I had really high hopes for this set, and now I'm kind of in a funk about it. There's only a few things that I want to add at the moment, but hopefully I'll get a bit more inspired after the pre-release or hearing back from your play test reports. I purposefully don't play DFCs in my cube as I really cannot be arsed with flipping them about and I haven't found a solution that I like so far. There aren't really any essentials that I feel I'm missing out on though. Maybe my expectations were too high, but for a set that's about the graveyard, I would have hoped for more interesting stuff.
Things I like, which will almost certain to make it in:
Bygone Bishop - This card is great, and probably my favourite from the set. Gives white card advantage, evasive, and a spirit for the day we reach natural Tallowisp density. I really like investigate, the artifact tokens open up lots of other potential synergies. I've seen lots of people saying they will swap out Mentor of the Meek, but I'm playing both and think this could lead to some really cool decks.
Sin Prodder - I recently made a push to make aggro evasive, so things in red that make things difficult to block like menace are good, and the mini game decision is interesting and potentially supports graveyard strategies too - it's cool and not unfair, but I'll probably be more excited once I see it in action.
Vessel of Nascency - Cool graveyard feeding support that gives a play on turn one, simple but a good cog for the wheels of the cube.
Nahiri, the Harbringer - Hoorah, an interesting boros card! I love the looting ability, it helps decks play more smoothly and supports graveyard themes. Plus having main deckable enchantment (and to an extent) artifact removal is great.
Things I am considering, depends on reports backs and if I can make swaps:
Angelic Purge - I know it's not the most powerful but I like giving white a reason to look for cards that support the sacrifice deck. Not being an enchantment is good too, I'm actually quite keen on this.
Griff's Boon - I know this is controvertial, and I don't want to cause another argument about it, but the reasons I am thinking about it are:
* I'm trying to make aggro win through how it evades, rather than fireblast or surprise flying double strike. I recognise that the power buff isn't fantastic but the evasion is very supporting to what I'm trying to do.
* I have quite a lot of self mill and milling this is a free, albeit expensive card.
* If you kill the creature (or in response) you can come back again - providing inevitability in a way that continues to allow both players to participate.
* It provides another reason for white to think about the graveyard, which has been lacking until now.
Topplegeist - I was excited when I first saw this, it's a fair aggro card that helps white care about the graveyard. My main issue is going to be finding room for it. (And it's a spirit too, come on Tallowisp!)
Asylum Visitor - I guess...? I just don't get the hype on this, perhaps if I supported black aggro more or wanted to really push a discard deck. I get that it's powerful but I find it a bit dull. I can see how you might all think I'm weird here.
Pale rider of Trostad - I'm intrigued by this. I see that it's potentially card advantage, and I'm already playing Rotting Rats, but I like the way that it provides a decent roadblock as a blocker but has evasion to nip in too. It puts cards in the graveyard that want to be there but hopes you have the right deck otherwise it's card disadvantage. I actually quite like this.
Tireless Tracker - Investigate, yay! Dull stats that make it easier to kill, boo! I'm blah about this.
Traverse the Ulvenwald - Early land fixing, and then a mini game to turn it into a tutor. I think this might work, but would need to make room.
The Gitrog Monster - This is pretty cool, although I don't have fetchlands, I do have self mill. This is the kind of card that makes me want to build an environment around it, even though I don't have to as it's cool. This is a probable add.
EDIT: Forgot about
Declaration in Stone - Mostly for the ability to slaughter tokens, it's fine, would need to make room.
And that's more or less it. Other things that were on my longer list but I'm probably not taking forward are:
Not ForgottenThraben InspectorPore Over the PagesRattlechainsWelcome to the FoldCrawling SensationStoic BuilderAnguished unmakingSigarda, heron's graceSkeleton KeyDrownyard Temple
I've not seen any discussion of Skeleton Key, any thoughts on it? Cheap Trinketable equipment that helps evade, provides selection and feeds the graveyard. Is it too weak to be an option? Would like to see it in action.