I like the idea in theory, but it means a bunch of extra work for someone. Again, I'm not too fussed personally as I'm always poring over cards of my own free will.
Don't you think that Reaping the Graves is better? I 've had it in my cube for a long time and it is always an insant speed Death's Duet. And in several ocasions it gives you 3 creatures, all at instants speed.
I honestly think your are underestimating this card. I'm not talking paper alone, I have serious experience with it.
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Holiday Armadillo... Cloak
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
What are peoples' general thoughts on Vampire Envoy. It's currently rated at a 3-cubeable but in my opinion it seems more like 2-borderline card at most but maybe I'm looking at it the wrong way. The best comparison in black that I've found is Farbog Revenant while not perfect is also a evasive 1 power "lifelinker" with a high toughness though one less than envoy. Farbog is currently ranked at 1: Bade and while flying and one more toughness is better, it doesn't seem good enough to be two grades above it instead of at 2 which might be more fitting. The only other comparison is updraft elemental while doesn't have "lifelink", it is a 1/4 flying body with a 1 rating, which yes is in a completely different color and maybe black's options are more limited but Envoy doesn't seem that much better even as a black creature.
In short, I think Vampire Envoy should be moved down to 2-borderline, any other thoughts?
Since the Envoy is a control only card I see arguments its only borderline. But its quite strong for that archetype, because it block a lot of stuff, survives pestilence and crypt rats and can net you a few life here and there. Most powered cubes run the control archetype and the control cards are all rated cubable or higher since the overall powerlevel of that archetype and the lack of other control archetypes.
I think, next week I've got more time than the last month and could start to evakuate cards. When was the last update here. Kaladesh? So next would be Aether Revolt?
Bastion Enforcer: Bad. This is just the worst 3-drop in white with a 3/2 body this far.
Caught in the Brights: Borderline. A variant of cards like Arrest. Not quite as strong as the other ones, but with the possible but narrow upgrade of exiling the creature and recur the enchantment with something like Auramancer.
Countless Gears Renegade: Bad. It's almost impossible to play this on turn 2 with Revolt triggered and even later in the game it is not quite impressive.
Dawnfeather Eagle: Cubeable. Just one mana more for a Inspiring Captain with flying body that grants also Vigilance to your other creatures is good.
Decommission: Borderline. Most of the time, just a sideboard card.
Precise Strike: Bad. There are way better combat tricks available.
Sweatworks Brawler: Bad. This card is only good in artifact heavy cubes.
Wrangle: Borderline. This is a 2 mana Act of Treason most of the time, but with the same problems.
Implement of Combustion: Bad. It is a 2 mana cantrip, that can only hit players. That isn't worth it.
Welder Automaton: Borderline. The body is reasonably costed and the ability is relevant, but it dies to literally anything.
Aether Herder: Borderline. 4 power for 4 mana is just okay and you need to attack to get the last point of power.
Aetherstream Leopard: Bad. Trample is nice, but you can only pump it once, which makes it less exciting and it's only 2 power for 3 mana.
Druid of the Cowl: Cubeable. This is a mana dude, that can also block, if you don't need the mana or you want to cast a combat trick.
Highspire Infusion: Bad. In general, you don't have usage for the energy and then it is just an overcosted Giant Growth.
Lifecraft Cavalry: Cubeable. A 6/6 trample for 5 mana is huge, but you need to trigger Revolt somehow.
Natural Obsolescence: Bad. This is a sideboard card at best and not even a good one.
Scrounging Bandar: Borderline. It can be nice to move the counter on other creatures, but often it is just a bear.
Silkweaver Elite: Bad. An overcosted bear, that is almost impossible to trigger at turn 3 and it wasn't even good in it's own environment.
Unbridled Growth: Borderline. Colorfix in early game and it replaces itself at any time, but often it is just a green cantrip with no additional effect.
Implement of Ferocity: Cubeable. It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
Verdant Automaton: Bad. The ability can be relevant in late game, but is overcosted.
Consulate Turret: Bad. Colorless damage is nice, but this is just too slow for limited without other energy sources.
Filigree Crawler: Bad. The body is overcosted and even the Thopter isn't worth it.
