Certain cards are not great... in 360 card cubes. This is to take a look at cards whose value, and inclusion, increases in the larger 540 and 720 count cubes.
This is a place to recommend a better rating for cards based on cube size. It is a sandbox that, once completed will become a reference point for those that want a larger cube.
Essentially, I will post the Creature, then Noncreature, for each color. I hope we can resolve most of the discussion in a week or less for each part of each color.
Please start with "Card - Old Rank -> New Rank (540 or 720)" then rant. This is to say that the new rank is for that size of cube
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Deftblade Elite: This Onedrop is very flexible. It's not just a kind of white Scorching Spear, it's also absolutly insane with equipments and auras and one of the best blockers for the lategame.
Gideon's Lawkeeper/Goldmeadow Harrier: Activated abilities, that require tapping are better, as less casting cost the creature has, because of summoning sickness. These guys are simply a great soft removal, that handles a huge amount of things, with a very high flexibility and for a very low amount of mana.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Akrasan Squire: This creature can attack as a 2/2 as a onedrop and possibly push other creatures later with Exalted, while it's own body is nearly useless in that case.
Benevolent Bodyguard: Some people call this the pauper Mother of Runes. On the first sight it may seems very bad, because it got a nearly useless body, that can just trade an other card, but the advantage of this creature is, that many people doesn't want to "waste" a removal and this way this creature can be very interesting at any time of the game.
Caravan Escort: The level up cost is very low and this creature got an acceptable after the first level and is simply huge at level 5.
Doomed Traveler: Suntail Hawk is bad, but having an additional body, that can chump, be equipped and get pseudo evasion is interesting.
Icatian Javelineers: The white pendant of Mogg Fanatic, with the big difference, that it's still alive, after activating it's ability.
Infantry Veteran: Different than Akrasan Squire this guy can't push himself and attack as a 2/2 in it's own, but it can split it's power up very flexible and change combat math permanently. The problem is just, that the body on it's own isn't very relevant.
Steppe Lynx: Played in turn 1, this creature will very often be a kind of Kird Ape, but it's a very bad topdeck in the lategame.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Benalish Missionary: The ability is very interesting for a defensive strategy, especially double blocks.
Charm Peddler: This guy can change combat math and prevent burn spells, but for a high price and with a terrible body.
Lagonna-Band Trailblazer: An medium interesting early blocker, that would only be worth considering, with a big support for Heroic.
Loyal Pegasus: This card is far better than the compareable Jackal Familiar, but not beeing able to attack before turn 3 hurts a lot for a Onedrop.
Origin Spellbomb: Getting a 1/1 Token and a card for cc2 is Ok, but not very exciting, especially because of the additional mana.
Pride Guardian/Wall of Hope: These defenders can really scare your opponent from attacking, even if they have no power, but with just 3 toughness, they can't block much, without dying to it.
Dragon's Eye Sentry: With switched Power and Toughness, this would be a really good blocker, but like it is it's simply bad.
Honor Guard: The most limited decks are at least 2 colored.
Icatian Scout: The ability is interesting, but not too exciting and the body is terrible.
Kami of False Hope: Without the right synergies the walking Fog isn't much better than the instant version.
Kjeldoran Javelineer: On the first sight this creature may seem interesting, but it needs a lot of mana, to become a threat and doesn't last it for long.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Daring Skyjek: A 3/1 Vanills for 2 is good, with with an upside, cards like these become insane.
Knight of Cliffhaven: Maybe the best comon level up creature. It curves itself out, is a solid bear at the beginning, a really solid beater afterwards and a huge threat later.
Kor Skyfisher: This creature is not just a super solid 2/3 flier for just cc2, it can also be played for cc1 or reenable etb-effects.
Porcelain Legionnaire: A "colorless" 3/1 First Strike for cc2 is absolutly insane. It's maybe the best 2 drop an agressive deck can have and a super solid blocker for control decks aswell.
Syndic of Tithes: A solid bear, that is great for control decks, aswell as it gives reach to agressive decks.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Ainok Bond-Kin: A solid 2 drop with the option to become relevant in the later stages of the game and some random synergies with other cards, with +1/+1 counters. Sadly it's not very good in agressive decks and this way often worse than Knight of Cliffhaven.
Azorius Arrester: A nice topdeck for a 2 drop, but it's bad on turn 2.
Expendable Troops: An interesting ability, that is still relevant later.
Field Surgeon: This little guy can turn combat math in a mess for your opponent. On the other hand it's not that good if your plan is to turn all your creatures sideways every turn and the body is simply bad.
Fledgling Griffin: Only getting the evasion on landfall is a high restriction, but this creature is still solid.
Gold Myr: A white ramp creature. Pretty unqiue at common rarity and definitly a good card for clunky white decks, or control-heavy white decks.
Leonin Skyhunter: Double mana cost on a 2 drop are problematic, but a 2/2 fliers is pretty good.
Lone Missionary: 2 power for cc2 and 4 life. This guy can buy a lot of time for control decks and wins races for agressive decks. Very solid.
Loyal Cathar: Getting a 2 power creature twice for cc2 seems like a dream on the first sight, but the transformed card is often a "dead" card, not because it's a zombie, but rather because a 2/1 can't attack very often and without beeing able to block aswell, it will do nothing in many cases. It would still be staple with this disadvantage, but WW is really problematic on turn 2.
Raise the Alarm: Normally 2 1/1s for cc2 are worse than any 2/2 for 2 with upsides, as long as you don't support swarm, but this one also has instant speed and can suprisingly kill attacking X/1 or X/2 creatures.
Topan Freeblade: Early in the game it's at is best and later it's still fine.
Veteran Armorer: 1 additional toughness for each of your creatures can change a lot.
Wall of Glare: Beeing able to block a 4/X or 2x 2/X creatures can prevent a lot of damage, especially because this creature can prevent any kind of final charge.
Whitemane Lion: Saving a creature from removal, while getting a suprising bear for it, is definitly interesting. This creature can also work as a combat trick to kill an attacking X/2 creature or it can retrigger etb-effects, but it can't be played on an empty board and if it's on the board once, it's way less intereseting.
Youthful Knight: 2 power and First Strike for just cc2. This creature is not just a solid attacker, it's also a great blocker, that scares a lot of creatures.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ajani's Sunstriker: A 2/2 lifelink for cc2 is very solid, but WW is very hard in turn 2.
