Not much notable about the cards from the new sets, just some solid role-players that I'm trying out. I'm also trying out Xira, the Golden Sting as the jund card as I was never happy with Gyrus, Waker of Corpses. Chevill, Bane of Monsters ended up being too oppressive as a 2-color card, but I'm hoping it works better as the 3-color reason to play jund (and the two extra mana means it shouldn't trash on aggro nearly as much).
I'm also trying out cutting the vehicles, because while some of the original ones were good, there haven't been many others that I've wanted to even try, so I'm seeing how it plays when I cut the vehicle mechanic entirely. I'm optimistic about Viridian Claw and Perilous Myr as replacements, but I'm less sure of Guildmages' Forum, but if that one doesn't work out then I'll replace it with Signal Pest.
Sultai now has a proper face card in Felix Five-Boots. This opens up another sultai slot to try out Urborg Lhurgoyf, which could prove too powerful but is worth trying.
Added the landscape cycle from MH3, replacing both the filter lands (which were chosen because they fit the power level, but not necessarily the playstyle of the cube) as well as the thriving lands (which played well, but had memory problems).
I plan on swapping Dreadhorde Arcanist for Emberheart Challenger but am waiting on it in the mail. While both are strong in their ability to provide card advantage and encourage the use of pump spells, the challenger is more committal. So while the arcanist hasn't caused any problems yet (surprisingly) this will be safer for the future while still having and exciting ceiling. Additionally I'm swapping Spectral Sailor for Harrier Strix as the card advantage pushes the sailor a bit over the edge of how strong I want that slot to be, so changing it to looting should bring it more in line.
With the recent glut of Unearth effects in white, I'm trying to cut down on the engine cards in that color to bring it more in line with other colors.
Other changes not listed are Suspicious Stowaway -> Looter il-Kor and Cankerbloom -> Legolas, Master Archer.
Notable Changes:Mine Collapse was included as a way for Kiln Fiend decks to clear blockers on their turn, and the restriction of not casting it for free on your opponent's turn limits potential for unexpected blow-outs (given that it is the only zero-mana interaction in the cube). While I do like what it adds to the cube when played correctly, I found the majority of players miss "if it's your turn", leading to the reverse problem where they lose the game because they couldn't cast their instant speed removal when they thought they could.
Cogwork Librarian also joins as the 361st card to add spice to drafts, although I've started playing more sealed recently because that takes less time overall which makes scheduling easier.
Both Legolas, Master Archer and Squirming Emergence could potentially be too above-rate, Legolas for his ability to gun-down opponent's creatures and Emergence for the potential to cheat out large creatures early in the game (which other reanimation in the cube is incapable of doing since it's either capped at 3cmc or less, or the full mana cost must be payed). The main question will be how consistently each of these will happen.
RW Flashback package
GB Life Gain package
Izzet cheat package
Storm/Self-copy package
Simic +1/+1 counter package
flashback cards