I like Garrison Cat 1/1s that come back become really annoying in multiples, so even this is the worst version, its still borderline.
meanwhile, Id never cube Frostveil Ambush. Its somewhat useful in IKO limited, but I could never justify a cubeslot for it. If you plan to cycle it, run a cantrip.
Blitz Leech offers (an overcosted) 2:1 which automatically pushed it into borderline for me. I like running it in the value cube.
Blisterspit Gremlin: There are alternatives to this card, which don't have a constant mana requirement.
cmc2
borderline
Drannith Stinger: Cycling 1 is strong, but you will rarely want to cast a vanilla 2/2. It's basically a vanilla, because it's very unlikely that you will trigger the effect more than once, unless you are really dedicated towards a cycling archetype.
Spelleater Wolverine: 3 power double strike for 3 sounds too good to be real, which is why it's not real. It's can be way harder to enable this than you might think, especially on curve and a 3/2 vanilla is just super bad. Unless you are dedicated towards a spell matter theme this shouldn't really be a consideration, but if you are you might give this a shot.
bad
Prickly Marmoset: You aren't very likely to trigger this multiple times unless you are super dedicated towards a cycling archetype.
cmc4
cubeable
Ferocious Tigorilla: The flexibility on this is rarely relevant, because menace is better in pretty much every case, but that doesn't mean that a 4/3 menace for 4 isn't rock solid.
borderline
Pyroceratops: A Pyre Hound, that triggers of artifacts and enchantments, but this is rarely relevant. Still striclty better none the less.
cmc 5
borderline
Cloudpiercer: Playing this turn 4 onto a goblin token is definitely decent, but the problem is, that you won't always have a goblin token. Also a 5/4 for 4 without evasion isn't actually as impressive nowadays, especially considering your are "sacrificing" at least 1 power and 1 toughness + a body on the board for it. Also decks, which like to go wide with Tokens are usually not interested in not advancing their board presence to make one of their creatures bigger. The Rummage definitely doesn't make up for this.
cmc6
cubeable
Lava Serpent: A 5/5 haste for 6 is very fairly costed and cycling definitely does give this the edge over some alternatives if you are looking for red fatties.
cmc1
borderline
Heightened Reflexes: This combat trick definitely does have a decent chance of trading and leaving a relevant effect behind for only 1 mana. Sadly red is not really the color for combat tricks, because there are simply so many burn spells, which don't risk trading 1 for 2 against opposing instant speed removal.
cmc 2
cubeable
Fire Prophecy: If you are interested in running any burn spells, which aren't able to hit players, this is defintely a solid choice. Dealing 3 for 2 is a good deal and the attached rummage effect can come in very handy. Also it's worded in a way were you don't actually "discard" as port of the cost so there is no risk involved.
borderline
Go for Blood: Red is not really the color for fight removal since there is an overabundance of burn spells, which don't run the risk of fizzleing, but Cycling for 1 is a very low opportunity cost for a spell that can come in handy at times, if your opponent is tapped out and you have decent targets. And if not simply throw it away.
Raking Claws: A very situational effect, but it can definitely catch your opponent very unexpected when you are threatening to kill him out of nowhere. Cycling makes situational effects like these a lot more interesting, even though 2 is definitely not free.
Shredded Sails: Booth modes can actually come in handy and if none does you can still cycle it, though 2 is definitely not free.
cmc 4
bad
Rubmling Rockslide: This can potentially deal with big creatures you other burn spells can't deal with, but it can't go to the face and 4 mana + sorcery speed are quite the deal breakers. If you really want hard removal in red Aftershock exists.
Tentative Connection: Unless for some reason you are running an unusual high amount of Menace creatures, there simply are better alternatives.
Almighty Brushwagg: As a 1/1 this is simply useless and once you start investing 4 mana into it just so that it can attack you run the risk, that this simply get's killed by basically any removal spell, which sets you back tempo wise.
cmc 2
borderline
Humble Naturalist: A 1/3 body + the ability to generate any type of mana is definitely quite nice, even though the "creature-only" clause definitely hurts a bit, even though in green not that much.
bad
Essence Symbiote: There simply aren't enough mutate cards for this to be relevant.
cmc3
cubeable
Excavation Mole: A 3/3 trample body for 2G is rock solid and the self mill can be an additional icing on the cake if you can get value out of it.
Mosscoat Goriak: 2/4 is a decent statline for a 3 drop and Vigilance works really well with these kind of stats.
cmc 4
cubeable
Migratory Greathorn: There are a few things to keep in mind when thinking about putting this into your cube. Even though it sounds nice to have this as a 3/4 on the board on turn 3, that also ramps you, it does require setup and you simply don't always have a 1/1 non human you have no more use for lying around, especially not on turn 3. This can theoretically be played tapped on a mana elf on turn 2, but at that point you do definitely still have use for the elf and the land you might get only goes even and not +1. Also you are only adding 2 power and 3 toughness to the board if you "sacrifice" a 1/1 for it. Even though mutate can't "fizzle" if the target gets removed in response, but you won't get the land and the fact that your opponent can choose if he wants to kill booth creatures after mutating or give you a 3/4 vanilla makes this worse than it might seem, when you only think of the best case scenario.
cmc5
bad
Flycatcher: Though booth modes are useful in different board states and the body isn't horrible, there do exist alternatives which simply have booth keywords.