Beacon Hawk: The 1/1 flying body isn't very interesting, but the flexible pseudo evasion makes it interesting.
Benevolent Unicorn: The ability can be very strong, but the body is terrible.
Cleric of the Forward Order: Unless you play multiple copies of this, it's not too exciting. Lifegain attached to a solid body can be nice, but 2 life is a nearly irrelevant amount.
Fortified Rampart: High toughness, but it doesn't kill anything on its own.
Gather the Townsfolk: Splitting 2 power and toughness on 2 creatures has some upsides, but also downsides, that weigh higher, as long as you don't support swarm as an archetype.
Herald of Dromoka: There are some good Warriors at common rarity, but mainly not enough to make this worth it, especially because Vigilance is not a super relevant ability.
Moorland Inquisitor: Even if the possibility of First Strike is often enough, cc3 is simply very much, if you should really need it.
Ondu War Cleric: Without the right support, this is just a bear.
Order of Leitbur: The possibility of First Strike is often enough and doesn't need to be activated, but even if this creature can be pumped, WW is a very critical manacost for a 2drop.
Phantom Nomad: This card is only really worth it with equipments.
Safehold Sentry: A bear that can attack as a 2/4 or block as a 2/4 after attacking wouldn't be this interesting, because of the high price for it, but the synergies with some stuff like Viridian Longbow are given.
Soul Summons: A solid 2/2 body with the upside of possibly hiding a creature, but the chance is not very high.
Split-Tail Miko: This creature can change combat math a lot, but there are better alternatives for it.
Standard Bearer: This creature could take every aura or combat trick, but it will die to every, even if it's just Lava Dart or Lose Hope and the body is terrible.
Stone Haven Medic: Just 1 life for 1 mana and tap a guy is not enough to be playable. At least it has a big butt.
Sunscape Familiar: Making about 50% of the decks it's played in cheaper can be really nice, but a 0/3 defender is not really a good body.
Suture Priest: This creature can deal some damage and get some life, but the body is terrible and it's a terrible topdeck for the lategame.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Advance Scout: The ability is nice, but the body is terrible on it's own.
Akroan Skyguard: The body on it's own is really useless and there are far too less good effects, that really want to target this card.
Lightwalker: Even if you would be able to consistently put +1/+1 counters on creatures, without making card disadvantage, this would not be the best creature.
Lost Leonin: Infect doesn't work in the most pauper cubes.
Monk Realist: The ability is highly restricted and the body is terrible.
Starlight Invoker: The body is bad and the ability is extremly expensive.
Stonewise Fortifier: An unexciting and terrilby overcosted ability on an unexciting body.
Sungrace Pegasus: Lifelink and Flying seems nice for just cc2, but with only 1 power, it's not really worth it, if you don't have a really big amount of spells to pump it.
Trained Pronghorn: It's hard to kill this creature, but the price to protect it, is high.
Unruly Mob: This card needs at least 2 other creature dies, to become interesting.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Ballynock Cohort: A super solid 3/3 First Strike for cc3, most of the time.
Master of Diversion: This card is great to support highly agressive strategies. Your opponent simply can't just keep 1 blocker back and attack with the rest.
Soltari Visionary: This creature is not just a 2 power beater with a great evasion for cc3, it also handles every enchantment your opponent could have.
Troubled Healer: This card wins so many games. It doesn't just make combat math completly unpredictable for your opponent, it also makes every damage based removal useless.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Apex Hawks: A Wind Drake with a big flexiblity later in the game. None of the options is super exciting, but also none of them is really bad.
Attended Knight: Splitting the power can be useful. 1/1 Tokens are mainly not very useful, but sometimes really good.
Aven Riftwatcher: This card is way weaker in pauper limited, than in constructed. It's still flexibile. You get either 4 life and up to 3 blocks or 4 life, 1 block and up to 2 attacks, with a very solid body. It can be good for control decks to buy some time or for agressive decks in a race, but the card disadvantage can be problematic later.
Basilica Guards: Extort is very strong and a 1/4 body is an acceptable blocker.
Burrenton Bombardier: The Wind Drake opportunity is not very exciting, but the Reinforce makes this an +2/+2 aura with flash and that's definitly interesting.
Chapel Geist/Sunspire Griffin: Even if WW can be problematic in turn 3, 2/3 flying bodies are extremly solid and worth the risk.
Dawnglare Invoker: A 2 power flying beater for cc3 is always Ok and this one is game winning if you should have 8 mana for it's ability.
Farrel's Zealot: If this creature should come through the opponent's evasion, it will kill a creature nearly for sure.
Kabuto Moth: This creature can give pseudo evasion, through changing combat math and block as a 2/4 flying the same turn. The problem is just, that the body and ability is often not used.
Kitsune Blademaster: As a possible 3/3 First Strike it's hard to block this creature so it's often an evasive 2 power beater, that could also block as a 3/3 First Strike.
Misthoof Kirin: This card is very decent if you hardcast it and also has the upside to be played as a morph and to be bigger later in the game.
Sandsteppe Outcast: The slightly better brother of Attended Knight. Instead of one solid 2/2 First Strike body and a barely useful 1/1 Vanilla you get an acceptable 2/1 body, but also a 1/1 flying clock.
Skyhunter Skirmisher: This is a very impactful 2 power flier for cc3. Every kind of pump easily reaches absurd dimensions. Only WW in it's cost prevents it from beeing a staple.
Zealous Inquisitor: It's very hard to kill this creature. It's either an evasive 2 power beater or a very interesting blocker.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Devout Witness: Turning every land into Disenchant can be really interesting, but mainly you don't need to remove more than 1 enchantment or artifact.
Diving Griffin/Eagle of the Watch: Vigilance on a flying creature can be interesting to prevent counter attacks, but on the other hand as a 2/2 or 2/1, that will die to nearly everything else, that is able to fly, it's definitly less exciting.
Dragon Bell Monk: Prowess is a nice thing to scare creatures with the same P/T from blocking or attacking into it, but if the body of the creature with prowess is underpowered, which a 2/2 for cc3 is, it's often better simply to play a bigger body without prowess for the same cost.
Hallowed Healer: This guy is bad with his first ability, but really interesting with Threshold.
Kemba's Skyguard: Gaining 2 life just for playing a Wind Drake is interesting, but not much and the risk of WW in turn 3 is given.
Kor Sky Climber: This card can come in for a lot of damage, but you have to pay 2 mana each turn for it you may not have.
