Adding two Alchemy cards that are easily done in paper. The Ultimus has seen play and has done well.
Upgrading Elspeth.
Out: Myrkul, Lord of Bones
In: Betor, Kin to All
Myrkul needs more enchantment and/or ETB support to really shine, while Betor looks like it can still trigger even without focused "butts matter" support.
Out: Intellect Devourer
In: Gonti, Night Minister
Intellect Devourer had high variance in its effectiveness and was easy to play around--it was common for its player to end up with lands and even miss out on cards if an opponent had no cards in hand.
I'm concerned that Gonti might be too powerful, since he triggers for every creature that hits, but I think it's worth a try.
Out: Sygg, River Cutthroat
In: Invasion of Amonkhet
IIRC, EDHRec listed Sygg as one of the most popular Dimir cards when I originally built the cube, which is why I included it. However, its small body and inconsistent effect have been underwhelming. Invasion of Amonkhet, meanwhile, synergizes with more cards in the cube.
I never actually swapped out Trostani for Karametra, since playing with Xenagos showed that the Theros gods' indestructibility is difficult to deal with. Trostani probably isn't powerful enough to be a compelling option when drafting commanders, but I haven't found a better option as yet.
Sol Talisman: A disappointing play after the first couple of turns and wasn't worth it even in decks with cascade. Not fun or powerful enough to include.
Rogue's Passage: Unblockability is a really powerful effect and there aren't a lot of ways to deal with problematic lands, so I'm taking this out. Manifold Key is on my watch list for similar reasons, but there are more ways to deal with artifacts, so it's staying in for now.
FDN Loot: Looks like a potentially fun card in this cube.
Replacing Trostani, Selesnya's Voice with Karametra, God of Harvests as the Selesnya commander. Will need to keep an eye on whether Karametra, like Xenagos, may be too difficult to interact with.
Adding Metamorphosis Fanatic as both an interesting reanimation card and payoff for top-deck manipulation like Aminatou, the Fateshifter
Upgrading Feed the Swarm to Withering Torment.
Swapping in some rooms that support a couple of archetypes (mostly tokens and artifacts) and look like they could have interesting play patterns.
Removing Worldgorger Dragon because it can be devastating to its player if it's killed with its trigger on the stack. (Yay for old-school templating!)
Augur is more generally useful than Gix, with some interesting gameplay decisions.
Didn't see much play, so I'm moving it to a different cube.