cmc 6
bad
Honey Mammoth: Gaining for life attached a an ok body isn't bad, but you do usually would much rather have some kind of evasion on a big body like this.
cmc 1
cubeable
Sudden Spinnerets: A decent combat trick, that does everything it can you maximize the chance of catching your opponent off guard by giving a decent defensive pump, reach and untapping while also leaving the reach permanently behind.
cmc2
cubeable
Ram Through: Instant speed cmc 2 + the fact that this is a one-sided fight all make this quite viable if you are looking for green removal. It still suffers from the same risk of trading badly against opposing instant speed removal, but it's probably the best in the business in that regard. As a little bit of icing on the cake there is also the trample clause, which is a keyword, which is quite common in green and come in handy, because your opponent usually doesn't expect direct damage from green.
Wilt: Probably the best non-creature Naturalize-effect due to the fact that it can be played in the main deck and simply be cycled away if not needed.
borderline
Survivors' Bond: A Raise Dead-type of card, that can potentially bring back 2 creatures, which is nice. Even though green isn't that stacked with humans you are usually not mono colored, so that the other color can provide the graveyard with humans to return.
cmc 3
borderline
Thwart the Enemy: One-sided Fogs are a lot better than symmetric ones. Even though the effect is very situational it can definitely catch your opponent off guard and be devastating to the extend, that it wins you the game.
bad
Fully Grown: Combat tricks get exponentially worse the more mana they cost and 3 is definitely too much. Event though leaving trample permanently behind is nice it's simply too expensive.
Sleeper Dart: Unless you can get value out of having a 2 mana artifact, that draws a card on etb, e.g. by bouncing it, there is simply no reason to run this, because the sacrifice effect definitely doesn't justify it.
Adaptive Shimmerer: A colorless flash creature is definitely not something your opponent will expect out of non-blue decks most of the time. If you can in addition to that make use of the +1/+1 counters this isn't actually that bad.
Fire Prophecy The if clause in your own text makes it borderline.
Go for Blood is total trash. BAD even green has better removal now
Lava Serpent is pretty crappy. borderline at best.
you shouldnt fall into the trap overrating cycling. A cube has enough options to not stock situational filler that need to be cycled to find the playables.
you know my opinion on the greathorn. +2+3 and a regrowth for 2G is as good as it gets.
Adaptive Shimmerer. Epitome of crap. We dont have use for +1+1 counters.
Also, with Thieving Otter I think a note should be made that it works with ping effects (like Viridian Longbow ) and then all of the Stealer of Secrets variants would be lumped together as "inferior to the Otter"
Migratory Greathorn: I know you are a huge fan of this card and I think it's the only mutate creature I can justify a cubeable on. Borderline -> cubeable
Adaptive Shimmerer: Yeah you are right. Maybe we will one day have a viable +1/+1 counter archetype. For now Borderline -> Bad
i dont know why you hold on fire prophecy. not being able to hit players is awful in powered environments and slots are tight. it also doesnt offer any synergy with madness or gy shenenigans. its really bad
I think cubable for Fire Prophecy is correct in my opinion. Its still instant, still 3 damage, and the ability to "rummage" is a really nice being able to ditch unuseful cards or extra lands. I would say 80% of the time im using burn spells on creatures anyways. If it were sorcery speed i would have other opinions.
I think cubable for Fire Prophecy is correct in my opinion. Its still instant, still 3 damage, and the ability to "rummage" is a really nice being able to ditch unuseful cards or extra lands. I would say 80% of the time im using burn spells on creatures anyways. If it were sorcery speed i would have other opinions.
I'd agree its cubeable but not close to staple for us -- unless you just want red to be all burn spells lol
3dmg for 2 is pretty borderline. At 4dmg would it be cubable imo. Its good in iko lim or maybe even standard. In a format with lightning bolt and incinerates, not so much.
Removal is the most competitive slot of them all. in order to break into cubable territory it has to offer A LOT.
I also added the 2 commons from the 2 latest cmd set a few days ago. I still happens that I miss some commons from complementary products from time to time. Feel free to remind when one comes out, that includes non-reprint commons.
3dmg for 2 is pretty borderline. At 4dmg would it be cubable imo. Its good in iko lim or maybe even standard. In a format with lightning bolt and incinerates, not so much.
Removal is the most competitive slot of them all. in order to break into cubable territory it has to offer A LOT.
If I ever test it in a Cube format I could easily see that proving true. I am not even that fond of it personally in IKO draft.
Anointed Chorister: A 1/1 Lifelink on it's own doesn't do very much and having to constantly pump 5 mana into it, in order for it to have any relevant board impact is simply too much.
Staunch Shieldmate: A total of 4 stat points for 1 mana is a lot, but this creature has barely any offensive capabilities and it's often better to simply pay an additional mana and get an additional effect if you are looking for cheap defesnive creatures.
cmc 2
cubeable
Daybreak Charger: 3/1 for 2 is a decent stat ratio for an aggressive creature and having a useful effect stapled to it makes this very decent. Keep in mind though, that you will not always have a onedrop to start the curve so on turn 2 the etb often goes to waste.