Lagonna-Band Elder: 3/2 bodies for cc3 are pretty weak, because of the huge amount of 2/1 and 2/2 bodies, that want to trade them. Without a really high enchantment count, this card is too weak.
Niblis of the Mist: A 2 power flying beater for cc3, that can prevent 1 creature from blocking. Ok, but not exciting.
Nightguard Patrol: First Strike and Vigilance is a nice combination of abilities, but with just 2 power, this creature will find it hard to attack after turn 4, what makes this more a bad blocker.
Sandcrafter Mage: A 3/3 for cc3 would be decent, but bolster can be a downside aswell as an upside. Especially in White there are some 1/1 Tokens, that don't really want to be bolstered.
Soldier Replica: The ability is very solid, but the body is unexciting.
Stalwart Aven: A solid defensive flying body, that is a solid answer to all the 2/1 fliers in pauper. On the other hand it can be really annoying to take a turn off blocking, to make the body more relevant.
Village Bell-Ringer: A walking combat trick. The problem is just, that the 1/4 isn't very exciting.
Wingsteed Rider: If you have a lot of stuff, that's able to target this guy, it's very solid, but otherwise it's just a Wind Drake for 1WW.
Gustrider Exuberant: A bad body, with a bad ability. There aren't this many playable 5 power creatures in pauper.
Haazda Snare Squad: The restriction to attack, makes the ability way worse.
Harvestguard Alseids: Constellation would only make sense with a very big amount of enchantments.
Helionaut: Fixing mana can be nice, but the body is very bad.
Jamuraan Lion: The body is very fragile and the ability is weak.
Kitsune Bonesetter: The damage prevention is big, but the restriction is too high.
Knight of the Pilgrim's Road: 3/2 bodies with cc3 are pretty bad, because they trade with all the 2/2s and 2/1s your opponent has left from the early game or that already did their job, when entering the battlefield.
Kor Scythemaster: A 3/1 with first strike for 3 would be Cubeable, but it's just a vanilla while blocking.
Makindi Patrol: Without an Ally theme, Rally is not very useful.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Coalition Honor Guard: This card wins a lot of games on its own. This card can't just take every damage based removal, that deals less than 4 damage, it can also take every combat trick and aura, pumping or Pacifism-like, your opponent plays.
Guardian of the Guildpact: Even if this guy has 1 power too less for powered and unpowered cubes, it has still protection of about 90% of the most cubes. This card is not just the perfect blocker, it can also beat, nearly unblockable, and goes crazy with equipments.
Battle Screech: Only online common! 4 1/1 flying creatures for cc4 is insane. You only need one additional untapped white creature for immediate flashback.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Kor Sanctifiers: Disenchant attached to a solid body is great. It's card advantage, card quality a board impact in one card.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Abzan Skycaptain: Bolster is a fine limited ability and a flier for cc4 that actually contains 4 power and 4 toughness is definitly a fine card.
Alabaster Kirin/Armored Griffin(Only online common!): Flying and Viglilance is definitly a good combination of abilities on a 2/3 body.
Cenn's Enlistment: Beeing able to turn every useless card in the lategame into Gather the Townfolk is very interesting, especially when there is nearly no way to break the cycle.
Daru Stinger: The fact, that this card was made a human later, makes it really interesting. Humans are the biggest tribal in magic and there are some of them in every color.
Heavy Ballista: This guy can't just kill every attacking or blocking creature with X/2, it can also change combat math a lot.
Mistmoon Griffin: Only online common! A bit similar to Abzan Skycaptain, but isntead of 2 +1/+1 Counters you get a, more or less random, creature from your graveyard back into play.
Spirit en-Kor: It's very hard to kill this creature just with damage, but a 2/2 flying body isn't too exciting for cc4.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ampryn Tactician: This is Ok in a creature-heavy weenie deck, even though it only really shines if you support the swarm archetype.
Aven Liberator: This card can curve itself out, has a solid flying body and a nice ability. The only problem is, that it's overcosted with 7 mana overall.
Bladed Sentinel: Vigilance can be very important on big defensive bodies.
Captain's Call: 3 Creatures in one cc4 card. Interesting, but without swarm support 1/1 bodies are only of small interest.
Courier Griffin: 2 life aren't much, but 2/3 flyer for 4 isn't totally bad.
Daru Lancer: A solid morph creature, that can curve itself out. The main problem is just, that it's either overcosted or underpowered for such a high mana investment.
Elgaud Inquisitor: If this card dies in combat, trading another creature it really did its job, leaving the battlefield with an advantage for you. The problem is just, that a 2/2 body for cc4 isn't such a big threat and even 2 1/1 flying tokens aren't too exciting.
Flickering Spirit: As long as you keep 4 mana, this flying beater is very hard to get rid of, while 4 mana is a lot and a 2/2 flying isn't too exciting.
Griffin Protector: As long as you can a creature each turn, this creature got a huge body, but if you stop, it's only of small interest.
Hillcomber Giant: These cards would only be interesting for sideboards.
Kinsbaile Balloonist: The body in combination with the ability is interesting, but the whole card is overcosted by 1.
Kor Cartographer: A solid white ramp creature. It's very unique, but not really needed.
Mystic Zealot: With Threshold this card is huge, but without it's only of small interest and Threshold is a high restriction.
Ondu Greathorn: This creature just can't compete with other four drops.
Sacred Knight: A creature with solid power and evasion against 2 of 5 colors.
Salt Road Patrol: A very defensive body, with the option to grow during the late game. The problem is, that it can't block, when you pump it.
Stonehorn Dignitary: Even if the body is very bad, this guy can buy some time for you, if you should really need it.
Student of Ojutai: With enough noncreature spells, this card could be huge in white control decks, but mainly there aren't enough, to make this mediocre body worth it.
Thraben Sentry: The restrction is very high, but if this creature should really be flipped it's simply huge.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Ballynock Trapper/Shade of Trokair: Beeing bound to a single color is often very problematic in limited, because the most decks are at least 2 colored.
Battlewise Aven: Threshold is a high restriction and even if you would fit the restriction a 3/3 Flying First Strike is not exciting enough to be worth the risk.
Carrier Pigeons: Creatures with an included cantrip can be very nice, but this one is hardly overcosted.
