Evolve and graft don't work together as neatly as you might think...
I'm still going to watch the cast to see people's thoughts, but I've never been confused by know how both of the abilities work. I imagine that unless you have a new-players-only or a once-every-two-months-player playgroup, that shouldn't be a problem. It's OK to make decisions that would alleviate gameplay in these type of playgroups, but putting a player in a bubble and protecting them from learning the rules kind of beats the purpose, especially if you expect your player base to keep invested in the game in the long run. If that is your case, then it is understandable, but personally I can't think of a use-case that wouldn't lead to an easily solvable situation.
But I mean, if you still like other cards better or if your playgroup is more casual, that is fine. Context is an essential part in any game design decision, and every card fits a niche context better. For instance:
• I would personally auto-include Stoneforge Foundry in any pauper cube I'd make because it looks like it can be so much fun.
• In counterpart, for powermax cubes, Priest fits adds so much value with just a single bolt in the yard that it fits right in. Heck, I can even see this card being feature as #1 cube card in the set by wtwlf at MtG:Salvation.
• On the other hand, If you are breaking singleton and you still believe that Gravecrawler.dec needs more tools in mono-black for some reason, Shadow Servant is a decent card.
Overall, disconsidering any cube construction rules, playgroup, or synergies that you are already designing around, you know what card is really cool all on its own? Experiment Two. The card fits the already popular Jund/The Rock midrange decks and the GW good stuff that are actually quite easy to autopilot-draft in the average cube, plus it supports fringe archetypes like Stompy and green aggro (that every new cuber tries to cater to in a way or another), and even fits a possible counters-matters theme (be it like the
Hardened Scales deck in standard, or something more like the
Cytoplast Root-kin deck from Old Ravnica Standard, maybe with
Thrummingbirds for extra interactions). The card even comboes with
Kitchen Finks, if it has only one counter and you have a sacrifice engine (and you can even make it mono-green with
Blasting Station). It is not even a threat by itself: No removal protection, no recursion, no card-advantage. Just a somewhat fair bear that does cool stuff™, rewards you for doing things you should be doing (curving out, playing creatures) and supports every green archetype outside of
Eureka/
Channel-and-Tell and maybe Ramp.
My post won't change anything in the pools, but it is a real shame that a card that fits the spirit of the Riptide Lab mentality so well is not even in the finals. It is also ironic that it got outclassed by splashier, more powerful cards.
Edit: wow, posting from a tablet makes you post a very badly formatted post. I'll go edit it and make more readable when I get to my computer.
EDIT: Much better!