Agree on Jet being better than Plsy with Fire.
Quest fits into more decks as it can be solid outside of an aristocrat deck and I am not sure Procession can be, but I might be wrong.
With Midnight hunt we are getting Infernal grasp and with all this other basically unconditional removal lately, I don't need Terminate in RB anymore but RB multicoloured cards seem so conditional and synergy based.
Fire Covenant seems like the strongest Rakdos card you're not playing. Otherwise, I see Azra Oddsmaker is in many lists although I haven't tried it. Mayhem Devil or Fireblade Artist are an option if you support B/R aristocrats. However, looking at the amount of multicolored cards in your cube cutting one card from each other guild and adding two cards per monocolor might be good option as well.
Cathartic Pyre - I don't think the "rummage" ability is worth the cost of not hitting face. If it was: "Discard two cards, then draw two cards." that would be another topic.
Dreadhound - I prefer Konrad, but I can see myself running this if my cube was 540 (or maybe even 450) instead of 360.
Deathbonnet Sprout - It can exile creature cards from any graveyard once flipped. I think this is worth testing if green does graveyards thing in your cube.
This seems pretty solid and might finally push Regrowth out of my cube. Regrowth might be more efficient but the deck that wants it the most is usually self-milling making the flashback on this new card very good.
I agree that it's worse than the two Witnesses and Revival in almost every deck. I do think you can argue whether it's better than Regrowth in cube. In a vacuum Regrowth is more powerful but the decks that really want this effect gain a lot with the flashback.
Ghoulish Procession - Not sold on it yet, but the deck that wants this the most (aristocrats) doesn't mind as might whether the tokens can block and attack. Still, Pawn of Ulamog's token are probably much better and has a similar effect (albeit on a body and for one more mana) and that didn't impress me when I tried it.
Morbid Opportunist - The body is really bad, but the effect is very strong for peasant. I give this a try.
Turn the Earth - This is the type of card you either know your cube needs or isn't even on your radar, I guess.
Return target card from your graveyard to your hand.
Flashback {4}{G}
This seems pretty solid and might finally push Regrowth out of my cube. Regrowth might be more efficient but the deck that wants it the most is usually self-milling making the flashback on this new card very good.
Posted this in the pauper thread by accident but anyway:
Disregarding the fact the cards are not physically available what do we think of Wingsteed Trainer and Boneyard Aberration?
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Wingsteed Trainer {3}{W}
Creature — Human
When Wingsteed Trainer enters the battlefield or attacks, conjure a Stormfront Pegasus card into your hand.
2/3
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Boneyard Aberration {4}{B}
Creature — Skeleton Dog
When Boneyard Aberration dies, exile it. If you do, conjure three Reassembling Skeleton cards into your graveyard.
I agree that the Warlock Class is close to being cubeable but I don't think "and you gain 1 life" would have been enough.
If the level 1 abilty was: "Whenever a creature dies during your turn, each opponent loses 1 life." it would certainly be good enough but seeing the other uncommon class cards that probably deemed that too strong.
I really want to support Gruul midrange/ramp. They problem is that red ramp targets seem so mediocre compared to greens. Still, I just really want to cast big dragons.
Trickster's Talisman is interesting, but I fear it may be too cute. For as many times as you'll equip to a Pelakka Wurm and punch through with trample, you'll have far more times of it being on a ground creature with no way to get through. It is pretty great with flyers that offer additional value, like Frost Trickster or Mulldrifter, and it works well with some other evasive creatures like Shriekmaw. I might give it a try. Low floor, but pretty high ceiling.
For the cost of 2U you could also just play Mirror Image instead of Trickster's Talisman. The only advantage the equipment has is that you can pay 2 and U in separate turns but you have to go to al lot more trouble to get your copy.
Bag of Holding sure looks interesting, but I have a hard time imagining how I can spend 3 mana for a loot effect and then 2 mana each time I want it again. This seems really slow and clunky even for a control deck. If the loot ability activation would cost 1 less I would play it, but the way it is I don't think I will try it.
Don't forget that is makes other discard effects better as well. Not only Looters and the standard draw and discard spells but also cycle cards and the odd cards like Psychatog and Forbid.
It doesn't trigger at all.
You cast Redcap with a treasure and it enters as a 3/3 (2/2 plus +1/+1 counter). Deals 3 damage. Then is dies, it didn't have a -1/-1 counter so it comes back as a 1/1 (2/2 with -1/-1 counter) and deals one damage. If it dies again it is dead as it has a -1/-1 counter. Kalain does not interact at all (except for dealing more damage when you cast it from your hand).
Quest fits into more decks as it can be solid outside of an aristocrat deck and I am not sure Procession can be, but I might be wrong.
Fire Covenant seems like the strongest Rakdos card you're not playing. Otherwise, I see Azra Oddsmaker is in many lists although I haven't tried it. Mayhem Devil or Fireblade Artist are an option if you support B/R aristocrats. However, looking at the amount of multicolored cards in your cube cutting one card from each other guild and adding two cards per monocolor might be good option as well.
Dreadhound - I prefer Konrad, but I can see myself running this if my cube was 540 (or maybe even 450) instead of 360.
Deathbonnet Sprout - It can exile creature cards from any graveyard once flipped. I think this is worth testing if green does graveyards thing in your cube.
I agree that it's worse than the two Witnesses and Revival in almost every deck. I do think you can argue whether it's better than Regrowth in cube. In a vacuum Regrowth is more powerful but the decks that really want this effect gain a lot with the flashback.
Morbid Opportunist - The body is really bad, but the effect is very strong for peasant. I give this a try.
Turn the Earth - This is the type of card you either know your cube needs or isn't even on your radar, I guess.
I haven't seen Dryad Revival mentioned.
This seems pretty solid and might finally push Regrowth out of my cube. Regrowth might be more efficient but the deck that wants it the most is usually self-milling making the flashback on this new card very good.
Disregarding the fact the cards are not physically available what do we think of Wingsteed Trainer and Boneyard Aberration?
-----
Wingsteed Trainer {3}{W}
Creature — Human
When Wingsteed Trainer enters the battlefield or attacks, conjure a Stormfront Pegasus card into your hand.
2/3
-----
Boneyard Aberration {4}{B}
Creature — Skeleton Dog
When Boneyard Aberration dies, exile it. If you do, conjure three Reassembling Skeleton cards into your graveyard.
3/3
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Cast Down -> Power Word Kill
Forsake the Worldly -> Dawnbringer Cleric
River Hoopoe -> Gretchen Titchwillow
Zephyr Boots -> Bag of Holding
Orzhov Advokist -> Priest of Ancient Lore
Also ordering but not planning on adding now:
If the level 1 abilty was: "Whenever a creature dies during your turn, each opponent loses 1 life." it would certainly be good enough but seeing the other uncommon class cards that probably deemed that too strong.
I really want to support Gruul midrange/ramp. They problem is that red ramp targets seem so mediocre compared to greens. Still, I just really want to cast big dragons. For the cost of 2U you could also just play Mirror Image instead of Trickster's Talisman. The only advantage the equipment has is that you can pay 2 and U in separate turns but you have to go to al lot more trouble to get your copy.
You cast Redcap with a treasure and it enters as a 3/3 (2/2 plus +1/+1 counter). Deals 3 damage. Then is dies, it didn't have a -1/-1 counter so it comes back as a 1/1 (2/2 with -1/-1 counter) and deals one damage. If it dies again it is dead as it has a -1/-1 counter. Kalain does not interact at all (except for dealing more damage when you cast it from your hand).