Champion of Arashin: 3 power and lieflink is quite nice for cc4, but with just 2 toughness, this will trade for any 2/1 or 2/2, that already did it's job during the early game or when entering the battlefield.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Custodi Squire: A 3/3 flying body for cc5, that returns a permanent of your choice to your hand.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Totem-Guide Hartebeest: A 2/5 for cc5 may seem bad, but it does something on the board and is hard to handle. Way more important is the second ability, because the most of the white removal spells are auras and a some other auras are also given in the color combinations with white, so you don't just get a big wall, that can still attack, you also get any aura you have in your deck and that's just insane, especially, because the Hartebeest itself isn't a bad target for auras on it's own.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Supply-Line Cranes: This card comes as close to a Serra Angel as pauper got so far. A 3/5 flying would have already been unique enough, but the upside to split the power makes this card even more interesting.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Antler Skulkin: A really solid ability, but the 3/3 body isn't very exciting.
Aven Tactician: Bolster has its ups and downs against a targeted +1/+1 counter and mainly the downsides overwhelm. The missing point in toughness is another point, that makes this nearly strictly worse than the compareable Supply-Line Cranes.
Dawnstrike Paladin: Vigilance and Lifelink are maybe the best abilities a finisher can have, apart from Hexproof, but no matter if you call it overcostd or underpowered, this card is simply too weak. It would need to cost cc1 less or have at least 1 power more.
Castle Raptors: A 3/3 flying for cc5 isn't really good, but with the 2 additional toughness, this one is at least able to block the most creatures in the cube.
Conclave Phalanx: This can be good in a slow token-heavy deck, but that's very specific.
Expedition Raptor: Support is a nice mechanic, but the inability to put the counters on itself is bad.
Griffin Dreamfinder: The big brother of Auramancer. It has the same problem. Enchantments are mainly not going to the graveyard. You would need a huge amount of enchantments and Disenchant-like spells, to make this card interesting.
Plover Knights: Another 3/3 flying for cc5, that got at least First Strike, to be able to trade other flying stuff.
Shu Elite Companions: Only online common! Horsemanship is a great evasion, the only problem is, that cc5 is a lot for just 3 power and different than the flying guys, with worse evasion, it's not able to block flying stuff from the opponent.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Aven Flock: 2 power in the air for cc5 is definitly way too bad.
Barrenton Medic: An agressive ability on an expensive and defensive body is pretty useless.
Burrenton Shield-Bearers: Giving more thoughness to other creature can be nice, but the 3/3 body on it's own is simply too unexciting.
Kithkin Spellduster: The body is terrible for the cost and only enchantments is a too high restriction.
Lowland Tracker: Provoke is a really nice ability, but a 2/2 First Strike body for cc5 isn't exciting enough on it's own. This creature depends on auras or enchantments, to be really good.
Loxodon Mystic: Either you want a big body to attack or you want to use the ability.
Nav Squad Commandos: A 4/6 Vigilance seems nice, but on it's own, this card is simply too bad and battalion is a huge restriction.
Sage-Eye Harrier: A very defensive, overcosted body, that doesn't become better through morph.
Sandstorm Charger: Hardcasting this card is extremly unattractive and paying 8 mana for a 4/5 Vanilla is neither very good, split up or not.
Sensor Splicer: A 1/1 and a 3/3 for cc5 isn't exciting and Vigilance doesn't change much about that.
Shu Soldier-Farmers: Lifegain on a big body is sometimes nice, but for cc5 a 2/4 isn't good enough.
Spectral Gateguards: On it's own this card is really bad and Vigilance is only situative an advantage.
Staunch Defenders: Only online common! Life attached to a useful effect or body can be good, but a 3/4 for cc5 is simply way too bad to make this a good card.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Nothing here.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Benalish Lancer: A 4/4 First Strike is a huge threat and if it should be really needed, this card can still be played as a Bear to trade with X/2 creatures.
Noble Templar: cc6 is a lot, but with Plainscycling, this creature has the needed flexibility.
Razor Golem: This card is mainly played for about 4 mana and a 3/4 Vigilance is simply extremly solid at any time of the game.
Triplicate Spirits: 3 1/1 fliers are nice and with Convoke, this can be cast quite early.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ivory Giant: This card is very bad for suspend, because your opponent sees the effect coming and for cc7 this card is simply overcosted.
Maze Sentinel: Vigilance is very important for big creatures, but this card is overcosted.
Yoked Plowbeast: Flexibility through cycling can be very interesting, but cc7 is a huge amount of mana and a 5/5 Vanilla is not too exciting.
War Behemoth: Morph to reduce the mana cost can be fine and a 3/6 is definitly suprising, but after that it's just a 3/6 blocker, that would need Vigilance to attack.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Aven Battle Priest: Lifegain attached to creatures can be a good thing, but a 3/3 flier for cc6 is very bad and 3 life is not even much.
Conclave Equenaut: Convoke is a very weak ability in the most limited decks, because tokens are rarely played.
Jedit's Dragoons: 4 life is a lot, but the body is really bad for cc6.
Lairwatch Giant: A huge blocker, but with just 3 toughness it's really fragile against removal, aswell as it's bad at attacking.
Loxodon Mender: This card would only be interesting for artifact-based cubes.
Silverstorm Samurai: Beeing played as a combat trick, that can kill up to 3/4 attacking bodies without dying and trade any X/4, but cc6 is a huge amount of mana and afterwards this card is only of small interest.
Voice of the Provinces: This card is simply overcosted. The 3/3 flying body isn't worth more than cc4 and the 1/1 token is only of small interest.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Woeleecher: The most cubes don't have the right synergies to play cards like these.
I swiped the current Evaluate Everything. That is only up to pre-Shadows of Innistrad iirc. I can see about doing some more work in updating things myself. But it may takes a few nights, my kids have had a wonky sleep schedule lately
I think we should make a new evaluate everything thread once all the evaluating is done, so that everything can be found in the first couple of posts, as opposed to it being sprawled out amongst the first 2 pages of the thread.
I still consider that it's more convenient to make a 'top20' section for each cmc-color combination. That way you can quickly know which cards to include once you know how many of each you will need, which is a function of the size of your cube.
For example, instead of re-classifying the cards for each size, you know that a card is #14 on its group, so it is not playable in a small cube but playable on a bigger cube, etc.
Private Mod Note
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Rollback Post to RevisionRollBack
Holiday Armadillo... Cloak
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
I still consider that it's more convenient to make a 'top20' section for each cmc-color combination. That way you can quickly know which cards to include once you know how many of each you will need, which is a function of the size of your cube.