Celestial Enforcer: 2 mana is too much for the effect and having a restriction doesn't make it better.
cmc 4
cubeable
Basri's Acolyte: This creature brings a total of 4 power and 5 toughness on the board for 4 mana + lifelink on itself, but it sadly can't target itself, so unless you already have 2 creatures on the board you won't get the full value.
bad
Gale Swooper: There are tons of better alternatives.
Trusty Retriever: Unless you focus on that theme artifacts and enchantments doen't go to the graveyard that often and a 3/4 for 4 is ok, but not exciting.
cmc 5
cubeable
Rambunctious Mutt: Basically the big brother of Kor Sanctifiers without the optional mode to play it for 1 less, but still a very decent disenchant on a stick.
borderline
Valorous Steed: 5 power and 5 toughness for 5 is rock solid, but usually you either want to go big or go wide. This creature is right between that and thus doesn't really have any type of deck, that really wants it.
cmc2
cubeable
Swift Response: A defensive removal, that doesn't help much if you are the aggressor, but still 2 mana isntant speed an unconditional regarding size.
cmc5
bad
Secure the Scene: There aren't a lot of super threatening non-creature permanents that would justify this removal being totally overcosted, sorcery speed and giving your oppoonent something in exchange.
I will again to the evaluations bit by bit. Feel free to comment on whats already there.
i dont get why you keep putting 3/1s in the cubable category. i find them outright bad, but could live with borderline at best. i mean, who is really running them still?
theyve been interesting back then, before red got all its 3/2, but that was 2010?
Well normal 3/1s wouldn't be cubeable, but if they got a decent upside they are just fine. If you do curve out 1 into 2 you basically get a 3/1 Viashino Pyromancer and later on it can still enable some attacks, that otherwise wouldnÄt be possible.
There are only very few 3/1s left as cubeables. I've personally cut Daring Skyjek a long while ago, but it's still not horrible and I do still run Oketra's Avenger as it can nearly always go in, unless your opponent has an X/4.
Btw. while red has got an overabundance of great 2 drops over the last few years, where 3/2s is pretty much the baseline right now, white hasn't been so lucky. My personal 2 white drop section is very old and the only really outstanding white 2 drop we got lately was Seeker of the Way. Way back then Blade of the Sixth Pride was still a decent cubeable.
Cavalry Drillmaster is the better "pumpspell" if you want that effect, since it also grants first strike. yet its only borderline as well.
Skyjek and Avenger are the new baseline for 3/1s since they at least offer some upside and can attack more often. i mean, if you did cut skyjek, an evasive 3/1 is borderline by now. what does that tell you about vanilla 3/1s
Keen Glidemaster: Most creatures with this effect usually need to be tapped, while this one can theoretically put any number of creatures into the air, but 3 mana is a lot and there are more efficient alternatives to do so.
cmc 3
borderline
Mistral Singer: The body is not decent enough on it's own, so that prowess isn't mandatory. It's still not the best mechanic though, especially not in blue, where you rarely want to cast your noncreature spells before or mid combat.
bad
Archaeomender: There usually aren't enough artifacts to make this worth it, apart from the fact, that the ones who are there don't go the graveyard on their own.
Library Larcenist: This can theoretically always go in for a suicide attack to replace itself, compared to Stealer of Secrets, but with only 1 power nearly every attack is a suicide attack.
Mystic Skyfish: The restriction is way too high to constantly trigger, unless you have an active Looter in the battlefield, but it's simply not worth it, considering all the times, where this will simply be a 3/1.
Tefer's Protege: A 2/3 body doesn't do too much and 2 mana is definitely too much for the loot effect.
cmc 4
bad
Tome Anima: Unblockable is strong, but the restriction is way too hard to trigger constantly.
cmc5
cubeable
Roaming Ghostlight: 3 power in the air plus a bounce effect is a decent deal for cmc 5.
cmc 7
cubeable
Spined Megalodon: Another in the line of big blue hexproof finishers. This one definitely has decent stats and the little icing on top with the Scry ability, while an additional mana over the 4/5s for 6 can be back breaking.
cmc 1
borderline
Rookie Mistake: A one mana trick with the potential for a 2 for 1 trade is very rare and even though blue doesn't really need combat tricks and this one is very situative, in the best case scenario, this can be game winning.
cmc 2
borderline:
Lofty Denial: Blue has a lot of good creatures with flying, so enabling this isn't that far off and an upgraded Mana Leak is definitely strong. The question is if you have a creature heavy deck, do you really want that many counterspells, because if you are proactive it can be very hard to keep mana open for the right times.
Rousing Read: A really solid aura, that grants flying a P/T boost and replaces itself with even an additional filter effect added on top. The aura problem remains, that when the creature gets killed in response you won't get any trigger, but if you run enough hexproof creatures go for it.
cmc6
Read the Tides: If this were instant speed it could be interesting as booth modes can be useful in very different situations, but you can't simply tap 6 mana at sorcery speed for a card with such little impact.
Liliana's Steward: Trading a card for a single card of an opponents choice doesn't bring you ahead in any way. If you could at least activate it at any time it would be interesting, but it is what it is.
cmc 2
borderline
Masked Blackguard: This is not Ambush Viper, but is still able to trade decently out of nowhere while keeping you mana open during the opponents turn.
Caged Zombie: If a lot of creatures die each turn, e.g. because you are sacrificing 2 unblockable damage each turn can add up real quick. If you can't guarantee to trigger this constantly it's not that impressive.
