I think Yawgmoth, while especially sweet with sacrifice/proliferate stuff, is pretty strong in any deck. Especially if you do run planeswalkers.
I support Aristocrats and Proliferate obv, but I do not run any planeswalkers (because they objectively suck very hard). I also think the costs are real and demand for synergy, but he's still pretty strong.
Rankle also seems to me to be above the average powerlevel, clearly. He is hasty, evasive and undercosted and offers so much versatility, that he will always be useful in every deck and in almost every situation. I'm not a fan.
You might be right on this. I just love the design as a whole, and because you need to break the symmetry somewhat. Cube is not Limited, you meet synergy-driven decks that have their own tools to fight, and you still have to make the right decisions. Being hasty and evasive while also being a 3/3 might be a bit too good, though. Still, I'm going to test it because I love the design. If it's too good, I'll replace it with Braids, Cabal Minion and might consider Blazing Specter as I freaking love the Apocalypse multicoloured cards.
I run and really like Aristocrat and Mystic Snake. They can be super powerful, but without the right circumstances they are just decent.
Absolutely! I'm still unsure if I want to run the Noble (I guess that's the card you're talking about ) over Blood Artist. The effect on a 2/2 flyer is definitely worth the 4 mana, I find Blood Artist to be a bit stronger (and actually pretty strong in the right deck) so I'm still testing which is the one I'd like to run.
I'd be curious to hear feedback to Squirrle Wrangler
Haven't tested it yet, but I cut Goblin Trenches because I don't want too many uninteractive enchantments in my cube and W doesn't really bleed into the Lands.dec my cube has to offer, while a green four drop that builds tokens is a perfect fit for Lands AND Tokens. I have to see if it's strong enough, though, as it's pretty slow and mana intensive.
Many of the cards are interesting but be careful about that Nightpack Ambusher because it is a powerhouse even without any synergies.
That's something I'm not too sure about. I think japahn was the one posting that the card doesn't always make the cut in his group, even if it fits the deck. I tried it in Standard/Limited and was impressed, in fact, it encourages me to implement Werewolves (see Instigator Gang) because they make the game so much heavier on decisions! That being said, I think I have to admit that it looks like one of the, if not the strongest of the listed cards, unfortunately. Compared to Pack Guardian, for example, which is a one-time shot, but brings the 2/2 directly to the table, while you'll have to play exactly nothing on your own turn for the Ambusher to give you value. I think the Ambusher needs a much more dedicated deck, which is something I'm fine with, and I don't believe that it actually proves to be too strong.
I guess another question there is: which ones aren't strong enough?
Mad Ratter for example. Red does have the biggest access to looting while every colour has some cantripping and cycling cards, so it's easy to trigger it at least once (which is pretty okay). Another card I play is Murmuring Mystic, which I think is easier to trigger, spits out evasive tokens and isn't killed as easily.
While writing this I'm sure that I'll cut the Ratter even before actually testing it lol
I'm also cutting Storrev and Firemane Avenger, Kessig Cagebreakers and Irencrag Pyromancer are just way more interesting, and monocoloured. Multicolour cards should be more exciting, and are allowed to be a bit stronger.