For example, instead of re-classifying the cards for each size, you know that a card is #14 on its group, so it is not playable in a small cube but playable on a bigger cube, etc.
yeah, that approach sounds much better to me. A Top10 would be enough though. And it probably wont need a particular order. A new cubebuilder can chose from the best 10 cards he likes most. That way cubes still have a personal note.
But we should still update Als Evaluation thread, since its nice to have all available commons at one spot you can search through.
Id love to have a card discussion subforum in cubetutor though, like gatherer used to have.
This is a place to recommend a better rating for cards based on cube size. It is a sandbox that, once completed will become a reference point for those that want a larger cube.
Essentially, I will post the Creature, then Noncreature, for each color. I hope we can resolve most of the discussion in a week or less for each part of each color.
Please start with "Card - Old Rank -> New Rank (540 or 720)" then rant. This is to say that the new rank is for that size of cube
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Deftblade Elite: This Onedrop is very flexible. It's not just a kind of white Scorching Spear, it's also absolutly insane with equipments and auras and one of the best blockers for the lategame.
Gideon's Lawkeeper/Goldmeadow Harrier: Activated abilities, that require tapping are better, as less casting cost the creature has, because of summoning sickness. These guys are simply a great soft removal, that handles a huge amount of things, with a very high flexibility and for a very low amount of mana.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Akrasan Squire: This creature can attack as a 2/2 as a onedrop and possibly push other creatures later with Exalted, while it's own body is nearly useless in that case.
Benevolent Bodyguard: Some people call this the pauper Mother of Runes. On the first sight it may seems very bad, because it got a nearly useless body, that can just trade an other card, but the advantage of this creature is, that many people doesn't want to "waste" a removal and this way this creature can be very interesting at any time of the game.
Caravan Escort: The level up cost is very low and this creature got an acceptable after the first level and is simply huge at level 5.
Doomed Traveler: Suntail Hawk is bad, but having an additional body, that can chump, be equipped and get pseudo evasion is interesting.
Icatian Javelineers: The white pendant of Mogg Fanatic, with the big difference, that it's still alive, after activating it's ability.
Infantry Veteran: Different than Akrasan Squire this guy can't push himself and attack as a 2/2 in it's own, but it can split it's power up very flexible and change combat math permanently. The problem is just, that the body on it's own isn't very relevant.
Steppe Lynx: Played in turn 1, this creature will very often be a kind of Kird Ape, but it's a very bad topdeck in the lategame.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Benalish Missionary: The ability is very interesting for a defensive strategy, especially double blocks.
Charm Peddler: This guy can change combat math and prevent burn spells, but for a high price and with a terrible body.
Frontline StrategistPlated Sliver/Ramosian Sergeant/Sidewinder Sliver/War Falcon: With enough tribal support, these creatures are very interesting.
Lagonna-Band Trailblazer: An medium interesting early blocker, that would only be worth considering, with a big support for Heroic.
Loyal Pegasus: This card is far better than the compareable Jackal Familiar, but not beeing able to attack before turn 3 hurts a lot for a Onedrop.
Origin Spellbomb: Getting a 1/1 Token and a card for cc2 is Ok, but not very exciting, especially because of the additional mana.
Pride Guardian/Wall of Hope: These defenders can really scare your opponent from attacking, even if they have no power, but with just 3 toughness, they can't block much, without dying to it.
Soltari Foot Soldier: A white Tormented Soul. Interesting with equipments, but bad without.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Akroan Jailer/Dromoka Dunecaster: There are many good tappers in white. These are none of them.
Apothecary Initiate/Cathedral Sanctifier/Children of Korlis/Confessor/Dedicated Martyr/Goldenglow Moth/Honorable Scout/Icatian Moneychanger/Leonin Elder/Martyr of Sands/Royal Herbalist/Soul Warden/Soul's Attendant/Soulmender/Cliffside Lookout: Just life is not worth such bad bodies.
Ardent Recruit/Auriok Glaivemaster/Auriok Transfixer/Court Homunculus/Glint Hawk/Kitesail Apprentice/Salvage Scout: These cards would only be interesting for an artifact-based cube.
Aven Skirmisher/Lantern Kami/Funeral Pyre/Suntail Hawk/Kitesail Scout: Flying Mans are simply bad on their own.
Clergy of the Holy Nimbus/Glittering Lynx: It's way too easy, to disable these creatures.
Death Speakers/Devout Harpist: These cards would only be interesting for sideboards.
Devoted Retainer/Goldmeadow Dodger: Worse Soltari Foot Soldiers.
Dragon's Eye Sentry: With switched Power and Toughness, this would be a really good blocker, but like it is it's simply bad.
Honor Guard: The most limited decks are at least 2 colored.
Icatian Scout: The ability is interesting, but not too exciting and the body is terrible.
Kami of False Hope: Without the right synergies the walking Fog isn't much better than the instant version.
Kjeldoran Javelineer: On the first sight this creature may seem interesting, but it needs a lot of mana, to become a threat and doesn't last it for long.
Lionheart Maverick: The ability is way too expensive to be relevant.
Mosquito Guard: A 1/1 First Strike body is as bad as Reinforce 1 for cc2 and the flexibility doesn't make it better.
Nomads en-Kor: It's hard to kill this creature, but a 1/1 is simply a terrible body and not really protecton-worthy.
Resistance Fighter/Shield Mate: Mainly worse Benevolent Bodyguards.
Selfless Cathar: Glorious Charge is better, because it comes suprising.
Tragic Poet: The ability is interesting, but enchantments are rarely going to the graveyard.
Yoked Ox: A blocker with solid toughness and no defender, but Pride Guardian is more interesting for this job.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Benalish Hero/Devoted Hero/Devout Monk/Eager Cadet/Gustcloak Runner/Icatian Infantry/Kjeldoran Warrior/Mtenda Herder/Sanctuary Cat/Serra Zealot/Spiritual Visit/Trained Caracal/Tundra Wolves/Valiant Guard/Volunteer Militia/Warclamp Mastiff: The Eager Cadet club.
Camel: Maybe the most useless protecton ever.
Caregiver/Netter en-Dal/Samite Censer-Bearer/Tireless Tribe: The price is way too high, for such bad abilities.
Foothill Guide/Kitsune Diviner/Midnight Duelist/Trade Caravan: The abilites are way too restricted.
