It's been a while since I've made a cube update and with Ravnica around the corner there's no better time. The changelog is pretty long so I'll just talk about the ones that stand out.
Unearth -> Consume Spirit
Murder -> Diabolic Edict
Remove Soul -> Stealer of Secrets
Dross Golem -> Dead Reveler
Village Ironsmith -> Splatter Thug
Penumbra Bobcat -> Korazda Monitor
Cabal Pit -> Cabal Coffers
Nacatl War-Pride -> Stampeding Serow
Sengir Vampire -> Throat Slitter
Demonic Taskmaster -> Nezumi Graverobber
Lust for War -> Street Spasm
Lava Hounds -> Slith Firewalker
Krosan Verge -> Azorius Keyrune
Dreadship Reef -> Izzet Keyrune
Barbarion Ring -> Dimir Keyrune (Gatecrash)
Kiss of Amesha -> Azorius Charm
Spawning Pit -> Izzet Charm
Crystal Ball -> Selesnya Charm
Contagion Clasp -> Golgari Charm
Armillery Sphere -> Relic of Progenitus
Cutting Armillery Sphere was a difficult choice but I decided I had to make a few sacrifices to make way for the Guildgates.
Armadillo Cloak -> Sundering Growth
Recoil -> Hussar Patrol
Henchfiend of Ukor -> Vassal Soul
Some of the gold card switches made to accommodate Ravnica.
Azorius Signet -> Azorius Guildgate
Izzet Signet -> Izzet Guildgate
Dimir Signet -> Rakdos Guildgate
Rupture Spire -> Golgari Guildgate
Shimmering Grotto -> Selesnya Guildgate
From the start I have been wary about having Signets in the cube. I resolved to just have the suitable three but now that there are other forms of basic fixing (in addition to the Keyrunes as replacements) I am fine with cutting the Signets. As for the five-color lands, I prefer it not to be possible to draft 4-5 color decks without any worries of color issues. There is still tons of fixing but now it doesn't apply to all five colors at once.
Tectonic Rift -> Avalanche Riders
I've been afraid to include too many good LD spells because they aren't particularly fun and also punish people for playing bouncelands. I will probably come to regret this one once Avalanche Riders is given Persist or something like that but I don't consider the Cube: Legacy rules when making additions to the cube.
Moving on, I've decided to make a few changes to the rules of Cube: Legacy to accommodate for new players who have not used the cube before. It is not incredibly fun when half of the cubers have a considerable amount of edge over you, whether it be numerous named cards or knowing exactly what every card does. There's no way to fix this issue completely, but I want to take steps so that it is lessened.
The change I'm making to help with this problem is abandoning the achievements part of the game. It had a few of its own flaws (difficult to keep track of while battling) but barrier to entry is the real problem, so instead the reward sheet will now be used for winners of the cube. The winner of a cube draft will now get to roll a die to earn one of the achievements.
I think this is a big step forward for the game. There are less rules over all, less things to keep track of during gameplay, and less of a barrier to entry. That means more fun!
As always, if you are curious about something or think I missed something feel free to post below or on twitter.