Nocturnal Feeder: Comapred to Bloodhunter Bat requiring to die instead of only entering the battlefield is a serious drawback. On the other hand 1 mana less definitely makes a difference.
cmc 4
borderline
Crypt Lurker: If you actively want to discard or sacrifice creatures, this can definitely be an enabler for you and the 3/4 body isn't the worst.
cmc 5
borderline
Blood Glutton: Scrounger of Souls sadly outclasses this. The 4th point of toughness can make a huge difference considering that most burn spells stop at 3 and you also don't want your 5 drop to trade down in curve.
cmc 7
bad
Gloom Sower: For 7 mana a creature should do more than simply giving your opponent a good removal target.
cmc 1
borderline
Village Rites: Only costing a single mana makes this a lot more viable to keep open in case your opponent has a removal for your creatures compared to it's 2 mana alternatives.
bad
Alchemist's Ghift: Neither mode is good and has a decent chance to trade 1/1, apart from the fact, that black really doesn't need combat tricks.
cmc 4
borderline
Sanguine Indulgence: Triggering the reduced effects for this can be hard, if you can enable it 1 mana for a Death's Duet is a great deal as it will often allow you to play one of the returned creatures out right away.
cmc 5
bad
Finishing Blow: There are no common planeswalkers and 5 mana is way too much just to deal with creatures.
Rise Again: This would be a decent reanimate effect if it weren't for the fact, that there simply aren't many great big creatures worth reanimating and most of them don't cost much more than 5 or 6, so instead of finding a way to get them into the graveyard and maybe saving 1 mana you can simply cast them right away.
Chandra's Magmutt: Being able to deal unconditional direct damage to the opponent shouldn't be underrated. There are better alternatives to this though.
Hobblefiend: Decent red sacrifice outlets are rare and being able to cash in all creatures, that would die to removal for a lasting +1/+1 counter can be pretty nice.
Lightning Visionary: Prowess isn't a very strong keyword, as it requires you to play your noncreature spells before or mid combat in order to get value out of this and the base 2/1 body is simply bad.
cmc 3
bad
Storm Caller: 3/2 Vanilla bodies for 3 are pretty bad and the 2 damage to the face can't make up for that.
cmc 4
borderline
Goblin Wizardry: Instant speed + the fact that a single noncreature spell gives them a total power and toughness of 4/4 is definitely interesting. If you support a spells matter theme, this can be a decent choice in order to get value out of spells as each spell adds 2 P/T over 2 bodies.
cmc 6
borderline
Bone Pit Brute: The body + the etb effect aren't too bad, but 6 mana is a lot, especially in red. There are simply similar card for cmc 5.
cmc 3
cubeable
Hungry Flames: Burn spells, that are able to booth kill a creature and meanwhile deal damage to the face with a decent cost/effect ratio are rare. This is definitely one of the better ones.
Drowsing Tyrannodon: If you don't open your curve with 1 mana ramp spell this can definitely be decent to have on turn 2 as green has a lot of good 4 power creatures or ways to make this itself into a 4/4 so it can attack asap.
cmc 3
staple
Llanowar Visionary: This creature does it all. Ramping, replacing itself and meanwhile having a decent body considering the cost the the abilities. It's great to have on turn 3 and never a dead topdeck, which is basically everything you can wish for.
cubeable
Trufflesnout: 3/3s for 3 are decent and having the added emergency effect to gain 4 life if necessary shouldn't be underestimated. A really decent and flexible 3 drop.
borderline
Pridemalkin: An interesting card as it can put it's counter anywhere and also grants trample to every creature with a counter, but most big green creature already have trample and the fact that it's stats only total 3/2 makes it worse than other options unless you heavlily support a +1/+1 counter theme.
Wildwood Patrol: 4 power and trample on a 3 drop sound nice, but with only 2 toughness this will trade down more often than not and the 2 damage that will trample over can't make up for that.
cmc 4
borderline
Ornery Dilophsaur: It's not that hard to enable, but it can still fail and a 4/4 doesn't really need deathtouch. You will mostly want to run a straight up 4/4 over this for 4 mana.
Sabertooth Mauler: The effect isn't bad, but the fact that it can only triggers once during your end step is a bit too restrictive.
cmc 5
bad
Garruk's Gorehorn: 3 toughness is way too few for a cmc 5 creature, especially without any further upside.
Gnarled Sage: Green isn't really known for drawing cards and without the second ability there simply are a ton of better alternatives for this.
cmc 1
bad
Run Afoul: It's usually better to pay 1 additional mana in order to choose the creature you want to kill, unless you are struggeling with a lot of flying hexproof creatures, but even then it would still need to be the only creature with flying.
cmc 2
borderline
Track Down: Not the worst green 2 Cantrip with a very low chance of fizzleing.
cmc 4
bad
Hunter's Edge: The strictly better alternative over Hunt the Weak, but still 4 mana sorcery speed is simply too much, considering that this still has the same risk of fizzleing to instant speed removal.
meanwhile, Id never cube Frostveil Ambush. Its somewhat useful in IKO limited, but I could never justify a cubeslot for it. If you plan to cycle it, run a cantrip.
