Thus far we have added two different sets of cards to support a few different archetypes. These two sets of cards are cards which care about the graveyard, as well as a large number of artifact cards. Both of these strategies have specific sets of cards which prey upon them, and I am all for promoting interaction in this space. There are issues here, in that very potent hate cards exist for these types of strategies, but they are very narrow. A good example of a card like this is
Relic of Progenitus. Yes, it hates out graveyard interactions really effectively, and it cycles in worst case, so you would imagine that would be the perfect sort of card, as even if the opponent isn't touching the yard, it doesn't cost a card. That sort of thinking is focussed solely upon in game dynamics and ignoring the draft dynamics. The draft dynamics of
Relic are horrible. Somewhere after 10th pick, someone will grab Relic because 'at least it cycles', and it will randomly hose a graveyard deck. Alternately, the graveyard deck will see the Relic wheel and take it because it hates out the deck they are building. This really diminishes the value of the draft 'sub-game'. Instead, cards should be playable, and pickable on their own merits, where they don't randomly hose whole decks, but enable appropriate interaction with these alternate archetypes.
Graveyard interaction is reasonably simple, as a number of solid cards have been printed in recent times which can treat either graveyard as a resource, which allows for both positive interaction with the cards which help to fill the yard, but also with the opponent's cards which utilise cards in their yards. The following are the two best examples:
As this cube is quite heavy on graveyard interactions, two of each seem very appropriate.
There are also some older cards with interesting interactions with the graveyard.
I love Stonecloaker, it is a card that provides a lot of interesting interactions. I haven't played with Jötun Grunt before, but I am interested to give it a shot, so one of each will be fine.
There are definitely some more heavy-handed options, such as
Angel of Finality and
Loaming Shaman, which have appropriate stats for their mana costs, and attack the yard. They are options, but the above cards will probably be the only dedicated interaction. I think this is probably fine, as in terms of non-creature graveyard play, the yard mostly provides incremental value, and creature based issues can be dealt with increasing the amount of removal that exiles or puts the card back into the library.
As an aside,
Primal Command can also provide some graveyard interaction in a pinch.
Artifact interaction is slightly more difficult, as I cannot simply hand wave the problem while murmuring something about 'solve with creature removal'. Artifact interaction is far more awkward than graveyard interaction because sometimes the opponent won't have artifacts, while cards tend to end up in graveyards with startling regularity. Thus, there is even more emphasis on artifact interaction being good in its own right, worth playing in the maindeck.
As artifacts are not always going to be played (despite the density I am running), decent playable artifact interaction often needs to be incidental, i.e. you are playing the card to do something else, and it just so happens that an artifact is more threatening than the other thing you wanted to do, so you use the artifact mode. The best example of this is simply
Putrefy.
This is a card you play to kill creatures. When they happen to play an artifact which is scarier than their creatures, you kill the artifact. There are a few more obvious cards like this:
Normally these will be played to kill a land, creature, or planeswalker but when they happen to hit a troublesome artifact, that is pretty awesome too. I have had some success with
Bramblecrush in the past, but I think that might be a smidgeon too slow (he says right after posting a picture of the 5CMC Acidic Slime...).
Past these you are looking towards general value creatures which happen to be able to destroy artifacts.
Take your choice of
Reckless Reveler and
Torch Fiend, I prefer the art on the Satyr, but boy is the flavour text horrible. Red is really burdened by its cheap artifact hating creature compare to white's enchantment hating ones, but I don't see this changing anytime soon. I am still not sure on numbers for the above, but with the number of artifacts I am running, I know I will be doubling up on some.