Foundry Assembler: Bad. This creature is even in artifact heavy cubes just mediocre.
Irontread Crusher: Borderline. A 6/6 vehicle is nice, but crew 3 is a high cost.
Mobile Garrison: Borderline. You can attack for 3 power and untap either a mana dude or a blocker, and the 4 toughness makes it hard to kill. But you have to tap another creature to do anything with it.
Night Market Guard: Bad. It literally dies to everything with just 1 toughness.
Pendulum of Patterns: Terrible. The lifegain is almost useless and the ability overcosted.
Okay, so my deeper thoughts on the cards in discussion:
Ice Over: I directly compare to Containment Membrane, which we rated Cubeable a while ago. And I think, it is better than that, because it can also hit artifacts.
Leave in the Dust: I really wasn't sure about that, but Repulse is rated a staple and I think, just one more mana doesn't make this a bad card, but a still reasonable one.
Caught in the Brights: It doesn't hit abilities like Arrest, but Renegade Freighter is a card in many cubes and gives this another upside. But I can see, that this doesn't happen very often.
Mobile Garrison: I think it is better than you think, but I might be biased about this card, because I like it so much.
I am not sure why Mulldrifter is considered a bomb. I realize it is a big advantage to land one, but I don't see the need to handle it or lose, which was my understanding of a bomb.
I am not sure why Mulldrifter is considered a bomb. I realize it is a big advantage to land one, but I don't see the need to handle it or lose, which was my understanding of a bomb.
Changed the ratings for the cards in discussion.
I agree. Mulldrifter is certainly a staple, as it should be in every cube, but as Nubin said, BOMB should be reserved for massive cards that will most likely be the reason you win the game. Happy Fish will certainly put you ahead to win the game, but it's not a terribly threatening card on the battlefield, and you better just hope it drew you into your bomb.
Decommission is also clear chaff, bad, unplayable, whatever you want to call it (currently listed at Borderline)... you don't ever need the seventh best Disenchant
Staple: Makes every cube regardless of size. (100% conversion rate in regular cubes)
Cubeable: Is absolutely playable and noone will fault you for doing so, but it's not enough better many other options in the same slot to be considered a staple. These cards are often tied in overall power level with lots of other cards and the decision which to include depends on cube philosophy (like archetype support) and personal preference.
Borderline: Generally not playable at low cube sizes, but fine fillers for larger cubes and fringe playables in even small cubes if there is a good reason behind including it (like archetype support or strong personal preference/experience). This may well be the last card you still play, but it may also be the first card you don't play any more.
Bad/whatever we want to call it: Cards that don't make any cubes at small to mid sizes.
Bomb/Terrible: These categories may be needed for regular set reviews because people want to know from the pros how high of a draft pick a certain card is. For us though, who are only interested in evaluating the playability, they are 100% irrelevant. Bomb is also not even applicable to this format imo.
I think that with the grafic as it was posted, there is no need for a "tribal" section: if a card works for many archetypes, then it's cubable, and if only works for one, then it's borderline (specific reason to include).
As long as we discriminate between borderline and bad/chaf/terrible/etc. (all in one section), I think that's enough.
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Holiday Armadillo... Cloak
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
tokens is a tier2 archetype for me since you need to dedicate way too much slots to have enough support in powered cubes
graveyard matters can run some cute gy snergies, but i wouldnt call it archetype at the moment
Black control is definitely a powered archetype because without support the so called staples crypt rats and pestilence wont work real good
in my tier1 i still run the spells matters archetype because you basically only need to include like 4 or 5 cards that benefit from spells to make it happen and it got a small buff lately.
Then there is RG Beats which is also an easy to support archetype but its close to "fundamental archetype" like boros aggro and so on
if you want to see the basic cube based on pure statistics you can watch the average cube on tutor
the average cube is not the trap for unexperienced cubers, but the outcome of it. It looks like most run a minor token theme in boros and ramp in green, 4 guildslots and 2 dualland per color. http://www.cubetutor.com/visualspoiler/493
regarding the evaluation, i always said we have to look at the individual powerlevel but should rate "bad" cards "borderline" if they fit into existing archetypes.
