Als argument is, i run a card with the same stats in my cube, so this card must be good.
No, the argument is that you play a 2/3 with two downsides (mana cost and much narrower ability) instead of Veteran Armorer. Clearly the extra point of toughness isn't just "crap" if you've made that choice between the two cards.
AND there's still a bunch more benefit from being a 2/3 -- obviously it can't block stuff like Mulldrifter or Kingpin's Pet, but it attacks into / through them freely.
As said the main purpose for the armor guys is to live. ofc a 2/3 does it better than a 2/2. But we want to discuss the green guy, dont we? That said, nobody was ever going to run Grizzly Bears in his cube and pumping soldiers is definitely not a downside, wtf?
Ofc there are a lot stuff a 2/3 can block, but you have to spend a slot in the cube and a slot in your deck. I dont see this happen very often, because id rather pay 2 life (one attack of a 2/x) and play a real card over this. Yes its not the worst card ever printed, but its borderline at best. Besides, the Boas and the pump guys block those stuff real fine...
Im way more with Izor who discusses Lightning Blast and Outrider and those are viable arguments. Ive no problems seeing Outrider rated cubable here, although I see him lower. Blast on the other hand deals with a lot of big guys and its flexibility being instant and finisher makes it still a strong card. Its not a staple, but cubable for sure.
For me this card is about on par with Magma Burst, which is worse when you need the extra 1 damage to kill one creature in exchange for being 50% better to the face and having the option to virtually trade 2-for-1 in the late game.
If I understand you correctly, you're saying here that you can use Magma Burst to do 6 damage to a single target. I'm just clearing up that you must choose two different targets if you pay the kicker cost (gatherer link).
Magma burst is like... at least 5 times as strong a card as lightning blast.
Almost nothing in pauper cube survives lightning bolt. Magma burst is pretty much "destroy two target creatures" (or the also very useful searing blaze+ mode if needed)
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im not a big fan of magmaburst, i dont want to pay 4 to deal 3 damage. saccing 2 lands for another 3 damage is often a big sacrifice you only want to make to save you from losing. considering you want to be able to cast your curvetopper at CC6, you need 8 lands to neglect the loss.
When exactly do you need to say "can't block" at instant speed?
Stun is maybe better at "cycling" since you can do it on your opponent's EOT (though if you're not using it to improve your combat, you still likely want to do it at sorcery speed to find creatures and/or lands) but going from 2 mana to 1 mana with Renegade Tactics is way more upside for decks that actually want that kind of effect.
Sometimes people pump before blocking, and EOT cycling is worth another 1 mana.
If we're getting into sorceries I'd rather play something with a spell with "can't block" tacked on (like that LD spell), or a global cant block.
It's very important that Garruk's Companion can be cast on curve. To near guarantee that you pretty much have to be running a monogreen mana base with few taplands. Terrain Elemental doesn't have this crippling requirement.
Forked Bolt is an uncommon card, so that is the reason why it's missing.
EDIT: Seems like it was reprinted as a common in Zendikar vs Eldrazi. I guess many missed this.
I had a moment of recreation from repairing a piece of furniture and came out with this. Feel free of modifying anything, and copy-pasting for the proyect if you want.
Aether Inspector: Borderline. It's expensive and not overly impressive, but swarm-heavy cubes may use it for the bodies it creates and the synergy with convoke because of vigilance.
Alley Evasion: Bad. It's versatile, but neither of its modes is good enough.
* Aegis Automaton: Bad. 5 mana for blinking could be a thing, but as it is, is bad.
* Implement of Improvement: Bad. 2 life and a card is not worth 2 mana, even if you can pay it over two turns.
Aether Swooper: Bad. You don't want 1-power flying attackers, even if attacking with them gives you 1-power ground attackers.
Bastion Inventor: Cubable. Even if this will be worse than Bentic Giant most of the time, it is still a great finisher for blue control and go-tall strategies in general. It's not stapple because blue has lots of great cards in high-cmc.
* Implement of Malice: Borderline. 2 cards of advantage for 3 mana divided over 2 turns is not bad, but black has better cards for card advantage, namely those that come with bodies on its own.
Aether Chaser: Stapple. Better Zada's commando that works for aggro, swarm and even control.
Aether Herder: Bad. Strictly worse Ambassador Oak most of the time.
Aetherstream Leopard: Bad. In decks when you want this, you will always prefer Hungry Spriggan.
