More specifically, there is still a little too much mana fixing and too few creatures. While I love things like Seal of Cleansing and Smash, the fact is these effects can be better served by having these effects (or at least similar ones) attached to a creatures (see Ronom Unicorn, Tin Street Hooligan, et al.). The obelisk cycle from Shards of Alara is fair for mana fixing, but when the cube is already saturated with effective, more efficient alternatives there is little reason to keep these slower, clunkier sources of fixing in. In all I expect to trim 10-15 cards more then swap in as many creatures that have relvant effects attached.
In other examinations, I'm looking hard at domain cards. While they are a house playing Stack, they are, generally speaking, only powerful when paired with a domain focused deck. That is to say that either these cards will be skipped frequently or will force players to draft domain. I'm not a fan of either, but nothing sayd "Play a ton of colors!" better than a five-color focus. I was frustrated for awhile until I realized that I was wrong; there is one mechanic that demands as many colors as possible: slivers. There are two upsides to switching slivers into the cube for the domain mechanic:
- Slivers are creatures. There are a lot more slivers than creatures with domain (and by "a lot" I mean "a shitload more") and creatures are something my cube needs.
- Slivers are fun. There have been plenty of attempts to make competetive sliver decks but, ultimately, slivers were more dominant in Limited environments. In the ultimate Limited environment of a cube, and one that is pushing multicolor as a theme as well, slivers look to be both a draft strategy and color-pushing theme players actually enjoy.

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