If it's any help as far as what the "average" pauper cube looks like, my list should be included below in the signature, it's a fairly typical one as far as I know.
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UW Caw-Blade GW Bogles U Delver GBTolarian Community College's/Turn One Thoughtseize's $2 Dredge UR Drake RUG Murasa Tron
UWR Twin GW Bogles B 8-Rack (budget) UWR Delver/Geist UW Gifts Tron UR Bedlam Delver WRG Burn UBR Death's Shadow
UR Artifacts (~M15) UW Heroic (~Theros) WBR Warriors (~KTK) R Aggro (~Origins) RUG Wombo-Combo Energy (~Kaladesh)
I just finished the Modern Masters and the Amonkhet evaluations. I think I have to reevaluate the Amonkhet cards, because either that set was really good or I just have a pet feeling for the egyptian cards.
Here the Modern Masters evaluation:
Graceful Reprieve: Borderline. It gives additional value out of a creature, if you support the flicker archetype, but not very good in other decks.
Pitfall Trap: Cubeable. Solid hardremoval with a resonable cost, which can get cheaper.
Augur of Bolas: Bad. Only special decks need this card and for all other it is just not good enough.
Grasp of Phantoms: Bad. Sorcery speed and the cost are way too big of a drawback.
Tandem Lookout: Cubeable. The creature of your choice gets additional value, possibly multiple times, giving you card advantage.
Cower in Fear: Borderline. This card can be backbreaking. Or completly useless. Most of the time, it's the second.
Falkenrath Noble: Staple. This creature can drain a lot of life with removal backup und can also swing in for some damage.
Gnawing Zombie: Borderline. This creature can drain your opponent a lot, but there aren't enough sac-targets in pauper.
Grixis Slavedriver: Borderline. The value is high in this creature, but so is the mana cost.
Mortician Beetle: Bad. There are not enough sacrifice effects in most pauper cubes.
Magma Jet: Staple. 2 damage for 2 mana aren't much, but Scry 2 is very uncommon in red and gives a big advantage.
Scorched Rusalka: Borderline. This card can give you value out of dying creatures, but does close to nothing, if you're behind.
Scourge Devil: Bad. Just +1/+0 is not very much for 5 mana, even if a 3/3 is attached to it.
Tah-Crop Skirmisher: Borderline. Well costed aggressive creature, that can even come back. Unfortunately, in general blue doesn't want aggressive creatures without evasion.
Winds of Rebuke: Bad. This is just an overcosted Unsummon in the average cube.
Blighted Bat: Bad. A 2/1 flyer with haste for 4 mana is way too expensive.
Cartouche of Ambition: Cubeable. On cards like [card]Crypt Rats[card], this gets ridiculous. On other creatures it is at least a removal for an opponent's creature and a buff for your own creature.
Cursed Minotaur: Cubeable. An aggressive creature with a good body and evasion.
Wasteland Scorpion: Cubeable. The flexibility of this card makes it really valuable.
Blazing Volley: Borderline. Strictly better Tremor. But 1 damage still isn't very much.
Bloodlust Inciter: Cubeable. The 1/1 body doesn't do much on it's own, but effectively giving every creature haste, is a huge andvantage for aggro decks.
Manticore of the Gauntlet: Borderline. This deals 3 garantueed damage to your opponent, but it also shrinks one of your creatures and the competition in this mana cost is high.
Minotaur Sureshot: Borderline. Reach is rare in red. But the pump is overcosted.
Nef-Crop Entangler: Borderline. A solid, aggressive creature. Unfortunately it gets killed rather easy with just 1 toughness.
Burning-Three Emissary should be stapple: you need a very specific reason for not including it.
it seems like he and Al are eschewing "staple" since Magma Jet would definitely qualify as well. I also think the lack of a category above Cubeable is why he mentions that his rankings feel a little odd: Magma Jet and Greater Sandwurm have the same rating?
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My singleton Masters Cube
I honestly think your are underestimating this card. I'm not talking paper alone, I have serious experience with it.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
T2 powpercube Value https://cubecobra.com/cube/list/37t
In short, I think Vampire Envoy should be moved down to 2-borderline, any other thoughts?