Druid of the Cowl: Bad. To block with this, you should forgo taking advantage of its mana ability, except for the few tricks that green plays on the defensive.
Leave in the Dust to borderline... maybe? I don't think anyone needs this with Repulse and Into the Roil around, but it's still a solid effect that gives blue a way to interact with permanents it otherwise can't.
--
Mobile Garrison... I think bad. It takes two power to activate into a three-power creature. For what benefit, exactly? Giving something else pseudo-vigilance? I'd rather have Torch Gauntlet or a similar recently printed awful equipment, since those can at least boost the power of creatures with evasion.
I know I am in the minority, but I like Cruel Finality. It is not a Cantrip, but it is an instant. Dead Weight is more efficient, but I like this as getting close to Annihilate.
Dawnfeather Eagle is Cubeable because it tacks on Vigilance, basically giving you a nigh-repriseless attack. Being a 3/3 Flyer is definitely a good leave behind body. Yes, there is tough competition for a slot most run 0-2 of in 5cc White, but it can compete with only 1 other decent body.
On Revolt, you have an odd view, imo. You think a 2/2 giving a token, off curve is decent. While a 2/2 Cantrip Reach, likely on curve is not decent. It may be a color pie thing, if so, I rescind my note.
I would say this is mostly accurate. Depressing as that may be, but I am buying into Energy this time around.
Aether Inspector: Borderline. It's expensive and not overly impressive, but swarm-heavy cubes may use it for the bodies it creates and the synergy with convoke because of vigilance.
This card really needs flying (or one more toughness) to be playable; it's bad
Again, comparison with other removal spells puts this at borderline.
* Implement of Malice: Borderline. 2 cards of advantage for 3 mana divided over 2 turns is not bad, but black has better cards for card advantage, namely those that come with bodies on its own.
Yes, but there's little difference between paying two and paying three for a falter, and being able to main deck artifact removal can be quite good - I'd put this at borderline.
Being strictly better than fire elemental makes this card borderline.
Druid of the Cowl: Bad. To block with this, you should forgo taking advantage of its mana ability, except for the few tricks that green plays on the defensive.
This is borderline, like the other two mana elves. 1/3 is more awkward than 2/1 or 0/4, but not enough to drop it down a level.
* Verdant Automaton: Borderline. Mana sink without protection that will be very fragile as a win condition. It doesn't even have trample.
This card is terrible - it takes several activations to be big enough to matter, at which point you've lost huge amounts of tempo. It's generally worse than a vanilla 3/4 for four, which is definitely not playable.
1. Punishing combat tricks and double-blocks
2. Saving your own stuff from removal / re-buying ETB effects
3. Making your opponent spend mana to re-cast something
1. Punishing combat tricks and double-blocks
2. Saving your own stuff from removal / re-buying ETB effects
3. Making your opponent spend mana to re-cast something
Lathnu Sailback/fire elemental are worse, sure, but I'm not convinced they're 'bad'.
Take into custody has a couple of advantages over unsummon:
1. Prevents two turns of blocking/attacking, not one.
2. Doesn't retrigger ETB effects.
That's enough for the two effects to be mostly equivalent.
Caught in the Bright effectivly doesn't have an upside in most cubes, so it is a strictly worse pacifism and thus Borderline at best.
Also Destructive Tempering: I don't like Falter effects, they do too less. Thus I don't like this card. I would never include this in my deck, thus I would rate it bad. But maybe I'm undervaluing.
- Caught in the brights has no upside at all over other pacifism-like auras, in my opinion.
- Daring demolition is bad, it costs CC, and has sorcery speed.
- Destructive Tampering is not even a good sideboard card, definitively not a good mainboard.
- Mobile Garrison I think that can surprise us, but if after the pre's we have reports saying it's bad, we should degrade it.
Aether Inspector: Bad. It's expensive and not overly impressive.
Alley Evasion: Bad. It's versatile, but neither of its modes is good enough.
* Aegis Automaton: Bad. 5 mana for blinking could be a thing, but as it is, is bad.
* Implement of Improvement: Bad. 2 life and a card is not worth 2 mana, even if you can pay it over two turns.
Aether Swooper: Borderline. Usually you don't want 1-power flying attackers, but the total stats this gives you for 2cmc is fine.
