DraftRex Qualifier (Winner = URW Control)

I drafted four decks and pitted them against each other to 1) come up with at least one solid deck I could pre-contruct from this set and 2) compare with a similar process I did with the Old School Cube. I was pleased to see wedges getting some early action in the drafts. WBG Midrange and URW Control were the first two decks I came up with. In their face off, WBG saw a clear board and tried to go in for some early hits, but URW had an answer for everything. After several turns, the board was empty, and WBG was topdecking into a handful of yet more answers from URW, which was eventually able to cast a kicked Urza's Rage (-10 Life) and then Ghitu Fire for the win. This control deck took out RG Aggro as well, which seemed to be better than the Kavu tribal builds I'd tried to bake into the previous version of this set, but still wasn't good enough to punch through the endless stream of answers from URW. The control deck finally hit a snag in its final matchup, since it didn't draw an Island until something like the 20th turn, but the weak GB "Go Wide" still couldn't take advantage and lost anyway. In the end, despite the increased diversity of decent decks, the one that got the most of the Grixis (UBR) colors won the day. As for the remaining matchups, despite getting manascrewed, RG Aggro was able to knock out WBG Midrange, due in large part to the latter being manaflooded. There was a brief board stall, as both sides had either run out of answers or couldn't cast their answers. It was actually a pretty impressive win, since the deck got stuck on just two mana for the entire game! Both of these decks rolled over the GB "Go Wide" deck that relied on opponents having enchantments they didn't have and got manascrewed in its main colors. Overall, there seemed to be a lot of mana issues with these decks, which might be part of the reason why control decks have an advantage. If you're going to be aggressive, you really have to hone in on two colors, but there just aren't enough options to make a strong deck with only two colors. Thus, you're pushed toward three, which means you'll have mana issues, resulting in a slower, clunkier deck, which in turn forces you to just go all-in on a control build.

Some Final Upgrades

Basically reinstalling the upgrades I'd planned for earlier. I'm now pretty confident my rating system works well, so these cards should all be upgrades. Based on actual play, most of the replaced cards have never been used, and those that have were ineffective.
Samite Archer > Silver DrakeRiptide Crab > Reviving VaporsSleeper's Robe > Vodalian ZombieRazing Snidd > Plague SporesSquee's Revenge > Quicksilver DaggerYavimaya Barbarian > Hull BreachTsabo's Web > Mana CylixSparring Golem > Terminal Moraine

New Multicolor Cards

This might tip the set too far toward multicolor cards, but the monocolor cards I'm tossing here have been pretty useless. I haven't seen any of them used, and they all rate poorly here on CubeTutor. The multicolor spells are definitely upgrades that could see some play and might push the competition for mana fixing. Of note are the mutations, which complete the cycle. Those Saprolings were definitely a thing in our games, and these should augment the strategy. As I've also ramped up the mass removal, there should be a new tension at play: going for spot removal versus mass removal, knowing that the Saproling spread strategy can kick your ass.
Guard Dogs > Teferi's MoatIce Cave > Spinal EmbraceHypnotic Cloud > Pyre ZombieSlimy Kavu > Artifact MutationMirrorwood Treefolk > Gerrard's CommandDiversionary Tactics > Putrid WarriorHunting Drake > Suffocating BlastMourning > Death MutationCrown of Flames > Squee's EmbraceWhip Silk > Mystic Snake

Non-White Upgrades

Well, this probably undoes all the help I just gave to White, but whatever. It's just a few upgrades in each color except Black, where I shifted some of the spot removal to mass removal and got rid of the discard cards, which are too weak to play on their own and never really came together with any synergy.
Psychic Battle > Distorting WakeIndex > Allied StrategiesSleeping Potion > Phantasmal TerrainCrystal Spray > Traveler's CloakZombie Boa > Soul BurnFoul Presence > Maggot CarrierUrborg Shambler > Planar DespairYawgmoth's Agenda > Phyrexian GargantuaTsabo's Assassin > Trench WurmBog Down > Urborg EmissaryShivan Harvest > SmashImplode > ZapKavu Scout > StunFirebrand Ranger > Maniacal RageFalling Timber > Tranquility

Kavu Overhaul

Kavu tribal never came together in this set, and I think folks tried. Rather than force yet another Kavu enabler into the set, I'm just removed the weakest of Kavu cards in favor of various creature upgrades. In Red, that led to a new suite of creatures that can potentially wipe the board, an important move in this grindy set.
Rogue Kavu > Breath of DarigaazKavu Aggressor > Desolation GiantMire Kavu > Bloodfire ColossusTundra Kavu > Mogg SentryKavu Monarch > Halam DjinnAlpha Kavu > Llanowar EliteKavu Howler > Thicket Elemental

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