I would keep the seer and drop stinkweed. Seer helps combo, which is what your cube is about. You have plenty of self Mill and are adding another in its place. Also you want to check necroplasm. It completely hoses tokens and puts a lot of pressure on low curbs decks.
Thanks for the drafts. You draft some good decks! You're right about the creatures to reanimate, it's difficult to get the balance right to have something that is powerful enough to draw you in but not unstoppable on turn four. Perhaps metalwork colossus again?
Have you got any splashy spell's...
http://www.cubetutor.com/viewcube/108492
This is what I've been working on, and pretty happy with this design so far. Some kinks that need to be worked out, will post a more detailed post when I have a bit more time. Animation module should be retrofitter foundry when commander gets on...
Maybe you want a different cube for group b. Maybe a retail redesigned vibe, or something like innistrad combined?
Group a sounds fun. You just need to watch that your format doesn't become 'solved' by just drafting the most degenerate cards available. See how you get on. You're definitely on...
Nice post. I like your cube a lot, but I do worry about the potential for degeneracy (but maybe that's a personal preference sort of thing). Guess you'd have to see how your players feel about it.
No, I made exactly the same decision with the same reasoning. I run, skyfisher, emancipation angel, Felidar guardian, storm front riders. Also leave // chance.
Hmmm, just remembered night incarnate will lead to some pretty unpleasant game states with things like oversold cemetery and genesis. Might have to give it a miss...
I used to love playing this in pox decks. I did try it in a very early iteration of my cube and it was bizarrely a card that was extremely hard to parse for new players, so much so that I needed to cut it. I still love it though, it's such a cool card. A bit of a vehicles-esq feel to it.
You've got some big questions here, which is probably why your response is pretty stagnant. :)
I'm not sure I'm going to say much more than what you've quoted already. The first dynamic is about power level of your cube. The higher your power level, the faster your aggro needs to be to be able...