Bastion Inventor: Cubable. Even if this will be worse than Bentic Giant most of the time, it is still a great finisher for blue control and go-tall strategies in general. It's not stapple because blue has lots of great cards in high-cmc.
Aether Herder: Bad. Strictly worse Ambassador Oak most of the time.
Aetherstream Leopard: Bad. In decks when you want this, you will always prefer Hungry Spriggan.
Druid of the Cowl: Borderline. To block with this, you should forgo taking advantage of its mana ability, except for the few tricks that green plays on the defensive.
Um... Caught in the Btights has probably my favorite art of all Pacifisms. It is a Gremlin-Aardvark getting hit by a MtG equivalent of a Tractor Trailor..... ballin' !!!
No, the argument is that you play a 2/3 with two downsides (mana cost and much narrower ability) instead of Veteran Armorer. Clearly the extra point of toughness isn't just "crap" if you've made that choice between the two cards.
Seriously? Here's like forty creatures in your T1 cube that are thwarted by a 2/3 body that wouldn't be by any other single green 2-drop:
And it's better against the following removal effects:
AND there's still a bunch more benefit from being a 2/3 -- obviously it can't block stuff like Mulldrifter or Kingpin's Pet, but it attacks into / through them freely.
Ofc there are a lot stuff a 2/3 can block, but you have to spend a slot in the cube and a slot in your deck. I dont see this happen very often, because id rather pay 2 life (one attack of a 2/x) and play a real card over this. Yes its not the worst card ever printed, but its borderline at best. Besides, the Boas and the pump guys block those stuff real fine...
Im way more with Izor who discusses Lightning Blast and Outrider and those are viable arguments. Ive no problems seeing Outrider rated cubable here, although I see him lower. Blast on the other hand deals with a lot of big guys and its flexibility being instant and finisher makes it still a strong card. Its not a staple, but cubable for sure.
T2 powpercube Value https://cubecobra.com/cube/list/37t
If I understand you correctly, you're saying here that you can use Magma Burst to do 6 damage to a single target. I'm just clearing up that you must choose two different targets if you pay the kicker cost (gatherer link).
Almost nothing in pauper cube survives lightning bolt. Magma burst is pretty much "destroy two target creatures" (or the also very useful searing blaze+ mode if needed)
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the 1 damage of blast is very relevant to kill a bunch of really strong 4-drops like Coalition Honor Guard, Illusionary Forces, Wild Leotau and so on and the main reason i rate it cubable.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Stun is maybe better at "cycling" since you can do it on your opponent's EOT (though if you're not using it to improve your combat, you still likely want to do it at sorcery speed to find creatures and/or lands) but going from 2 mana to 1 mana with Renegade Tactics is way more upside for decks that actually want that kind of effect.
If we're getting into sorceries I'd rather play something with a spell with "can't block" tacked on (like that LD spell), or a global cant block.
I personally prefer the Terrain Elemental. It's easier to splash and easier to cast.
Or are you interested in a Fiora flavor cube? Conspire and win!
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My singleton Masters Cube
Hmm... It is clearly better than Dual Shot, and I think it can compete with stuff like Death Spark and Flame Jab, so Cubeable? What do you guys think?
Or are you interested in a Fiora flavor cube? Conspire and win!
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T2 powpercube Value https://cubecobra.com/cube/list/37t
EDIT: Seems like it was reprinted as a common in Zendikar vs Eldrazi. I guess many missed this.
Aether Inspector: Borderline. It's expensive and not overly impressive, but swarm-heavy cubes may use it for the bodies it creates and the synergy with convoke because of vigilance.
Alley Evasion: Bad. It's versatile, but neither of its modes is good enough.
Audacious Infiltrator: Cubable. Worse than Daring Skyjek, but not way worse.
Bastion Enforcer: Bad. Vainilla.
Caught in the Brights: Bad. Most cubes won't have more than 2 vehicles.
Conviction: Bad. Even when this can avoid the 2x1 against, its effect is too weak.
Countless Gears Renegade: Cubeable. 3 power for 2 mana over 2 bodies is good enough, even if Revolt is not super easy to enable.
Dawnfeather Eagle: Borderline. Must-put in cubes with heavy swarm support, otherwise is not amongst the top white creatures in cmc-5.
Decommission: Bad. There are better cards with this effect.
Ghirapur Osprey: Bad. Too vainilla.
* Aegis Automaton: Bad. 5 mana for blinking could be a thing, but as it is, is bad.