It's a work in progress
T2 powpercube Value https://cubecobra.com/cube/list/37t
I like it in slower decks that don't have blue, but my cube is slower than many here, and it's still a low pick.
http://www.cubetutor.com/visualspoiler/7023
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
Aether Inspector: Borderline. Vigilance is a nice ability, but the body is a little too weak for the cost.
Alley Evasion: Borderline. This card can shine in a flicker deck but doesn't enough in either mode to be valuable in other decks.
Audacious Infiltrator: Cubeable. Slighlty better Dromoka Warrior.
Bastion Enforcer: Bad. This is just the worst 3-drop in white with a 3/2 body this far.
Caught in the Brights: Borderline. A variant of cards like Arrest. Not quite as strong as the other ones, but with the possible but narrow upgrade of exiling the creature and recur the enchantment with something like Auramancer.
Countless Gears Renegade: Bad. It's almost impossible to play this on turn 2 with Revolt triggered and even later in the game it is not quite impressive.
Dawnfeather Eagle: Cubeable. Just one mana more for a Inspiring Captain with flying body that grants also Vigilance to your other creatures is good.
Decommission: Borderline. Most of the time, just a sideboard card.
Ghirapur Osprey: Bad. Dawn Gryff/Wild Griffin reprint.
Inspiring Roar: Borderline. This can be huge, but it is really situational and often a win-more card.
Aegis Automaton: Bad. The ability is overcosted and the body is useless.
Implement of Improvement: Bad. Lifegain alone isn't good, even if the card replaces itself.
Aether Swooper: Borderline. 2 power and 3 toughness is okay for 2 mana, but the fact, that only 1 power is flying makes it a lot worse.
Bastion Inventor: Cubeable. The smaller brother of Benthic Giant.
Dispersal Technician: Bad. 2 mana more for a Man'o'war is too much for just one power.
Hinterland Drake: Borderline. A strictly better Cloud Elemental, but still not good enough with just 2 power.
Ice Over: Borderline. An effect of Containment Membrane but for extra mana.
Leave in the Dust: Borderline. A strictly worse Repulse, but still playable.
Metallic Rebuke: Bad. This is only viable. in an artifact heavy cube.
Shipwreck Moray: Bad. 0 power an only able to pump it four times in the entire game isn't good.
Take into Custody: Bad. This card is situational and card disadvantage.
Implement of Examination: Bad. A Divination for 4 mana still isn't good.
Watchful Automaton: Bad. The ability is overcosted and the body unexciting.
Aether Poisoner: Cubeable. It is just a 1/1 with deathtouch like Pharika's Chosen for one mana more, but it brings a friend.
Alley Strangler: Borderline. Menace is a nice keyword, but 2 power isn't good enough.
Cruel Finality: Borderline. Scry is nice, but there are way better removal available in black.
Daring Demolition: Bad. 4 mana, sorcery speed and the low number of vehicles in most cubes make this card just not good.
Defiant Salvager: Borderline. It's a nice sacrifice outlet, but there aren't enough creatures on common, that want to be sacrificed.
Fen Hauler: Bad. There aren't enough artifacts in most cubes to make this valuable.
Fourth Bridge Prowler: Borderline. The ability is nice, but you don't want to play this on turn 1.
Night Market Aeronaut: Bad. Even if you trigger revolt, the creature is just okay.
Renegade's Getaway: Borderline. This can be a nice blowout for your opponent, but it is very situational.
Resourceful Return: Bad. This can be card advantage, but most cubes don't have enough artifacts to do this consistently.
Augmenting Automaton: Borderline. This creature can be relevant later in the game, but it can also be useless much too often.
Implement of Malice: Bad. This is half of Mind Rot that replaces itself, but that still isn't good.
Aether Chaser: Staple. A 2/1 first strike for 2 mana is already cubeable, but this one also brings a friend.
Chandra's Revolution: Bad. You throw your opponent one turn back, but the sorcery speed and the cost kills it.
Destructive Tampering: Borderline. To have both those effects on one card is nice, but both effects still aren't really relevant in most cubes.
Embraal Gear-Smasher: Bad. Most cubes don't have enough artifacts to make this creature viable.