Haazda Exonerator/Miracle Worker: Worse Devout Harpists
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Daring Skyjek: A 3/1 Vanills for 2 is good, with with an upside, cards like these become insane.
Knight of Cliffhaven: Maybe the best comon level up creature. It curves itself out, is a solid bear at the beginning, a really solid beater afterwards and a huge threat later.
Kor Skyfisher: This creature is not just a super solid 2/3 flier for just cc2, it can also be played for cc1 or reenable etb-effects.
Porcelain Legionnaire: A "colorless" 3/1 First Strike for cc2 is absolutly insane. It's maybe the best 2 drop an agressive deck can have and a super solid blocker for control decks aswell.
Soltari Trooper/Stormfront Pegasus: Evasive 2 power beaters for 1W are just great.
Syndic of Tithes: A solid bear, that is great for control decks, aswell as it gives reach to agressive decks.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Ainok Bond-Kin: A solid 2 drop with the option to become relevant in the later stages of the game and some random synergies with other cards, with +1/+1 counters. Sadly it's not very good in agressive decks and this way often worse than Knight of Cliffhaven.
Azorius Arrester: A nice topdeck for a 2 drop, but it's bad on turn 2.
Benalish Cavalry: A 2 drop, with a solid pseudo evasion.
Blade of the Sixth Pride/Dromoka Warrior/Oreskos Swiftclaw/Kor Castigator: 3 power for 2 mana is a fair deal. These guys can race on curve and are still relevant blockers in the later stages of the game or for control decks.
Expendable Troops: An interesting ability, that is still relevant later.
Field Surgeon: This little guy can turn combat math in a mess for your opponent. On the other hand it's not that good if your plan is to turn all your creatures sideways every turn and the body is simply bad.
Fledgling Griffin: Only getting the evasion on landfall is a high restriction, but this creature is still solid.
Gold Myr: A white ramp creature. Pretty unqiue at common rarity and definitly a good card for clunky white decks, or control-heavy white decks.
Kami of Ancient Law/Keening Apparition/Ronom Unicorn/Felidar Cub: Solid bears, that can get rid of enchantments aswell.
Kor Line-Slinger/Squall Drifter: The overcosted versions of Gideon's Lawkeeper, but still playable.
Leonin Skyhunter: Double mana cost on a 2 drop are problematic, but a 2/2 fliers is pretty good.
Lone Missionary: 2 power for cc2 and 4 life. This guy can buy a lot of time for control decks and wins races for agressive decks. Very solid.
Loyal Cathar: Getting a 2 power creature twice for cc2 seems like a dream on the first sight, but the transformed card is often a "dead" card, not because it's a zombie, but rather because a 2/1 can't attack very often and without beeing able to block aswell, it will do nothing in many cases. It would still be staple with this disadvantage, but WW is really problematic on turn 2.
Order of the Golden Cricket/Glint Hawk Idol: The permanent investment in these flying bears makes them a little bit unexciting, but 2/2 fliers for cc2 are very solid.
Raise the Alarm: Normally 2 1/1s for cc2 are worse than any 2/2 for 2 with upsides, as long as you don't support swarm, but this one also has instant speed and can suprisingly kill attacking X/1 or X/2 creatures.
Soltari Emissary: Only online common! The shadow version of Order of the Golden Cricket.
Topan Freeblade: Early in the game it's at is best and later it's still fine.
Veteran Armorer: 1 additional toughness for each of your creatures can change a lot.
Wall of Glare: Beeing able to block a 4/X or 2x 2/X creatures can prevent a lot of damage, especially because this creature can prevent any kind of final charge.
Whitemane Lion: Saving a creature from removal, while getting a suprising bear for it, is definitly interesting. This creature can also work as a combat trick to kill an attacking X/2 creature or it can retrigger etb-effects, but it can't be played on an empty board and if it's on the board once, it's way less intereseting.
Youthful Knight: 2 power and First Strike for just cc2. This creature is not just a solid attacker, it's also a great blocker, that scares a lot of creatures.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ajani's Sunstriker: A 2/2 lifelink for cc2 is very solid, but WW is very hard in turn 2.
Angelic Wall/Wall of Resistance: Solid walls, that can prevent a big amount of damage.
Amrou Scout/Ballyrush Banneret/Battlefield Medic/Cavalry Pegasus/Cenn's Heir/Daru Spiritualist/Defiant Falcon/Griffin Rider/Icatian Lieutenant/Judge of Currents/Kithkin Greatheart/Ondu Cleric/Ramosian Lieutenant/Silent-Chant Zubera/Sinew Sliver/Sentinel Sliver/Stalwart Shield-Bearers/Talon Sliver/Veteran Armorsmith: These cards would only be interesting with enough tribal support.
Arashin Cleric/Temple Acolyte: Lifegain attached to a body is normally good, but 1/3 bodies are rarely needed, especially not in white.
Avacynian Priest/Benalish Trapper/Blinding Mage/Master Decoy: The worse versions of Squall Drifter.
Beacon Hawk: The 1/1 flying body isn't very interesting, but the flexible pseudo evasion makes it interesting.
Benevolent Unicorn: The ability can be very strong, but the body is terrible.
Cleric of the Forward Order: Unless you play multiple copies of this, it's not too exciting. Lifegain attached to a solid body can be nice, but 2 life is a nearly irrelevant amount.
Cliff Threader/Crimson Acolyte/Disciple of Grace/Disciple of Law/Duskrider Falcon/Freewind Falcon/Kithkin Zealot/Marsh Threader/Obsidian Acolyte/Repentant Blacksmith: These cards would only be interesting for sideboards.
Fortified Rampart: High toughness, but it doesn't kill anything on its own.
Gather the Townsfolk: Splitting 2 power and toughness on 2 creatures has some upsides, but also downsides, that weigh higher, as long as you don't support swarm as an archetype.
Herald of Dromoka: There are some good Warriors at common rarity, but mainly not enough to make this worth it, especially because Vigilance is not a super relevant ability.
Ikiral Outrider: The level up cost is very high.
Jeskai Student: Prowess is not a very strong ability, especially not in white and a 1/3 body for 1W is neither very impressive.
Kithkin Shielddarer: This guy can change the combat math for blocking a lot.
Leonin Snarecaster: The worse version of Azorius Arrester.
Moorland Inquisitor: Even if the possibility of First Strike is often enough, cc3 is simply very much, if you should really need it.