* Implement of Improvement: Bad. 2 life and a card is not worth 2 mana, even if you can pay it over two turns.
Aether Swooper: Bad. You don't want 1-power flying attackers, even if attacking with them gives you 1-power ground attackers.
Bastion Inventor: Cubable. Even if this will be worse than Bentic Giant most of the time, it is still a great finisher for blue control and go-tall strategies in general. It's not stapple because blue has lots of great cards in high-cmc.
Dispersal Technician: Bad. Too narrow, and not even good stats for its cost.
Hinterland Drake: Borderline. Good stats for a flying creature, but not enough.
Ice Over: Borderline. It doesn't tap on its own.
Leave in the Dust: Bad. Versatile, but too expensive for a just-temporal solution.
Metallic Rebuke: Bad. Only good with lots of artifacts.
Shipwreck Moray: Borderline. Not having to save mana to change its p/t is great, but it's 1 mana too expensive for not having any power on its own.
Take into Custody: Bad. There are better tempo plays out there.
* Implement of Examination: Bad. Blue has better card draw than this.
* Watchful Automaton: Bad. Blue has better options to scry.
Aether Poisoner: Bad. You usually want to defend with a creature like this.
Alley Strangler: Bad. Menace is good with higher Power.
Cruel Finality: Bad. Black has better removal.
Daring Demolition: Bad. Black has way better removal.
Defiant Salvager: Borderline. Heavy Sacrifice may have a use for this, but otherwise the sorcery speed kills it.
Fen Hauler: Bad. Most cubes don't have enough artifacts to make this closer to Gurmag Angler
Fourth Bridge Prowler: Bad. The creature itself is useless, and black has better removal.
NIght Market Aeronaut: Bad. Even with Revolt granted is not impressive.
Renegade's Getaway: Bad. There are better tricks in black, if black should ever need tricks.
Resourceful Return: Bad. There are better, less situational cards in black that retrieve stuff from the graveyard.
* Augmenting Automaton: Bad. Slow and frail.
* Implement of Malice: Borderline. 2 cards of advantage for 3 mana divided over 2 turns is not bad, but black has better cards for card advantage, namely those that come with bodies on its own.
Aether Chaser: Stapple. Better Zada's commando that works for aggro, swarm and even control.
Chandra's Revolution: Bad. Flame Slash exists.
Destructive Tampering: Bad. There are better cards for those effects.
Embraal Gear-Smasher: Bad. Too situational, and pauper lacks a source of infinite artifacts.
Frontline Rebel: Bad. Red 3's have improved a lot since the last time this could have been good.
Lathnu Sailback: Bad. Vainilla.
Precise Strike: Bad. Red doesn't need a lot of combat tricks, and even then there are better than this.
Sweatworks Brawler: Borderline. Unless you have more artifacts in your cubes than the average, this is usually a worse Boggart Brute.
Wrangle: Cubable. It hits almost every creature in an average cube, and it's very cheap.
* Implement of Combustion: Bad. Red has better burn than this, that doesn't even target creatures.
* Welder Automaton: Bad. Too slow and unreliable.
Aether Herder: Bad. Strictly worse Ambassador Oak most of the time.
Aetherstream Leopard: Bad. In decks when you want this, you will always prefer Hungry Spriggan.
Druid of the Cowl: Bad. To block with this, you should forgo taking advantage of its mana ability, except for the few tricks that green plays on the defensive.
Highspire Infusion: Bad. Only works in a high-energy enviroment.
Lifecraft Cavalry: Cubable. Seems to be on the same powerlevel of Rhox Maulers.
Natural Obsolescence: Bad. Too narrow to be good.
Scrounging Bandar: Borderline. Solid but unexciting.
Silkweaver Elite: Bad. Unless you can activate revolt with great ease, is not too exciting.
Unbridled Growth: Borderline. Being able to cycle it from the battlefield is nice for graveyard-matters, but green doesn't need more fixing.
* Implement of Ferocity: Borderline. Only one counter is not a lot, but replacing itself and the low cost makes it the best of a very mediocre cycle.
* Verdant Automaton: Borderline. Mana sink without protection that will be very fragile as a win condition. It doesn't even have trample.
Consulate Turret: Bad. Too slow for the average cube; doesn't even target creatures.
Filigree Crawler: Bad. It is 1 mana too expensive.
