I replaced Smash to Smithereens with Abrade like many others, it seems. Having the option of killing a creature or artifact seems better than destroying an artifact and hitting your opponent for three. Even though both options of Abrade do less than Smash does, clearing away blockers also helps push through damage, and Abrade is more useful for non-aggro decks while also being good in aggro.
Angel is a high-impact creature for the top of White's curve, and also plays very well with a blink/bounce theme. It's also evasive and presents a decent clock if unanswered.
Hero is a great aggro curve-topper that excels at pushing damage through, letting your other creatures trade with blockers, and just generally killing your opponent. How often has Hero of Bladehold or another aggressive four-drop sealed the deal in your playgroup?
Wickerbough Elder is a great card, in my opinion, and still has a place in my cube. I like that you can play it without a target, holding up the ability to destroy an artifact or enchantment, and that it sticks around after using its ability.
Do you have a favorite hat? How often do you wear a hat?
Rofellos can generate a lot of mana very quickly, but he is very vulnerable to removal. Is there a commonly-run removal spell that doesn't kill this guy (besides Cast Down)?
What's the most non-infinite amount of mana you've ever spent in one turn?
Daredevil is one of the newest playable red two drops. It's decent on curve in an aggro deck, as well as later if you can get a 2(or more)-for-1 out of it. I haven't had a chance to play much since RIX, however, so I don't have much experience with it even though I added it shortly after the prerelease. How has it played for you guys?
M19 looks like it has some good red two drops. Do you plan on trying any of them? Which ones?
Legion's Landing is one of those cards I would want to test if I owned one, but I don't want to test it enough to actually go out of my way to get one. I've heard it's good, but I have no experience with it myself.
Which plane would you most like to see a detailed map of?
I like playing the Wildfire deck, but I have had basically no success with it in my cube, haha. I don't believe my experiences are indicative of Wildfire's power, however, because it can be really good at putting a game out of your opponent's reach.
Have you ever volunteered for a Fire Crew? What was it like?
Soul-Scar Mage is a useful one drop with a unique ability, but there are more aggressive options. Its Prowess ability does help with that, though, and can lead to blowouts in combat.
I like having access to Ash Barrens as another fixing land that any deck can run, in the same vein of Terramorphic Expanse or Evolving Wilds. I believe it's even better than those two in most cases, as the land it gets comes into play untapped, which is useful if you're missing one of your colors, and it can just be played as a colorless land if you need to curve out.
What's your favorite common to have been printed in the recent years?
With how many options green has for Disenchant effects on bodies, I don't think that Naturalize itself is necessary in most cubes. I'm not sure it's even at the top of the list if you look at only noncreature spells.
How often do you mainboard artifact and enchantment destruction? Do you pick it highly during the draft?
Angel of Serenity
Angel is a high-impact creature for the top of White's curve, and also plays very well with a blink/bounce theme. It's also evasive and presents a decent clock if unanswered.
Where do you feel the most serene?
Hero of Bladehold
Hero is a great aggro curve-topper that excels at pushing damage through, letting your other creatures trade with blockers, and just generally killing your opponent. How often has Hero of Bladehold or another aggressive four-drop sealed the deal in your playgroup?
What card in your cube needs new art the most?
Wickerbough Elder
Wickerbough Elder is a great card, in my opinion, and still has a place in my cube. I like that you can play it without a target, holding up the ability to destroy an artifact or enchantment, and that it sticks around after using its ability.
Do you have a favorite hat? How often do you wear a hat?
Rofellos, Llanowar Emissary
Rofellos can generate a lot of mana very quickly, but he is very vulnerable to removal. Is there a commonly-run removal spell that doesn't kill this guy (besides Cast Down)?
What's the most non-infinite amount of mana you've ever spent in one turn?
Dire Fleet Daredevil
Daredevil is one of the newest playable red two drops. It's decent on curve in an aggro deck, as well as later if you can get a 2(or more)-for-1 out of it. I haven't had a chance to play much since RIX, however, so I don't have much experience with it even though I added it shortly after the prerelease. How has it played for you guys?
M19 looks like it has some good red two drops. Do you plan on trying any of them? Which ones?
Legion's Landing
Legion's Landing is one of those cards I would want to test if I owned one, but I don't want to test it enough to actually go out of my way to get one. I've heard it's good, but I have no experience with it myself.
Which plane would you most like to see a detailed map of?
Wildfire
I like playing the Wildfire deck, but I have had basically no success with it in my cube, haha. I don't believe my experiences are indicative of Wildfire's power, however, because it can be really good at putting a game out of your opponent's reach.
Have you ever volunteered for a Fire Crew? What was it like?
Soul-Scar Mage
Soul-Scar Mage is a useful one drop with a unique ability, but there are more aggressive options. Its Prowess ability does help with that, though, and can lead to blowouts in combat.
What's your opinion of the Prowess mechanic?
Ash Barrens
I like having access to Ash Barrens as another fixing land that any deck can run, in the same vein of Terramorphic Expanse or Evolving Wilds. I believe it's even better than those two in most cases, as the land it gets comes into play untapped, which is useful if you're missing one of your colors, and it can just be played as a colorless land if you need to curve out.
What's your favorite common to have been printed in the recent years?
Naturalize
With how many options green has for Disenchant effects on bodies, I don't think that Naturalize itself is necessary in most cubes. I'm not sure it's even at the top of the list if you look at only noncreature spells.
How often do you mainboard artifact and enchantment destruction? Do you pick it highly during the draft?
Treetop Village
Treetop Village isn't a card I've considered for my cube, even though I believe it would be good now that I think about it.
How often do you find yourself activating the manlands in your cube? Are games often decided by them?
Kiln Fiend
Kiln Fiend seems like a fine two drop if you're trying to go really deep on the spells-matter theme, as well as a good option for pauper cubes.
Have you drafted any of the Masters sets? What did you think of them? Which was your favorite?
Ajani Vengeant
Ajani is in odd spot as a more control-oriented Boros card, but that's what I love about him.
What is the angriest you've ever been?
Capsize
Capsize is a great way to lock down a game once you've gained control, but it's kind of inefficient if you need to use it earlier.
Do you run any gold-bordered cards in your cube? Do you like the gold borders?