I've been similarly disappointed with the various 5 mana mass pumps in White (both Stir and Swell). Brave the Elements is something I've been considering too so I'd be interested to hear how it does for you. I like how it can do double duty in protecting all your White guys from sweepers as well as being used for combat trick/alpha strike purposes.
Brave the Elements has been in my cube before. It's mostly used to stop removal spells, but it does occasionally grant two or three dudes evasion. I think it's a good card, but I might be a bit biased by my love of combat tricks.
I want the mass pump spells to be awesome, but they're too costly to be played reliably in a 15- or 16-land aggro deck. I wish so badly that we had some kind of Glorious Anthem card at uncommon.
Force of Will has never been a great card in this cube, but it lasted through many years just because it was cool and unique. I figured it would get better as aggro improved, but that just hasn't happened.
Cutting some chaff from colorless to make room for fringe Theros cards. Pristine Talisman might come back.
This update has increased the amount of removal in the cube, which is something that hasn't happened in a long while. Aggro has gotten better in the last year or so, but it's still not nearly as consistent as control is. Removal has become a much higher priority in the draft process, which is good. The days of tenth pick burn spells are gone. I will continue to watch the removal situation and cut some if need be.
Okay, so maybe I went a little crazy with the Threatens.
My copy of Ancient Hydra got creased at some point, so I'm cutting it until I order some cards and get a new one. And that's probably not gonna be until the new set comes out, so why not try some different cards in the meantime?
I guess it depends how often you see RG played as all-out aggro instead of being more midrangey?
I suspect this is the real issue at hand. Our RG decks do tend toward mid-range a bit more than pure aggro.
I'll be interested to hear how the "spell-lands" fare. They've mostly seemed to me like things you'd play in a deck but never pick highly or be particularly bothered about wheeling. Basically I worry that they'll mostly just clog packs.
I'm also worried about this. But they're replacing lowly picked cards anyway, so I suspect there won't have too much of an impact on the draft. I'll keep an eye on them and report back after a few drafts.
Also interesting that you're reporting good things from Dauntless Onslaught, I've had it under consideration for a while now and it almost made my last update (figured I'd give Embolden another chance to impress first).
I think Embolden is pretty much on par with Dauntless Onslaught. They both can thoroughly screw up combat, though three mana is a bit pricey.
Thus far in my cubing career I have been against adding cards to my list that I view as strictly sideboard material. But, as my views on what a cube should be shift further and further away from "a collection of powerful cards" and more toward "a fun limited environment," I feel that perhaps having a few more artifact and enchantment removal options is more valuable than being able to say that every card is maindeckable.
I cut the Mirage tutors years ago because I really disliked using tutors in singleton formats. But members of my group have mentioned that they could encourage people to draft narrower decks like spells-matter or reanimator. And they like drafting those decks a lot, so let's see what happens.
What's your reason for dropping Rolling Thunder for Fireball? It's something I've considered, because my cube doesn't really need another dividable damage spell. The splashability of Fireball is becoming more appealing. I've also considered Disintegrate to give a little game towards anti-recursive strategies.