Foundry Assembler: Bad. Improvise doesn't work in most cubes.
Irontread Crusher: Bad. Crew higher than 2 is too high a commitment.
Mobile Garrison: Borderline. Crew 2 is ok, specially when you can untap a creature with higher power.
Night Market Guard: Bad. Only good against swarm, kind of.
Prizefighter Construct: Bad. Frail Vainilla.
Renegade Map: Cubable. A slightly worse terramorphic expanse is still good enough.
Reservoir Walker: Bad. Even with a high energy commitment is too expensive for what it does.
Universal Solvent: Bad. Worse scour from existence
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
--
Aether Swooper to Borderline -- it's slow/clunky, but two power across two bodies, with evasion and for two mana, is still a decent card.
Shipwreck Moray to bad-- Primal Plasma is currently Bad, and this is overall worse.
Leave in the Dust to borderline... maybe? I don't think anyone needs this with Repulse and Into the Roil around, but it's still a solid effect that gives blue a way to interact with permanents it otherwise can't.
--
Mobile Garrison... I think bad. It takes two power to activate into a three-power creature. For what benefit, exactly? Giving something else pseudo-vigilance? I'd rather have Torch Gauntlet or a similar recently printed awful equipment, since those can at least boost the power of creatures with evasion.
Dawnfeather Eagle is Cubeable because it tacks on Vigilance, basically giving you a nigh-repriseless attack. Being a 3/3 Flyer is definitely a good leave behind body. Yes, there is tough competition for a slot most run 0-2 of in 5cc White, but it can compete with only 1 other decent body.
On Revolt, you have an odd view, imo. You think a 2/2 giving a token, off curve is decent. While a 2/2 Cantrip Reach, likely on curve is not decent. It may be a color pie thing, if so, I rescind my note.
I would say this is mostly accurate. Depressing as that may be, but I am buying into Energy this time around.
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Take into Custody is bad because it misses multiple of the most important parts of Unsummon:
1. Punishing combat tricks and double-blocks
2. Saving your own stuff from removal / re-buying ETB effects
3. Making your opponent spend mana to re-cast something
Take into custody has a couple of advantages over unsummon:
1. Prevents two turns of blocking/attacking, not one.
2. Doesn't retrigger ETB effects.
That's enough for the two effects to be mostly equivalent.
Exceptions:
Caught in the Bright effectivly doesn't have an upside in most cubes, so it is a strictly worse pacifism and thus Borderline at best.
Also Destructive Tempering: I don't like Falter effects, they do too less. Thus I don't like this card. I would never include this in my deck, thus I would rate it bad. But maybe I'm undervaluing.
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- Caught in the brights has no upside at all over other pacifism-like auras, in my opinion.
- Daring demolition is bad, it costs CC, and has sorcery speed.
- Destructive Tampering is not even a good sideboard card, definitively not a good mainboard.
- Mobile Garrison I think that can surprise us, but if after the pre's we have reports saying it's bad, we should degrade it.
Aether Inspector: Bad. It's expensive and not overly impressive.
Alley Evasion: Bad. It's versatile, but neither of its modes is good enough.
Audacious Infiltrator: Cubable. Worse than Daring Skyjek, but not way worse.
Bastion Enforcer: Bad. Vainilla.
Caught in the Brights: Bad. Most cubes won't have more than 2 vehicles.
Countless Gears Renegade: Borderline. 3 power for 2 mana over 2 bodies is good, but Revolt is not easy to enable.
Dawnfeather Eagle: Cubable. Must-put in cubes with heavy swarm support, and leaves behind a nice body with flying.
Decommission: Bad. There are better cards with this effect.
Ghirapur Osprey: Bad. Too vainilla.
* Aegis Automaton: Bad. 5 mana for blinking could be a thing, but as it is, is bad.
* Implement of Improvement: Bad. 2 life and a card is not worth 2 mana, even if you can pay it over two turns.
Aether Swooper: Borderline. Usually you don't want 1-power flying attackers, but the total stats this gives you for 2cmc is fine.
Bastion Inventor: Cubable. Even if this will be worse than Bentic Giant most of the time, it is still a great finisher for blue control and go-tall strategies in general. It's not stapple because blue has lots of great cards in high-cmc.
Dispersal Technician: Bad. Too narrow, and not even good stats for its cost.
Hinterland Drake: Cubable. Good stats for a flying creature, with a negligible drawback.