Ondu War Cleric: Without the right support, this is just a bear.
Order of Leitbur: The possibility of First Strike is often enough and doesn't need to be activated, but even if this creature can be pumped, WW is a very critical manacost for a 2drop.
Phantom Nomad: This card is only really worth it with equipments.
Safehold Sentry: A bear that can attack as a 2/4 or block as a 2/4 after attacking wouldn't be this interesting, because of the high price for it, but the synergies with some stuff like Viridian Longbow are given.
Soul Summons: A solid 2/2 body with the upside of possibly hiding a creature, but the chance is not very high.
Split-Tail Miko: This creature can change combat math a lot, but there are better alternatives for it.
Standard Bearer: This creature could take every aura or combat trick, but it will die to every, even if it's just Lava Dart or Lose Hope and the body is terrible.
Stone Haven Medic: Just 1 life for 1 mana and tap a guy is not enough to be playable. At least it has a big butt.
Sunscape Familiar: Making about 50% of the decks it's played in cheaper can be really nice, but a 0/3 defender is not really a good body.
Suture Priest: This creature can deal some damage and get some life, but the body is terrible and it's a terrible topdeck for the lategame.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Advance Scout: The ability is nice, but the body is terrible on it's own.
Akroan Skyguard: The body on it's own is really useless and there are far too less good effects, that really want to target this card.
Alaborn Grenadier/Steadfast Guard/Thraben Valiant/Veteran Cavalier: Vigilance is mainly interesting for bigger creatures and these guys are definitly not worth the risk of WW in turn 2.
Alaborn Musketeer: Reach can be useful, but it's better to play flying creatures instead.
Amrou Kithkin/Arctic Foxes/Augur il-Vec/Fleet-Footed Monk: Worse Soltari Foot-Soldiers.
Angelic Curator/Auriok Sunchaser/Kor Outfitter/Leonin Den-Guard/Leonin Squire/Pteron Ghost/Sunspear Shikari: These cards would only be interesting for artifact-based cubes.
Angelic Page/Ghost Warden/Kjeldoran Guard: Worse Infantry Veterans.
Araba Mothrider/Armored Pegasus/Aven Squire/Concordia Pegasus/Courier Hawk/Makindi Aeronaut/Mesa Falcon/Mesa Pegasus/Osai Vultures/Skyshroud Falcon/Territorial Roc: There are bodies, that don't become better, just for having flying.
Armored Warhorse: A 2/3 without any further abilitires is simply bad and definitly not worth the risk of WW in turn 2.
Aysen Bureaucrats/Errant Doomsayers: Really bad tappers.
Boros Mastiff: Battalion is a way too high restriction, for such a bad card.
Capashen Knight: This creature needs 2 mana every time, to be at least Youthful Knight.
Capashen Unicorn: A walking Disenchant would be nice. The problem is just, that the body is very bad.
Clergy en-Vec/Crossbow Infantry/Femeref Healer/Samite Healer/Shu Farmer: The abilities of these creatures are simply too weak and outclassed by better alternatives.
Enlightened Ascetic: A 1/1 body doesn't really count as card advantage and there is a huge amount of better answers to enchantments.
Kinsbaile Skirmisher: The pump is weak and the 2/2 body uninteresting.
Kitsune Loreweaver/Kjeldoran Outrider: These creatures could become solid blockers, but only for a high price.
Lightwalker: Even if you would be able to consistently put +1/+1 counters on creatures, without making card disadvantage, this would not be the best creature.
Lost Leonin: Infect doesn't work in the most pauper cubes.
Monk Realist: The ability is highly restricted and the body is terrible.
Mystic Familiar/Mystic Visionary: Threshold is a way too high restriction.
Oreskos Sun Guide: This card is definitly outclassed by Lone Missionary and Ajani's Sunstriker.
Patrol Hound: Even if the possibility of First Strike is often enough, the price is simply too high, if you should really need it.
Revered Dead: A solid blocker, but nothing else.
Setessan Battle Priest: A very defensive body. The ability would be interesting if Heroic wouldn't be such a weak keyword.
Shinewend/Silverchase Fox: The worse versions of Ronom Unicorn.
Soul Shepherd: Mainly just a way worse Lone Missionary.
Squadron Hawk/Welkin Hawk: Cards like these don't work in the most cubes.
Starlight Invoker: The body is bad and the ability is extremly expensive.
Stonewise Fortifier: An unexciting and terrilby overcosted ability on an unexciting body.
Sungrace Pegasus: Lifelink and Flying seems nice for just cc2, but with only 1 power, it's not really worth it, if you don't have a really big amount of spells to pump it.
Trained Pronghorn: It's hard to kill this creature, but the price to protect it, is high.
Unruly Mob: This card needs at least 2 other creature dies, to become interesting.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Aven Farseer: The ability is way too situative.
Errand of Duty/Pikemen: Benalish Hero doesn't become less terrible for cc2.
Fresh Volunteers/Glory Seeker/Hipparion/Knight Errant/Shield Bearer/Silkenfist Fighter/Silvercoat Lion/Squire/Traveling Philosopher/Wall of Caltrops: Without any further advantage, these creatures are just terrible.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Ballynock Cohort: A super solid 3/3 First Strike for cc3, most of the time.
Kor Hookmaster: The white pendant of Man-o'-War.
Master of Diversion: This card is great to support highly agressive strategies. Your opponent simply can't just keep 1 blocker back and attack with the rest.
Soltari Visionary: This creature is not just a 2 power beater with a great evasion for cc3, it also handles every enchantment your opponent could have.
Troubled Healer: This card wins so many games. It doesn't just make combat math completly unpredictable for your opponent, it also makes every damage based removal useless.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Apex Hawks: A Wind Drake with a big flexiblity later in the game. None of the options is super exciting, but also none of them is really bad.
Attended Knight: Splitting the power can be useful. 1/1 Tokens are mainly not very useful, but sometimes really good.
Aven Riftwatcher: This card is way weaker in pauper limited, than in constructed. It's still flexibile. You get either 4 life and up to 3 blocks or 4 life, 1 block and up to 2 attacks, with a very solid body. It can be good for control decks to buy some time or for agressive decks in a race, but the card disadvantage can be problematic later.
Basilica Guards: Extort is very strong and a 1/4 body is an acceptable blocker.
Burrenton Bombardier: The Wind Drake opportunity is not very exciting, but the Reinforce makes this an +2/+2 aura with flash and that's definitly interesting.
