I was looking through the red sections and noticed some updates, mostly more clear-cut ones, that could be made. Some of these ended up being less impactful as I read that you're merging the lowest two sections, they're still helpful for knowing which cards to combine into groups without having to look at every card. Some are also just about ascetics. The numbers in parentheses by some cards are there current ratings.
Creatures
Falkenrath Reaver & Goblin Furrier
To me, a 0 rating seems like a too low rating for bears with no or virtually no downside, at least when their put together with red bears with significant downsides. Bumping them up a rating probably won't matter as much now, since you're merging the bad(1) and terrible(0) but it's something to think about. As unexciting as they are, maybe they're good enough just to make borderline, throwing it out there for discussion.
Reckless Cohort(1) / mad dog(0)
Should group the Cohort with the nearly identical mad dog beside the rest of the bears with downside
Embraal Gear-Smasher
Should be combined with the other group of cards for artifact cubes a few spots down in the same section.
Howlpack Wolf(1) & Hulking Ogre(2)
Funnily enough, the strictly better version has a lower rating although I feel like bordline (2) might be an alright but it's up for discussion.
Frontline Rebel(2) & Bloodrock Cyclops(1)
Save for their one time ability to block the turn cycle you cast them, I feel like 1/bad is a good rating for them considering they mostly significantly worse than the above cards that at least aren't forced to attack.
Tribal Cards (2)
Their rating here seems a bit odd since mostly every other section has such cards at 1 rating lower.
Flowstone Blade(0)
This feels currently pretty underrated. Has the typical problems of aura but the second option of also being a kill spell should at least make it go up a rating if not be borderline in my opinion. Moving to borderline if a bit more debatable though.
Crimson Wisps & Expedite
Can be combined into one group since they're practically the same card.
Wild Guess(1)
Even though it's a harder to cast Tormenting Voice I wouldn't think that would deem it a rating 2 points lower. Should be bumped up to borderline.
Goblin War Paint(1/2)
Appears twice in it's spell sections. Once, by itself, in the 2/bordline section and again with a group of a meh aura's at rating 1 that starts with agility. I feel like 2 is an alright rating. It seems a decent amount better than the group of enchantment rate 1.
Boiling Earth
Seems like this should be with the similar cards with this effect with an upside and 2/borderline rating (Electrickery & [card]Scouring Sands)
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Soul's Fire(0) & Tail Slash(1)
Should be combined into their own group with the merge of the rating categories, since they're practictally the same funtionally.
Thermal Blast & Reduce to Ashes
Blast is wrongly in a group of cards that only hit players. Both of these can probably just be combined with the group that starts with Pinpoint Avalanche
Nice work. It'd be cool to clean up some of the inconsistencies in the project.
In an absolutely bizarre decision, First Strike+Last Strike means that the creature deals damage twice (although at different times than double strike). I don't think that has any bearing on the Zombie's playability but I think its worth mentioning.
If you have to draft you contraptions then you are dedicating cube slots to something that might never come together in any useful way. Depending on your colours you could get assembler but no relevant contraptions or a number of "on colour" contraptions but no decent assembler. Those packs with 2 contraptions that you cont passed? They could have been any number of more useable cube cards.
If I do end up running contraptions I will let the player who drafts an assembler pick the contraptions they want for there deck. There is a more lengthy explanation in the other thread, probably best not to have 2 threads on the same topic.
None of that makes any sense to me, or the schemes you've elaborated above to include Contraptions. You would be adding <10 total cards (for the most part the Contraptions that do something to "target creature" aren't good enough. You have to think of the assembling creature as having a delayed etb effect -- by that criterion there are maybe 5-6 good contraptions). Anyway, 15th picks are 15th picks and I don't think its going to matter if its a contraption or some other card that the drafter picking it definitely won't play. Its Cube, its not as though playables are in short supply.
Making Contraptions even more complicated (or, worse..semi-random, which reduces their power greatly) than they already are seems like a bad idea. Riveting Rigger and Wrench-Rigger are definitely good enough if you snag one of the top two or three contraptions and probably a couple of other assemblers would make the cut as well.
There is some discussion here. I was interested but I already have so many inclusions that I am going to wait a wait until I see all the contraptions. If there are a few decent ones Incite Insight could be solid but its hard to say yet.
How you decide to implementing assembling (or even drafting) contraptions will also play a big part in their viability.
Well, there are only a few viable assemblers and you really want to have as few contraptions as possible (as low as 1) to make sure you assemble the best one(s) every time so I don't see any problem of implementation. Just add the relevant riggers and contraptions to your Cube. If a player drafts them in tandem (and it's not likely they're high picks) then good for them. If not, they sit in sideboards for that Cube draft.
You don't need to devote very many slots to them. Wrench-Rigger is pretty good if you also manage to snag Dual Doomsuits or Goblin Slingshot and put that on Sprocket 3 (which means it will crank on turn 4 if Rigger is cast turn 1).
Riveting Rigger+ Rapid Prototyper maybe.
Faerie Aerie and Gnomeball Machine are generically decent-good even with stuff like Crazy Octopus or Steady-Handed Mook.
In this FAQBBB (blah blah blah) he didn't clarify whether X's second ability costing UB# is intended to be usable while it is in its owners hand. From the way it is written on the card, it is.
Also, I guess Rosewater issued on-the-fly errata so that Half-Squirrel, Half-, and Ordinary Pony don't go infinite. Not sure it was a combo we would have played but that is disappointing considering this is Silver Border..
We have an Un-cube that already has some Lab-man combo potential such as Necro-Impotence to draw your whole deck so we are definitely planning to add this.
Nice work. It'd be cool to clean up some of the inconsistencies in the project.
None of that makes any sense to me, or the schemes you've elaborated above to include Contraptions. You would be adding <10 total cards (for the most part the Contraptions that do something to "target creature" aren't good enough. You have to think of the assembling creature as having a delayed etb effect -- by that criterion there are maybe 5-6 good contraptions). Anyway, 15th picks are 15th picks and I don't think its going to matter if its a contraption or some other card that the drafter picking it definitely won't play. Its Cube, its not as though playables are in short supply.
Making Contraptions even more complicated (or, worse..semi-random, which reduces their power greatly) than they already are seems like a bad idea. Riveting Rigger and Wrench-Rigger are definitely good enough if you snag one of the top two or three contraptions and probably a couple of other assemblers would make the cut as well.
Well, there are only a few viable assemblers and you really want to have as few contraptions as possible (as low as 1) to make sure you assemble the best one(s) every time so I don't see any problem of implementation. Just add the relevant riggers and contraptions to your Cube. If a player drafts them in tandem (and it's not likely they're high picks) then good for them. If not, they sit in sideboards for that Cube draft.
You don't need to devote very many slots to them. Wrench-Rigger is pretty good if you also manage to snag Dual Doomsuits or Goblin Slingshot and put that on Sprocket 3 (which means it will crank on turn 4 if Rigger is cast turn 1).
Riveting Rigger+ Rapid Prototyper maybe.
Faerie Aerie and Gnomeball Machine are generically decent-good even with stuff like Crazy Octopus or Steady-Handed Mook.
Also The Cheese Stands Alone.