Frontline Rebel: Borderline. The body is nice, but the drawback can often kill you.
Lathnu Sailback: Borderline. A strictly worse Gatstaf Arsonists.
Precise Strike: Bad. There are way better combat tricks available.
Sweatworks Brawler: Bad. This card is only good in artifact heavy cubes.
Wrangle: Borderline. This is a 2 mana Act of Treason most of the time, but with the same problems.
Implement of Combustion: Bad. It is a 2 mana cantrip, that can only hit players. That isn't worth it.
Welder Automaton: Borderline. The body is reasonably costed and the ability is relevant, but it dies to literally anything.
Aether Herder: Borderline. 4 power for 4 mana is just okay and you need to attack to get the last point of power.
Aetherstream Leopard: Bad. Trample is nice, but you can only pump it once, which makes it less exciting and it's only 2 power for 3 mana.
Druid of the Cowl: Cubeable. This is a mana dude, that can also block, if you don't need the mana or you want to cast a combat trick.
Highspire Infusion: Bad. In general, you don't have usage for the energy and then it is just an overcosted Giant Growth.
Lifecraft Cavalry: Cubeable. A 6/6 trample for 5 mana is huge, but you need to trigger Revolt somehow.
Natural Obsolescence: Bad. This is a sideboard card at best and not even a good one.
Scrounging Bandar: Borderline. It can be nice to move the counter on other creatures, but often it is just a bear.
Silkweaver Elite: Bad. An overcosted bear, that is almost impossible to trigger at turn 3 and it wasn't even good in it's own environment.
Unbridled Growth: Borderline. Colorfix in early game and it replaces itself at any time, but often it is just a green cantrip with no additional effect.
Implement of Ferocity: Cubeable. It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
Verdant Automaton: Bad. The ability can be relevant in late game, but is overcosted.
Consulate Turret: Bad. Colorless damage is nice, but this is just too slow for limited without other energy sources.
Filigree Crawler: Bad. The body is overcosted and even the Thopter isn't worth it.
Foundry Assembler: Bad. This creature is even in artifact heavy cubes just mediocre.
Irontread Crusher: Borderline. A 6/6 vehicle is nice, but crew 3 is a high cost.
Mobile Garrison: Borderline. You can attack for 3 power and untap either a mana dude or a blocker, and the 4 toughness makes it hard to kill. But you have to tap another creature to do anything with it.
Night Market Guard: Bad. It literally dies to everything with just 1 toughness.
Pendulum of Patterns: Terrible. The lifegain is almost useless and the ability overcosted.
Prizefighter Construct: Bad. 5 mana is a lot for a creature that dies to Shock.
Renegade Map: Borderline. Fixing your mana can be nice, but it is a really bad topdeck.
Reservoir Walker: Bad. Energy is useless, in most pauper cubes and so it is overcosted.
Universal Solvent: Bad. 7 mana is way too much to destroy stuff.
Submerged Boneyard: Cubeable. Slightly worse Guildgate.
Tranquil Expanse: Cubeable. Slightly worse Guildgate.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
Ice Over: I directly compare to Containment Membrane, which we rated Cubeable a while ago. And I think, it is better than that, because it can also hit artifacts.
Leave in the Dust: I really wasn't sure about that, but Repulse is rated a staple and I think, just one more mana doesn't make this a bad card, but a still reasonable one.
Caught in the Brights: It doesn't hit abilities like Arrest, but Renegade Freighter is a card in many cubes and gives this another upside. But I can see, that this doesn't happen very often.
Mobile Garrison: I think it is better than you think, but I might be biased about this card, because I like it so much.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
Changed the ratings for the cards in discussion.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
I agree. Mulldrifter is certainly a staple, as it should be in every cube, but as Nubin said, BOMB should be reserved for massive cards that will most likely be the reason you win the game. Happy Fish will certainly put you ahead to win the game, but it's not a terribly threatening card on the battlefield, and you better just hope it drew you into your bomb.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
This visual is great! It's exactly what we, collectively, need to wrap our heads around these distinctions.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
I know there are situational things, but say Shatter, it has been outdone at its own cost over-and-over
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
ftfy
great graphic. should be in the initial posting
T2 powpercube Value https://cubecobra.com/cube/list/37t
As long as we discriminate between borderline and bad/chaf/terrible/etc. (all in one section), I think that's enough.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
graveyard matters can run some cute gy snergies, but i wouldnt call it archetype at the moment
Black control is definitely a powered archetype because without support the so called staples crypt rats and pestilence wont work real good
in my tier1 i still run the spells matters archetype because you basically only need to include like 4 or 5 cards that benefit from spells to make it happen and it got a small buff lately.
Then there is RG Beats which is also an easy to support archetype but its close to "fundamental archetype" like boros aggro and so on
if you want to see the basic cube based on pure statistics you can watch the average cube on tutor
T2 powpercube Value https://cubecobra.com/cube/list/37t
regarding the evaluation, i always said we have to look at the individual powerlevel but should rate "bad" cards "borderline" if they fit into existing archetypes.
Dedicated to spells matters:
and some other spells that would lose some appeal if the archetype wouldnt be included like Gitaxian Probe or Clutch of Currents. Also considering readding Whirlwind Adept
T2 powpercube Value https://cubecobra.com/cube/list/37t
UW Caw-Blade
GW Bogles
U Delver
GBTolarian Community College's/Turn One Thoughtseize's $2 Dredge
UR DrakeRUG Murasa Tron
UWR TwinGW BoglesB 8-Rack (budget)UWR Delver/GeistUW Gifts TronUR Bedlam DelverWRG Burn
UBR Death's Shadow
UR Artifacts(~M15)UW Heroic(~Theros)WBR Warriors(~KTK)R Aggro(~Origins)RUG Wombo-Combo Energy (~Kaladesh)
My (upgradable) $150 Modern budget UR Delver (possibly outdated): http://www.mtgsalvation.com/forums/the-game/modern/budget-modern/738332-ur-bedlam-delver
My Pauper Cube: http://www.cubetutor.com/viewcube/69019
My singleton Masters Cube
Here the Modern Masters evaluation:
Pitfall Trap: Cubeable. Solid hardremoval with a resonable cost, which can get cheaper.
Augur of Bolas: Bad. Only special decks need this card and for all other it is just not good enough.
Grasp of Phantoms: Bad. Sorcery speed and the cost are way too big of a drawback.
Tandem Lookout: Cubeable. The creature of your choice gets additional value, possibly multiple times, giving you card advantage.
Falkenrath Noble: Staple. This creature can drain a lot of life with removal backup und can also swing in for some damage.
Gnawing Zombie: Borderline. This creature can drain your opponent a lot, but there aren't enough sac-targets in pauper.
Grixis Slavedriver: Borderline. The value is high in this creature, but so is the mana cost.
Mortician Beetle: Bad. There are not enough sacrifice effects in most pauper cubes.
Scorched Rusalka: Borderline. This card can give you value out of dying creatures, but does close to nothing, if you're behind.
Scourge Devil: Bad. Just +1/+0 is not very much for 5 mana, even if a 3/3 is attached to it.
Thunderous Wrath: Cubeable. Possibly Lava Axe your opponent for just one mana is really good.
Slime Molding: Borderline. This is a great mana sink for late game, but absolutley useless in the beginning.
Call of the Conclave: Cubeable. A Watchwolf in pauper is just useful.
Dinrova Horror: Cubeable. A nice finisher for control decks with a huge enter-the-battlefield effect.
Gift of Orzhova: Cubeable. Buff plus evasion plus lifelink is worth the possible card disadvantage of auras.
Ground Assault: Cubeable. The removes almost any creature.
Spike Jester: Cubeable. A 3/1 with haste for 2 can be a beating, that needs to be answered.
Edit:
And here are my Amonkhet evaluations:
Anointer Priest: Bad. This card is only viable in token strategies and even then it is only mediocre.
Binding Mummy: Bad. There are not enough Zombies in Pauper to make this a good card.
Cartouche of Solidarity: Borderline. It doesn't produce card disadavantage, if it resolves but the effect isn't that strong.
Compulsory Rest: Cubeable. Strictly worse Pacifism, but it is still a solid removal.
Djeru's Resolve: Bad. This card is way too situational.
Fan Bearer: Borderline. Strictly better Dromoka Dunecaster, but still not Gideon's Lawkeeper.
Forsake the Worldly: Borderline. A very good sideboard card, but nothing more.
Graceful Cat: Bad. Reprint of Benalish Veteran.
Gust Walker: Cubeable. A bear with a relevant upside. The problem is, without ways to untap it, it can only be used every second turn.
In Oketra's Name: Bad. This is one of the worse anthem effects.
Rhet-Crop Spearmaster: Bad. The base creature is too bad for the exert effect to be viable.
Sacred Cat: Borderline. Strictly worse Doomed Traveler, except for it's a cat.
Sparring Mummy: Borderline. The ETB-effect of this creature can be very good, but the cost is a little bit too high.
Supply Caravan: Borderline. The payoff of this is good, but the restriction can be too high.
Tah-Crop Elite: Cubeable. A reusable anthem-effect is decent and worth playing.
Those Who Serve: Borderline. A 2/4 vanilla for 3 is okay, but not what you want in a power-oriented cube.
Unwavering Initiate: Borderline. A 3/2 vigilance for 3 is okay and it can come back, but than it is quite expensive.
Winged Shepherd: Bad. This creature is a just one mana overcosted and will almost always be cycled away.
Cartouche of Knowledge: Cubeable. The fact, that it replaces itself and gives the creature evasion is worth the risk of card disadvantage.
Compelling Argument: Bad. Milling doesn't have enough support in pauper and is a parasitic mechanic.
Decision Paralysis: Bad. Strictly worse Frost Breath.
Floodwaters: Borderline. Six mana is a way too much, but it can win you the game and cycling prevents it from being a dead card.
Hekma Sentinels: Bad. This card wasn't even exceptionally good in it's own draft environment and lacks support in most pauper cubes.
Hieroglyphic Illumination: Cubeable. Instant speed and the flexibility of this card makes it viable.
Illusory Wrappings: Bad. There is better removal available for this cost.
Naga Oracle: Borderline. Basically it is a way worse Omen Speaker with a bigger body.
River Serpent: Bad. There are better finishers in blue for that cost.
Scribe of the Mindful: Bad. The card has a weak body, is slow and almost card disadvantage.
Seeker of Insight: Borderline. A bigger body than Merfolk Looter is not worth the restriction for the loot effect.
Shimmerscale Drake: Cubeable. A nice finisher with the ability to cycle it away, if you can't cast it.
Slither Blade: Borderline. Strictly better Triton Shorestalker, but still has the same problems.
Tah-Crop Skirmisher: Borderline. Well costed aggressive creature, that can even come back. Unfortunately, in general blue doesn't want aggressive creatures without evasion.
Winds of Rebuke: Bad. This is just an overcosted Unsummon in the average cube.
Cartouche of Ambition: Cubeable. On cards like [card]Crypt Rats[card], this gets ridiculous. On other creatures it is at least a removal for an opponent's creature and a buff for your own creature.
Cursed Minotaur: Cubeable. An aggressive creature with a good body and evasion.
Doomed Dissenter: Borderline. This is basically a worse Butcher Ghoul.
Dune Beetle: Borderline. This can be a good blocker for control decks, but it doesn't do much in other decks.
Festering Mummy: Borderline. A strictly better Festering Goblin, but with the same problem.
Final Reward: Bad. Five mana are way too much and exiling isn't relevant in pauper cubes.
Horror of the Broken Lands: Bad. There is not enough cycling support in pauper.
Miasmic Mummy: Borderline. The body is fine and the discard is only situational relevant.
Painful Lesson: Bad. This is a black Divination with downside.
Pitiless Vizier: Bad. This creature wasn't even good in it's own environment with proper support.
Scarab Feast: Bad. Graveyard hate isn't relevant in most pauper cubes.
Soulstinger: Cubeable. This can often be a two for 1 or a 4 mana 4/5, if you have a creature you don't need anymore.
Splendid Agony: Borderline. It can be a 2-for-1, but there are better removals available for that cost.
Supernatural Stamina: Cubeable. This is a slightly better Undying Evil.
