
The Cube in the Witch House
Another seeking feedback post, don't murder me please. This is my only cube and it's undergone some big changes since I last looked for advice. Everything seems to play okay, but I'm looking for some extra eyes to look it over for power outliers, suggestions, or weird things I may have overlooked because I haven't gotten to play many games since. I do have a few art/name swap cards, and a few "buffed" cards, both of which are color codes.
Aggo, minimal grave use:
WG: +1/+1 counters and humans
WR: generic aggro. Been thinking of expanding explicit human support through red too. The signposts imply investigate.
Cast from graveyard:
UW: Disturb and Embalm, wasn't enough volume of either, but together they do similar things. There's some difficulty with synergy though.
UR: spells with a focus on flashback
Grave as resource:
RG: madness in the manner of the Odyssey block madness decks. Pressure with aggressive discard based creatures and get some midrangey value by pitching cards that can be used from the yard. Considering color shifting some R/B to green to support this more.
UG: cards leaving grave effects are centered here. Similar to simic in OG innistrad and Dragon Storm tarkir. Might want to add more from tarkir?
Cards in grave matters:
BG: delirium and grave size matters. The mechanic that prompted me to make a cube with SOI. Minor insect theme.
UB: zombies and recursive advantage
Tokens and death triggers, especially dying humans:
RB: aristocrats
WB: tokens