Ice Over: Borderline. It doesn't tap on its own.
Leave in the Dust: Borderline. Versatile, but too expensive for a just-temporal solution. Into the roil is better almost every time.
Metallic Rebuke: Bad. Only good with lots of artifacts.
Shipwreck Moray: Bad. Not having to save mana to change its p/t is good, but it's too expensive for not having any power on its own.
Take into Custody: Borderline. There are better tempo plays out there.
* Implement of Examination: Bad. Blue has better card draw than this.
* Watchful Automaton: Bad. Blue has better options to scry.
Aether Poisoner: Borderline. You usually want to defend with a creature like this.
Alley Strangler: Borderline. The stats are ok, but Menace is good with higher Power.
Cruel Finality: Borderline. Black has better removal.
Daring Demolition: Bad. Black has way better removal.
Defiant Salvager: Borderline. Heavy Sacrifice may have a use for this, but otherwise the sorcery speed kills it.
Fen Hauler: Bad. Most cubes don't have enough artifacts to make this closer to Gurmag Angler
Fourth Bridge Prowler: Bad. The creature itself is useless, and black has better removal.
Night Market Aeronaut: Bad. Even with Revolt granted is not impressive.
Renegade's Getaway: Bad. There are better tricks in black, if black should ever need tricks.
Resourceful Return: Bad. There are better, less situational cards in black that retrieve stuff from the graveyard.
* Augmenting Automaton: Bad. Slow and frail.
* Implement of Malice: Bad. A slightly better Unhinge is still bad.
Aether Chaser: Stapple. Better Zada's commando that works for aggro, swarm and even control.
Chandra's Revolution: Bad. Flame Slash exists.
Destructive Tampering: Bad. There are better cards for those effects.
Embraal Gear-Smasher: Bad. Too situational, and pauper lacks a source of infinite artifacts.
Frontline Rebel: Bad. Red 3's have improved a lot since the last time this could have been good.
Lathnu Sailback: Borderline. Strong Vainilla, but red has better 5-cmc by now.
Precise Strike: Bad. Red doesn't need a lot of combat tricks, and even then there are better than this.
Sweatworks Brawler: Borderline. Unless you have more artifacts in your cubes than the average, this is usually a worse Boggart Brute.
Wrangle: Cubable. It hits almost every creature in an average cube, and it's very cheap.
* Implement of Combustion: Bad. Red has better burn than this, that doesn't even target creatures.
* Welder Automaton: Bad. Too slow and unreliable.
Aether Herder: Bad. Strictly worse Ambassador Oak most of the time.
Aetherstream Leopard: Bad. In decks when you want this, you will always prefer Hungry Spriggan.
Druid of the Cowl: Borderline. To block with this, you should forgo taking advantage of its mana ability, except for the few tricks that green plays on the defensive.
Highspire Infusion: Bad. Only works in a high-energy enviroment.
Lifecraft Cavalry: Cubable. Seems to be on the same powerlevel of Rhox Maulers.
Natural Obsolescence: Bad. Too narrow to be good.
Scrounging Bandar: Borderline. Solid but unexciting.
Silkweaver Elite: Bad. Unless you can activate revolt with great ease, is not too exciting.
Unbridled Growth: Borderline. Being able to cycle it from the battlefield is nice for graveyard-matters, but green doesn't need more fixing.
* Implement of Ferocity: Borderline. Only one counter is not a lot, but replacing itself and the low cost makes it the best of a very mediocre cycle.
* Verdant Automaton: Bad. Slow mana sink without protection that will be very fragile as a win condition. It doesn't even have trample.
Consulate Turret: Bad. Too slow for the average cube; doesn't even target creatures.
Filigree Crawler: Bad. It is 1 mana too expensive.
Foundry Assembler: Bad. Improvise doesn't work in most cubes.
Irontread Crusher: Bad. Crew higher than 2 is too high a commitment.
Mobile Garrison: Borderline. Crew 2 is ok, specially when you can untap a creature with higher power.
Night Market Guard: Bad. Only good against swarm, kind of.
Prizefighter Construct: Bad. Frail Vainilla.
Renegade Map: Cubable. A slightly worse terramorphic expanse is still good enough.
Reservoir Walker: Bad. Even with a high energy commitment is too expensive for what it does.
Universal Solvent: Bad. Worse scour from existence
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube