I read your series today and I really liked them. Your opinions are well supported, and your analysis covers each keyword from many different aspects in a broad view.
I have one correction to make though. Suspend wasn't the first ability to use the exile zone in a way that no other card could, imprint in Mirrodin block did it first (albeit in an unexciting and not very memorable way). This mechanic still has quite a lot of untapped design space.
I don't have an idea what the first keyword would be. Trample is one of the most beloved mechanics of all time, that plays well and has history. However, it's not very innovative - many attacking/blocking mechanic have been made alongside it from the very beginning, and it's not as resonant as flying.
OTOH I definitely know what will make the worst ten keywords of all time: Shroud!
But I think it's still weak.
Akroma's Vengeance is better IMO than Austere Command. Austere Command can be a blowout, but it doesn't have cycling and that's useful on a 6cc spell.
Brion Stoutarm seems better than Balefire Liege, but I'm not sure about it.
@Breyfunk - Yeah, your cube is fleshed out very well now. Which format do you usually play (1vs.1, 2HG, winston, something else)? Which archetypes do you want to promote?
Ideas for a better thread - include cards that cost 2W before cards that cost 1WW. Their CMC is the same, but the 1WW cards are harder to cast, so aren't really in the same category. Spells should have a curve, maybe some separation for instant/sorceries and other card types, so you can view the number of burn spells and counters quickly, as well as the number of pacifisms.
You may say that's not too much, but black is also the color of targeted removal and CIP destroy effects.
I see many more playable black mass removals, like Reckless Spite and Decree of Pain.
Building the best deck against the field that still loses just decreases the amount of skill needed. Losing to single cards is both:
a) Not fun for both sides
b) Not an indicator for the strongest deck between the two
c) Not an indicator of a deck's strength compared to the other eight
And if you think it decreases powerlevel, why to bother forbidding it. It's like disallowing misplays (not that I agree with this).
You should be rewarded with your decisions to draft narrower cards, not cutting other players, adding them in certain matchups and taking out the bad/irelevant cards. Following your logic, players should lose based on their luck, so it might as well be based on their coin flip. Whoever loses it, loses the game. Afterall, players don't deserve winning if they have lost their coin flip. It's their fault. If they had better coinflipping skills it wouldn't have happened.
Most of the time it's a gray ogre, and you have said yourself they suck. Why would it ever see play? I'd prefer something more solid any time. It's not hard to find green creatures with better P/T ratio than a gray ogre.
Note - in 2HG I'd play it main, because it isn't narrow anymore.
Cause we want interactions in our games. You don't just try to draft broken cards, and play them ignoring your opponent, trying to win before he does, because neither of you have any answers.
Yes, I'm forced to play them, but that's not why I think this way. If my cube was smaller I'd still play with sideboards and wouldn't think doing otherwise.
btw enormous is a bit of an exaggeration IMO. There are much larger cubes in this forum.
Taking risks and no strategy at all is not fun for us. It's like gambling. You have no control about the opponents you will be facing, so you have a chance to be screwed even if you drafted the best deck and built it properly, just because your hoser is (rightfully) in your sideboard.
That's actually a far more difficult thing to do than you give it credit for. You're just shooting.
It gives the players a way to improve themselves in real time. They are more attentive during the draft, they learn their mistakes and improve. And again, more narrow cards are run, less cards are hated, more decisions made - they all raise the skill level needed.
About changing your whole deck: Your arguments are circular. You CANNOT change your whole deck. It isn't possible. That's from years of experience in drafts from many players. It really doesn't take more than three minutes.
Now, for Antkknee.
It sucks you have to sacrifice gameplay for financial reasons, but it's for the better.
Why r u playing with no time constraint (or, actually, a pressure from their opponents to finish in a reasonable time)? I can imagine deckbuilding going very long without any interference as well.
In my cube we do have time constraints. I have to keep it functional for 16 people though, so maybe I'm alone here.
We're never playing teams (the closest we do is 2HG). It seems more shallow than 2HG though, because your decks can have no interaction whatsoever in times and sick unbeatable fitting at others at the merit of dice. I haven't tried it though, so It's just a first impression.
That also reduces the strategical depth.
I'll play it in a control deck, because it deals so efficiently with their biggest problems in the aggro matchup. Anything else, and I'll side it in a hurry.
In most decks, a gray ogre won't ever see play to begin with, nullifying your assumption. If it was good enough to see play (Indrik Stomphowler) it wouldn't be a troublesome decision to begin with. The borderline cards are the hardest to use (anyone disagrees?), and playing with sides lets them shine and see the playlights.
Even if the card isn't good enough for the main, you should be always asking yourself if it's worth siding in.
Thunderblust was more than solid. Ball Lightning is cubeworthy only if you enable mono-red, it will rarely see any other play. Ghitu Slinger is a bit underpowered, but it's still red card advantage if you need it.
Countryside Crusher is solid, just remember that while Armageddon will lock you, you will have a 7/7 creature turn 4 that keeps growing.
Taurean Mauler is great. Splashable and fitting into every red deck.
Flameblast Dragon - players scoop at his mighty gaze.
Cards other ppl noted:
Rakka Mar provides a source of card advantage for a color that needs it.
Stigma Lasher is a under the average powerlevel, but red aggro decks do play it in my cube.