out the clean anthem. Blight-Priest likewise hasn't seemed great, so trying out Tenacity (but might be too strong/annoying).
I've never been happy with Skola, so trying out Squirrel to see if it feels cooler.
Lastly, I wanted one more flashback card. Nibilis has always been decent if unexciting, hence its survival; I'll see if it ever comes back.
A mostly mouse-sized upgrade of a bunch of cards, with a couple main characters finally getting killed off.
I love the dream of Nucklavee, but no one else picks it, and it often leads to frustrating loops; Angler is just more in line with what the other UR payoffs are. (It also means I feel better bringing Cackling Counterpart back). I added a couple more untap effects (but removed Mirran Spy) to make the Knack/Helix thing a real UR payoff... we'll see how that goes.
Roar of the Wurm is great in theory, but a 4 mana 6/6 is not really worth the work to get it in the gy nowadays, and not being a creature hurts its place in other BG styles (like Spider Spawning). Testing out Thickest, though that might be too swingy.
I'm also swapping out the LOTR cyclers (except for blue) since they felt a bit too strong. They're borderline, so could make a return some day. For now, testing without them.
A couple notes among the minor upgrades/side-grades: I'm testing scry on Carrot Cake (it's still LESS complicated to read than Haunch); Instant speed removal is important, but feels bad at efficient rates, so I'm trying to shift to avoid cheap, unconditional surprises (e.g. Exorcise; Seal of Doom; Agate Assault) since at least when someone leaves 4-5 mana open and still has cards in hand, that's suspicious enough that you might avoid making a cool play that could get blown out.
Although most of the MH3 themes don't fit this cube, I'm still excited about some of the black cards we got. Mindless Conscription in particular might honestly be too strong, but we'll include it for now. And I'm shocked to be saying goodbye to Reassembling Skeleton.
Speaking of too strong & cutting a mainstay, I've finally come to terms with Deep Analysis: It is not fitting my objective that powerful cards look the part, and it has saved me from so many losing games (or put me way over the top) even though the other players think they really lost to Deeproot Champion or whatever. There's enough card draw in blue that I'm trying another tap effect that can still draw a card.
As for what's leaving: Dire Moon just slows the game down a lot: vs a big & small threat it can't attack, but that also means the opponent also keeps their big threat back to block, creating big stalls. Hopefully Larva being 5 mana and bigger will help this phenomenon despite creating another small deathtoucher.
Lastly, I'm excited by the landscapes but I'm not sure how to get land counts appropriate, so I'm just going to experiment and add 15 new cards (1 pack): all 10 landscapes and the 5 3-color combinations I don't have. The latter especially presents some risk since those tend to wheel a lot more, but they can also be exciting so we'll see what sticks.
After sitting on this a while, the Varmint is the only card I'm adding. Strong consideration for Reach for the Sky, but will need to ponder a bit more about its replacement.
I almost forgot about this swap. Creating an army of 4/4 Nucklavees with Counterpart is fun for exactly one person exactly once. Counterpart is also secretly one of the best blue cards, but doesn't read like it, so I'm cutting it for that reason as well.