I would decrease everything by one, too, except for Aeromunculus, Frenzied Arynx, and Lawmage's Binding.
Also,
Applied Biomancy is at least borderline.
Azorius Knight-Arbiter is borderline.
Blade Juggler is Borderline.
Burning-Tree Vandal is Cubable.
Chillbringer is borderline or cubable.
Humongulus is borderline or cubable.
Plague wight is borderline.
Rampaging Redhorn is cubable.
Sage's Row Savant is borderline.
Sauroform Hybrid is borderline.
Skewer the critics is cubable.
Undercity Scavenger is borderline/cubable.
I do something similar. I have a 480 cube and 6 guild slots, 4 of which are "true" gold (including flashback and so) and the other 2 are hybrid gold. That also keeps it simple to store the cards and reorder them after playing.
Keep in mind though, that I moved into modern-paper-comon recently, so you will find some obvious differences with your cube.
Having a certain amount of lands in the cube is good not only for improving the mana flow in the games, but also to reward good drafting. As you end up with 42-45 cards at the end of a draft, but only use ~23 spells and ~17 lands, a good drafter will pick lands before, e.g., another cmc2 creature, if it suits its deck, as lands don't compete with spells for those ~23 slots.
I came to think that the best comparison for Undercity Scavenger is Soulstinger. If most of the time you want to play Soulstinger as a 4/5, then Scavenger is better. So maybe I should give it a try.
Tenth District Veteran is not bad, but I'm not sure it makes the cut. I have dauntless Aven right now in my cube.
Sage's Row Savant works for me because I don't play Welking Tern variants so I don't have that many options for blue 2-cmc tempo creatures. I guess most of you will not even consider it, though.
Ill-Gotten Inheritance is interesting, but too slow I think. We have Monarch in black for that kind of grindy win condition.
Plague Wight is fine. Black 2-drops are not that strong.
Undercity Scavenger is ok, but as it gives Scry instead of Surveil I think is a pass.
Lawmage's Binding is good, I have a big guild slot so maybe I will find a place for this.
I used to have Utopia Vow in my cube, but it ended up not being played in the decks. The reason being, that green has two better paths than playing green removal:
- Ignoring the enemy creatures altogether, and attack with its better creatures.
- Playing the better removal in other colors, as most decks will be two colored anyway.
My approach to hybrids is moving towards considering them something separated from pure gold cards, but putting them in guild sections in cubetutor and when storing my physical cube, for the sake of convenience.
I have a 480 cube, that is now modern-paper-common only, so it is different from most here. But I have 6 guild slots per guild, with 4 "pure gold" cards (including flashback costs among them) and 2 hybrid cards per guild.
As I have 2 sets of guild lands in the cube but those are in the colorless section, you could just put the lands in the guild section and the hybrids in the colorless section, but in my experience the way I do it makes storing the cards in the correct pile way easier for the people that helps you store everything when the game ends.
Grasping Thrull is the first real contender we have. Blind Hunter is definitely better, but I like that this further pushes Orzhov into the bleed territory while providing a playable threat. It feels bad that this is multicolor when Bloodhunter Bat is black though.
Also,
Applied Biomancy is at least borderline.
Azorius Knight-Arbiter is borderline.
Blade Juggler is Borderline.
Burning-Tree Vandal is Cubable.
Chillbringer is borderline or cubable.
Humongulus is borderline or cubable.
Plague wight is borderline.
Rampaging Redhorn is cubable.
Sage's Row Savant is borderline.
Sauroform Hybrid is borderline.
Skewer the critics is cubable.
Undercity Scavenger is borderline/cubable.
After all, consume strength is a strong golgari card.
Keep in mind though, that I moved into modern-paper-comon recently, so you will find some obvious differences with your cube.
Sage's Row Savant works for me because I don't play Welking Tern variants so I don't have that many options for blue 2-cmc tempo creatures. I guess most of you will not even consider it, though.
Ill-Gotten Inheritance is interesting, but too slow I think. We have Monarch in black for that kind of grindy win condition.
Plague Wight is fine. Black 2-drops are not that strong.
Undercity Scavenger is ok, but as it gives Scry instead of Surveil I think is a pass.
Lawmage's Binding is good, I have a big guild slot so maybe I will find a place for this.
Everything else is bad.
No, there is nothing wrong. The list is objectively perfect.
- Ignoring the enemy creatures altogether, and attack with its better creatures.
- Playing the better removal in other colors, as most decks will be two colored anyway.
Borderline worst repulse is borderline.
Is this any good? Seems like 6 is a lot, but the counters stay...
I have a 480 cube, that is now modern-paper-common only, so it is different from most here. But I have 6 guild slots per guild, with 4 "pure gold" cards (including flashback costs among them) and 2 hybrid cards per guild.
As I have 2 sets of guild lands in the cube but those are in the colorless section, you could just put the lands in the guild section and the hybrids in the colorless section, but in my experience the way I do it makes storing the cards in the correct pile way easier for the people that helps you store everything when the game ends.
3 life bleeded would've been enough maybe.
I really like this. Better than Soul of the rapids, if you want just one of those at that cmc.
Not good. It should be at least 3/3 or let you draw 2 cards and lose 2 life.
I like this. If you need support for madness, this is good. If you don't, borderline.
Bad green removal is bad (and green).
Blind Hunter is way better, right?
Bad card, not-so-new mechanic.