Tattered Mummy: Borderline. 1 power is too less, for this cost, to be a good creature.
Trespasser's Curse: Bad. This card is good in the beginning of the game against creature heavy decks. In all other situations it is terrible.
Wander in Death: Cubeable. Strictly better Death's Duet.
Wasteland Scorpion: Cubeable. The flexibility of this card makes it really valuable.
Blazing Volley: Borderline. Strictly better Tremor. But 1 damage still isn't very much.
Bloodlust Inciter: Cubeable. The 1/1 body doesn't do much on it's own, but effectively giving every creature haste, is a huge andvantage for aggro decks.
Cartouche of Zeal: Borderline. Mechanical reprint of Hammerhand.
Desert Cerodon: Borderline. The body is huge and has some flexibility, but the high cost for a vanilla creature is a drawback.
Electrify: Bad. Strictly way worse Lightning Blast. Not hitting players is a big no-no.
Emberhorn Minotaur: Borderline. There are a lot of better alternatives for this card without the right support.
Hyena Pack: Bad. Mechanical reprint of Highland Giant.
Manticore of the Gauntlet: Borderline. This deals 3 garantueed damage to your opponent, but it also shrinks one of your creatures and the competition in this mana cost is high.
Minotaur Sureshot: Borderline. Reach is rare in red. But the pump is overcosted.
Nef-Crop Entangler: Borderline. A solid, aggressive creature. Unfortunately it gets killed rather easy with just 1 toughness.
Nimble-Blade Khenra: Bad. Mechanical reprint of Sanguinary Mage.
Pathmaker Initiate: Bad. Strictly better Goblin Tunneler, but still not exciting.
Pursue Glory: Bad. Overcosted Dynacharge. The cycling isn't worth the extra cost.
Thresher Lizard: Borderline. A 4/4 for 3 is quite solid, but the restriction isn't nothing and the competition at mana cost 3 is high.
Violent Impact: Bad. Strictly better Demolish. Still not very good.
Bitterblade Warrior: Borderline. A bear in normal mode and a deathtoucher in exert mode. That is not enough to be really exciting.
Cartouche of Strength: Cubeable. A buff, that also gives the creature evasion AND can be removal spell is worth the risk of card disadvantage.
Colossapede: Cubeable. This is Hollowhenge Beast, but better splashable.
Dissenter's Deliverance: Bad. This is a bad sideboard card. Cycling doesn't make it better.
Gift of Paradise: Borderline. It fixes, gives you life and ramps you, but just for one.
Greater Sandwurm: Cubeable. It has the flexibility to be cycled away, if you can't cast it and it is a huge creature, that cannot be chump-blocked.
Haze of Pollen: Bad. Fog effects aren't good, even with overcosted cycling.
Hooded Brawler: Cubeable. A solid body for the cost, and can get huge if needed.
Initiate's Companion: Bad. The effect is weak and it dies to everything.
Naga Vitalist: Borderline. It's a nice ramp creature, but it doesn't fix and the body is just not big enough.
Oashra Cultivator: Bad. It can't deal any damage and the ability is overcosted.
Ornery Kudu: Borderline. A 3/4 for 3 would be nice, but a 2/3 isn't.
Pouncing Cheetah: Borderline. Strictly better King Cheetah, but Flash still isn't really good for this body.
Quarry Hauler: Borderline. The body is just not big enough and the ability is useless most of the time.
Shed Weakness: Bad. Strictly worse Giant Growth.
Stinging Shot: Borderline. Even if it doesn't kill the creature, it weakens it very much. But the restriction is high.
Honed Khopesh: Borderline. Reprint of Leonin Scimitar (will be set to Borderline).
Luxa River Shrine: Bad. There is no reason to play this card. Lifegain on itself is irrelevant.
Painted Bluffs: Borderline. This is a Desert version of Shimmering Grotto.
Sunscorched Desert: Bad. 1 damage isn't enough to counter the effect of colorless mana, but at least it enters untapped.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
it seems like he and Al are eschewing "staple" since Magma Jet would definitely qualify as well. I also think the lack of a category above Cubeable is why he mentions that his rankings feel a little odd: Magma Jet and Greater Sandwurm have the same rating?