Blitz Leech offers (an overcosted) 2:1 which automatically pushed it into borderline for me. I like running it in the value cube.
powpercube Johnny https://cubecobra.com/cube/list/37t
bad
Blisterspit Gremlin: There are alternatives to this card, which don't have a constant mana requirement.
cmc2
borderline
Drannith Stinger: Cycling 1 is strong, but you will rarely want to cast a vanilla 2/2. It's basically a vanilla, because it's very unlikely that you will trigger the effect more than once, unless you are really dedicated towards a cycling archetype.
Forbidden Friendship: This is basically the better version of Dragon Fodder since one of the tokens has haste.
cmc 3
borderline
Spelleater Wolverine: 3 power double strike for 3 sounds too good to be real, which is why it's not real. It's can be way harder to enable this than you might think, especially on curve and a 3/2 vanilla is just super bad. Unless you are dedicated towards a spell matter theme this shouldn't really be a consideration, but if you are you might give this a shot.
bad
Prickly Marmoset: You aren't very likely to trigger this multiple times unless you are super dedicated towards a cycling archetype.
cmc4
cubeable
Ferocious Tigorilla: The flexibility on this is rarely relevant, because menace is better in pretty much every case, but that doesn't mean that a 4/3 menace for 4 isn't rock solid.
borderline
Pyroceratops: A Pyre Hound, that triggers of artifacts and enchantments, but this is rarely relevant. Still striclty better none the less.
cmc 5
borderline
Cloudpiercer: Playing this turn 4 onto a goblin token is definitely decent, but the problem is, that you won't always have a goblin token. Also a 5/4 for 4 without evasion isn't actually as impressive nowadays, especially considering your are "sacrificing" at least 1 power and 1 toughness + a body on the board for it. Also decks, which like to go wide with Tokens are usually not interested in not advancing their board presence to make one of their creatures bigger. The Rummage definitely doesn't make up for this.
cmc6
cubeable
Lava Serpent: A 5/5 haste for 6 is very fairly costed and cycling definitely does give this the edge over some alternatives if you are looking for red fatties.
borderline
Heightened Reflexes: This combat trick definitely does have a decent chance of trading and leaving a relevant effect behind for only 1 mana. Sadly red is not really the color for combat tricks, because there are simply so many burn spells, which don't risk trading 1 for 2 against opposing instant speed removal.
cmc 2
cubeable
Fire Prophecy: If you are interested in running any burn spells, which aren't able to hit players, this is defintely a solid choice. Dealing 3 for 2 is a good deal and the attached rummage effect can come in very handy. Also it's worded in a way were you don't actually "discard" as port of the cost so there is no risk involved.
borderline
Go for Blood: Red is not really the color for fight removal since there is an overabundance of burn spells, which don't run the risk of fizzleing, but Cycling for 1 is a very low opportunity cost for a spell that can come in handy at times, if your opponent is tapped out and you have decent targets. And if not simply throw it away.
Raking Claws: A very situational effect, but it can definitely catch your opponent very unexpected when you are threatening to kill him out of nowhere. Cycling makes situational effects like these a lot more interesting, even though 2 is definitely not free.
Shredded Sails: Booth modes can actually come in handy and if none does you can still cycle it, though 2 is definitely not free.
cmc 4
bad
Rubmling Rockslide: This can potentially deal with big creatures you other burn spells can't deal with, but it can't go to the face and 4 mana + sorcery speed are quite the deal breakers. If you really want hard removal in red Aftershock exists.
Tentative Connection: Unless for some reason you are running an unusual high amount of Menace creatures, there simply are better alternatives.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
bad
Almighty Brushwagg: As a 1/1 this is simply useless and once you start investing 4 mana into it just so that it can attack you run the risk, that this simply get's killed by basically any removal spell, which sets you back tempo wise.
cmc 2
borderline
Humble Naturalist: A 1/3 body + the ability to generate any type of mana is definitely quite nice, even though the "creature-only" clause definitely hurts a bit, even though in green not that much.
bad
Essence Symbiote: There simply aren't enough mutate cards for this to be relevant.
cmc3
cubeable
Excavation Mole: A 3/3 trample body for 2G is rock solid and the self mill can be an additional icing on the cake if you can get value out of it.
Mosscoat Goriak: 2/4 is a decent statline for a 3 drop and Vigilance works really well with these kind of stats.
cmc 4
cubeable
Migratory Greathorn: There are a few things to keep in mind when thinking about putting this into your cube. Even though it sounds nice to have this as a 3/4 on the board on turn 3, that also ramps you, it does require setup and you simply don't always have a 1/1 non human you have no more use for lying around, especially not on turn 3. This can theoretically be played tapped on a mana elf on turn 2, but at that point you do definitely still have use for the elf and the land you might get only goes even and not +1. Also you are only adding 2 power and 3 toughness to the board if you "sacrifice" a 1/1 for it. Even though mutate can't "fizzle" if the target gets removed in response, but you won't get the land and the fact that your opponent can choose if he wants to kill booth creatures after mutating or give you a 3/4 vanilla makes this worse than it might seem, when you only think of the best case scenario.
cmc5
bad
Flycatcher: Though booth modes are useful in different board states and the body isn't horrible, there do exist alternatives which simply have booth keywords.
cmc 6
bad
Honey Mammoth: Gaining for life attached a an ok body isn't bad, but you do usually would much rather have some kind of evasion on a big body like this.
cubeable
Sudden Spinnerets: A decent combat trick, that does everything it can you maximize the chance of catching your opponent off guard by giving a decent defensive pump, reach and untapping while also leaving the reach permanently behind.
cmc2
cubeable
Ram Through: Instant speed cmc 2 + the fact that this is a one-sided fight all make this quite viable if you are looking for green removal. It still suffers from the same risk of trading badly against opposing instant speed removal, but it's probably the best in the business in that regard. As a little bit of icing on the cake there is also the trample clause, which is a keyword, which is quite common in green and come in handy, because your opponent usually doesn't expect direct damage from green.
Wilt: Probably the best non-creature Naturalize-effect due to the fact that it can be played in the main deck and simply be cycled away if not needed.
borderline
Survivors' Bond: A Raise Dead-type of card, that can potentially bring back 2 creatures, which is nice. Even though green isn't that stacked with humans you are usually not mono colored, so that the other color can provide the graveyard with humans to return.
cmc 3
borderline
Thwart the Enemy: One-sided Fogs are a lot better than symmetric ones. Even though the effect is very situational it can definitely catch your opponent off guard and be devastating to the extend, that it wins you the game.
bad
Fully Grown: Combat tricks get exponentially worse the more mana they cost and 3 is definitely too much. Event though leaving trample permanently behind is nice it's simply too expensive.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
bad
Mysterious Egg: Even if there existed a lot more mutate creatures, this would still be horrible.
Springclaw Trap: 5 mana total for a Lightning Strike is simply too much.
cmc 2
bad
Sleeper Dart: Unless you can get value out of having a 2 mana artifact, that draws a card on etb, e.g. by bouncing it, there is simply no reason to run this, because the sacrifice effect definitely doesn't justify it.
cmc 3
bad
Farfinder: Pilgrim's Eye exists and Flying is no doubt better than Vigilance on a 1/1.
cmc 5
bad
Adaptive Shimmerer: A colorless flash creature is definitely not something your opponent will expect out of non-blue decks most of the time. If you can in addition to that make use of the +1/+1 counters this isn't actually that bad.
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Go for Blood is total trash. BAD even green has better removal now
Lava Serpent is pretty crappy. borderline at best.
you shouldnt fall into the trap overrating cycling. A cube has enough options to not stock situational filler that need to be cycled to find the playables.
you know my opinion on the greathorn. +2+3 and a regrowth for 2G is as good as it gets.
Adaptive Shimmerer. Epitome of crap. We dont have use for +1+1 counters.
powpercube Johnny https://cubecobra.com/cube/list/37t
@Humphrey
Garrison Cat: Annoying ≠ good. =bad
Frostveil Ambush: Yeah I think it can be downgraded. Cubeable -> Borderline
Blitz Leech: Bad -> Borderline
Fire Prophecy: =cubeable
Go for Blood: Cubeable -> Borderline
Lava Serpent: I think it might outclass Chartooth Cougar. =cubeable
Migratory Greathorn: I know you are a huge fan of this card and I think it's the only mutate creature I can justify a cubeable on. Borderline -> cubeable
Adaptive Shimmerer: Yeah you are right. Maybe we will one day have a viable +1/+1 counter archetype. For now Borderline -> Bad
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powpercube Johnny https://cubecobra.com/cube/list/37t
I'd agree its cubeable but not close to staple for us -- unless you just want red to be all burn spells lol
Removal is the most competitive slot of them all. in order to break into cubable territory it has to offer A LOT.
powpercube Johnny https://cubecobra.com/cube/list/37t
I also added the 2 commons from the 2 latest cmd set a few days ago. I still happens that I miss some commons from complementary products from time to time. Feel free to remind when one comes out, that includes non-reprint commons.
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If I ever test it in a Cube format I could easily see that proving true. I am not even that fond of it personally in IKO draft.
2WW
Lifelink
2/3
When ETB, support 2.
https://www.mtgsalvation.com/forums/the-game/the-cube-forum/pauper-peasant-discussion/817582-m21-spoiler
powpercube Johnny https://cubecobra.com/cube/list/37t
bad
Anointed Chorister: A 1/1 Lifelink on it's own doesn't do very much and having to constantly pump 5 mana into it, in order for it to have any relevant board impact is simply too much.
Staunch Shieldmate: A total of 4 stat points for 1 mana is a lot, but this creature has barely any offensive capabilities and it's often better to simply pay an additional mana and get an additional effect if you are looking for cheap defesnive creatures.
cmc 2
cubeable
Daybreak Charger: 3/1 for 2 is a decent stat ratio for an aggressive creature and having a useful effect stapled to it makes this very decent. Keep in mind though, that you will not always have a onedrop to start the curve so on turn 2 the etb often goes to waste.
bad
Adherent of Hope: There are no common planeswalkers.
Alpine Watchdog: functional reprint
cmc 3
borderline
Warded Battlements: Orcish Oriflamme stapled to an 0/3. Not bad, but you would rather have a body, that can attack on it's own.
bad
Celestial Enforcer: 2 mana is too much for the effect and having a restriction doesn't make it better.
cmc 4
cubeable
Basri's Acolyte: This creature brings a total of 4 power and 5 toughness on the board for 4 mana + lifelink on itself, but it sadly can't target itself, so unless you already have 2 creatures on the board you won't get the full value.
bad
Gale Swooper: There are tons of better alternatives.
Trusty Retriever: Unless you focus on that theme artifacts and enchantments doen't go to the graveyard that often and a 3/4 for 4 is ok, but not exciting.
cmc 5
cubeable
Rambunctious Mutt: Basically the big brother of Kor Sanctifiers without the optional mode to play it for 1 less, but still a very decent disenchant on a stick.
borderline
Valorous Steed: 5 power and 5 toughness for 5 is rock solid, but usually you either want to go big or go wide. This creature is right between that and thus doesn't really have any type of deck, that really wants it.
cubeable
Swift Response: A defensive removal, that doesn't help much if you are the aggressor, but still 2 mana isntant speed an unconditional regarding size.
cmc5
bad
Secure the Scene: There aren't a lot of super threatening non-creature permanents that would justify this removal being totally overcosted, sorcery speed and giving your oppoonent something in exchange.
I will again to the evaluations bit by bit. Feel free to comment on whats already there.
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theyve been interesting back then, before red got all its 3/2, but that was 2010?
powpercube Johnny https://cubecobra.com/cube/list/37t
There are only very few 3/1s left as cubeables. I've personally cut Daring Skyjek a long while ago, but it's still not horrible and I do still run Oketra's Avenger as it can nearly always go in, unless your opponent has an X/4.
Btw. while red has got an overabundance of great 2 drops over the last few years, where 3/2s is pretty much the baseline right now, white hasn't been so lucky. My personal 2 white drop section is very old and the only really outstanding white 2 drop we got lately was Seeker of the Way. Way back then Blade of the Sixth Pride was still a decent cubeable.
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Skyjek and Avenger are the new baseline for 3/1s since they at least offer some upside and can attack more often. i mean, if you did cut skyjek, an evasive 3/1 is borderline by now. what does that tell you about vanilla 3/1s
powpercube Johnny https://cubecobra.com/cube/list/37t
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borderline
Keen Glidemaster: Most creatures with this effect usually need to be tapped, while this one can theoretically put any number of creatures into the air, but 3 mana is a lot and there are more efficient alternatives to do so.
cmc 3
borderline
Mistral Singer: The body is not decent enough on it's own, so that prowess isn't mandatory. It's still not the best mechanic though, especially not in blue, where you rarely want to cast your noncreature spells before or mid combat.
bad
Archaeomender: There usually aren't enough artifacts to make this worth it, apart from the fact, that the ones who are there don't go the graveyard on their own.
Library Larcenist: This can theoretically always go in for a suicide attack to replace itself, compared to Stealer of Secrets, but with only 1 power nearly every attack is a suicide attack.
Mystic Skyfish: The restriction is way too high to constantly trigger, unless you have an active Looter in the battlefield, but it's simply not worth it, considering all the times, where this will simply be a 3/1.
Tefer's Protege: A 2/3 body doesn't do too much and 2 mana is definitely too much for the loot effect.
cmc 4
bad
Tome Anima: Unblockable is strong, but the restriction is way too hard to trigger constantly.
cmc5
cubeable
Roaming Ghostlight: 3 power in the air plus a bounce effect is a decent deal for cmc 5.
cmc 7
cubeable
Spined Megalodon: Another in the line of big blue hexproof finishers. This one definitely has decent stats and the little icing on top with the Scry ability, while an additional mana over the 4/5s for 6 can be back breaking.
borderline
Rookie Mistake: A one mana trick with the potential for a 2 for 1 trade is very rare and even though blue doesn't really need combat tricks and this one is very situative, in the best case scenario, this can be game winning.
cmc 2
borderline:
Lofty Denial: Blue has a lot of good creatures with flying, so enabling this isn't that far off and an upgraded Mana Leak is definitely strong. The question is if you have a creature heavy deck, do you really want that many counterspells, because if you are proactive it can be very hard to keep mana open for the right times.
bad
Frantic Inventory: Functional reprint
cmc 3
borderline
Rousing Read: A really solid aura, that grants flying a P/T boost and replaces itself with even an additional filter effect added on top. The aura problem remains, that when the creature gets killed in response you won't get any trigger, but if you run enough hexproof creatures go for it.
cmc6
Read the Tides: If this were instant speed it could be interesting as booth modes can be useful in very different situations, but you can't simply tap 6 mana at sorcery speed for a card with such little impact.
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bad
Liliana's Steward: Trading a card for a single card of an opponents choice doesn't bring you ahead in any way. If you could at least activate it at any time it would be interesting, but it is what it is.
cmc 2
borderline
Masked Blackguard: This is not Ambush Viper, but is still able to trade decently out of nowhere while keeping you mana open during the opponents turn.
bad
Spirit of Malevolence: The death trigger doesn't make up for the bad body.
cmc 3
borderline:
Caged Zombie: If a lot of creatures die each turn, e.g. because you are sacrificing 2 unblockable damage each turn can add up real quick. If you can't guarantee to trigger this constantly it's not that impressive.
Nocturnal Feeder: Comapred to Bloodhunter Bat requiring to die instead of only entering the battlefield is a serious drawback. On the other hand 1 mana less definitely makes a difference.
cmc 4
borderline
Crypt Lurker: If you actively want to discard or sacrifice creatures, this can definitely be an enabler for you and the 3/4 body isn't the worst.
cmc 5
borderline
Blood Glutton: Scrounger of Souls sadly outclasses this. The 4th point of toughness can make a huge difference considering that most burn spells stop at 3 and you also don't want your 5 drop to trade down in curve.
cmc 7
bad
Gloom Sower: For 7 mana a creature should do more than simply giving your opponent a good removal target.
borderline
Village Rites: Only costing a single mana makes this a lot more viable to keep open in case your opponent has a removal for your creatures compared to it's 2 mana alternatives.
bad
Alchemist's Ghift: Neither mode is good and has a decent chance to trade 1/1, apart from the fact, that black really doesn't need combat tricks.
cmc 4
borderline
Sanguine Indulgence: Triggering the reduced effects for this can be hard, if you can enable it 1 mana for a Death's Duet is a great deal as it will often allow you to play one of the returned creatures out right away.
cmc 5
bad
Finishing Blow: There are no common planeswalkers and 5 mana is way too much just to deal with creatures.
Rise Again: This would be a decent reanimate effect if it weren't for the fact, that there simply aren't many great big creatures worth reanimating and most of them don't cost much more than 5 or 6, so instead of finding a way to get them into the graveyard and maybe saving 1 mana you can simply cast them right away.
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borderline
Chandra's Magmutt: Being able to deal unconditional direct damage to the opponent shouldn't be underrated. There are better alternatives to this though.
Hobblefiend: Decent red sacrifice outlets are rare and being able to cash in all creatures, that would die to removal for a lasting +1/+1 counter can be pretty nice.
bad
Igneous Cur: Strictly worse Ember-Eye Wolf, which isn't that great itself.
Lightning Visionary: Prowess isn't a very strong keyword, as it requires you to play your noncreature spells before or mid combat in order to get value out of this and the base 2/1 body is simply bad.
cmc 3
bad
Storm Caller: 3/2 Vanilla bodies for 3 are pretty bad and the 2 damage to the face can't make up for that.
cmc 4
borderline
Goblin Wizardry: Instant speed + the fact that a single noncreature spell gives them a total power and toughness of 4/4 is definitely interesting. If you support a spells matter theme, this can be a decent choice in order to get value out of spells as each spell adds 2 P/T over 2 bodies.
cmc 6
borderline
Bone Pit Brute: The body + the etb effect aren't too bad, but 6 mana is a lot, especially in red. There are simply similar card for cmc 5.
cubeable
Hungry Flames: Burn spells, that are able to booth kill a creature and meanwhile deal damage to the face with a decent cost/effect ratio are rare. This is definitely one of the better ones.
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cubeable
Drowsing Tyrannodon: If you don't open your curve with 1 mana ramp spell this can definitely be decent to have on turn 2 as green has a lot of good 4 power creatures or ways to make this itself into a 4/4 so it can attack asap.
cmc 3
staple
Llanowar Visionary: This creature does it all. Ramping, replacing itself and meanwhile having a decent body considering the cost the the abilities. It's great to have on turn 3 and never a dead topdeck, which is basically everything you can wish for.
cubeable
Trufflesnout: 3/3s for 3 are decent and having the added emergency effect to gain 4 life if necessary shouldn't be underestimated. A really decent and flexible 3 drop.
borderline
Pridemalkin: An interesting card as it can put it's counter anywhere and also grants trample to every creature with a counter, but most big green creature already have trample and the fact that it's stats only total 3/2 makes it worse than other options unless you heavlily support a +1/+1 counter theme.
Wildwood Patrol: 4 power and trample on a 3 drop sound nice, but with only 2 toughness this will trade down more often than not and the 2 damage that will trample over can't make up for that.
cmc 4
borderline
Ornery Dilophsaur: It's not that hard to enable, but it can still fail and a 4/4 doesn't really need deathtouch. You will mostly want to run a straight up 4/4 over this for 4 mana.
Sabertooth Mauler: The effect isn't bad, but the fact that it can only triggers once during your end step is a bit too restrictive.
cmc 5
bad
Garruk's Gorehorn: 3 toughness is way too few for a cmc 5 creature, especially without any further upside.
Gnarled Sage: Green isn't really known for drawing cards and without the second ability there simply are a ton of better alternatives for this.
bad
Run Afoul: It's usually better to pay 1 additional mana in order to choose the creature you want to kill, unless you are struggeling with a lot of flying hexproof creatures, but even then it would still need to be the only creature with flying.
cmc 2
borderline
Track Down: Not the worst green 2 Cantrip with a very low chance of fizzleing.
cmc 4
bad
Hunter's Edge: The strictly better alternative over Hunt the Weak, but still 4 mana sorcery speed is simply too much, considering that this still has the same risk of fizzleing to instant speed removal.
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bad
Lightning-Core Excavator: An 0/3 body isn't that great and 5 mana is way too much for the effect.
cmc 4
bad
Forgotten Sentinel: A 4/3 body isn't that bad, but not being able to block when you play it is an unnecessary downside.
Thriving Bluff/Thriving Grove/Thriving HeathThriving Isle/Thriving Moor: Amazing for cube. They only take up 5 slots and cover 10 different color combinations. These will rarely end up as a last pick in a pack.
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