Chapel Geist/Sunspire Griffin: Even if WW can be problematic in turn 3, 2/3 flying bodies are extremly solid and worth the risk.
Dawnglare Invoker: A 2 power flying beater for cc3 is always Ok and this one is game winning if you should have 8 mana for it's ability.
Farrel's Zealot: If this creature should come through the opponent's evasion, it will kill a creature nearly for sure.
Heliod's Pilgrim: The small brother of Totem-Guide Hartebeest. It's worse, but there are still enough powerful auras in pauper to search for.
Icatian Crier: Beeing able to turn lands into Raise the Alarm is a great lategame opportunity.
Kabuto Moth: This creature can give pseudo evasion, through changing combat math and block as a 2/4 flying the same turn. The problem is just, that the body and ability is often not used.
Kitsune Blademaster: As a possible 3/3 First Strike it's hard to block this creature so it's often an evasive 2 power beater, that could also block as a 3/3 First Strike.
Misthoof Kirin: This card is very decent if you hardcast it and also has the upside to be played as a morph and to be bigger later in the game.
Sandsteppe Outcast: The slightly better brother of Attended Knight. Instead of one solid 2/2 First Strike body and a barely useful 1/1 Vanilla you get an acceptable 2/1 body, but also a 1/1 flying clock.
Shu Cavalry: A white Phantom Warrior. Solid, but not too exciting.
Skyhunter Skirmisher: This is a very impactful 2 power flier for cc3. Every kind of pump easily reaches absurd dimensions. Only WW in it's cost prevents it from beeing a staple.
Zealous Inquisitor: It's very hard to kill this creature. It's either an evasive 2 power beater or a very interesting blocker.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Amrou Seekers/Knight of Valor/Soltari Lancer/Zhalfirin Knight: Evasive 2 power beaters for cc3, with a worse evasion than Shu Cavalry.
Armor Sliver (Only online common!)/Avian Changeling/Elder Cathar/Hive Stirrings/Kithkin Zephyrnaut/Makindi Shieldmate/Poultice Sliver/Veteran Swordsmith/Waxmane Baku/Whipgrass Entangler: These cards are only considerable if you are heavily supporting the specific tribal.
Auramancer: Enchantments are rarely going to the graveyard, but for cubes with a lot of enchantment hate, this card is considerable.
Benalish Knight: A possible combat trick, but with just 2 power, there isn't much it is able to trade.
Benalish Lancer: Flexibility is nice, but the first opportunity is terrible and the second is overcosted by 1.
Cloudchaser Kestrel/Wispmare: The restriction is very high, but they find a target, they are good.
Court Street Denizen: The most limited decks are at least 2 colored, what makes this card very restricted. It won't tap this often.
Defender of Law/Farbog Explorer/Lawbringer/Lightbringer/Nightwind Glider/Pilgrim of Justice/Pilgrim of Virtue/Thermal Glider/Wall of Light: These cards would only be interesting for sideboards.
Devout Witness: Turning every land into Disenchant can be really interesting, but mainly you don't need to remove more than 1 enchantment or artifact.
Diving Griffin/Eagle of the Watch: Vigilance on a flying creature can be interesting to prevent counter attacks, but on the other hand as a 2/2 or 2/1, that will die to nearly everything else, that is able to fly, it's definitly less exciting.
Dragon Bell Monk: Prowess is a nice thing to scare creatures with the same P/T from blocking or attacking into it, but if the body of the creature with prowess is underpowered, which a 2/2 for cc3 is, it's often better simply to play a bigger body without prowess for the same cost.
Hallowed Healer: This guy is bad with his first ability, but really interesting with Threshold.
Kemba's Skyguard: Gaining 2 life just for playing a Wind Drake is interesting, but not much and the risk of WW in turn 3 is given.
Kor Sky Climber: This card can come in for a lot of damage, but you have to pay 2 mana each turn for it you may not have.
Lagonna-Band Elder: 3/2 bodies for cc3 are pretty weak, because of the huge amount of 2/1 and 2/2 bodies, that want to trade them. Without a really high enchantment count, this card is too weak.
Mardu Hordechief: This card is mainly going to be the strictly worse version of Attended Knight.
Niblis of the Mist: A 2 power flying beater for cc3, that can prevent 1 creature from blocking. Ok, but not exciting.
Nightguard Patrol: First Strike and Vigilance is a nice combination of abilities, but with just 2 power, this creature will find it hard to attack after turn 4, what makes this more a bad blocker.
Pegasus Charger/Voiceless Spirit: Even with easier cc, these cards are mainly the worse versions of Chapel Geist.
Reliquary Monk: This card could make card advantage, but if you need the ability, it's very problematic, if the creature has to die for it.
Royal Trooper: Only online common! A 4/4 body is huge for blocking, but for attacking this creature isn't very useful.
Sanctum Custodian: A worse Hallowed Healer.
Sandcrafter Mage: A 3/3 for cc3 would be decent, but bolster can be a downside aswell as an upside. Especially in White there are some 1/1 Tokens, that don't really want to be bolstered.
Soldier Replica: The ability is very solid, but the body is unexciting.
Stalwart Aven: A solid defensive flying body, that is a solid answer to all the 2/1 fliers in pauper. On the other hand it can be really annoying to take a turn off blocking, to make the body more relevant.
Village Bell-Ringer: A walking combat trick. The problem is just, that the 1/4 isn't very exciting.
Wingsteed Rider: If you have a lot of stuff, that's able to target this guy, it's very solid, but otherwise it's just a Wind Drake for 1WW.
Zealot il-Vec: A white Prodigal Pyromancer.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Abbey Matron: A possible 1/6 blocker for cc3. Huge but not too exciting.
Alabaster Wall/Benevolent Ancestor/D'Avenant Archer/D'Avenant Healer/Daru Healer/Kithkin Healer/Militant Monk/Noble Vestige/Saltfield Recluse: The abilities are simply too weak and outclassed, by too many better alternatives.
Argivian Blacksmith/Skyhunter Cub: These cards would only be interesting for an artifact-based cube.
Auriok Replica: The ability is very situative and not really interesting.
Benalish Veteran: Attacking it's a Nessian Courser, but different to the Courser, the Veteran can't block as a 3/3 and dies to Firebolt/Disfigure.
Blinding Souleater: An overcosted tapper.
Capashen Templar: An overcosted Kjeldoran Outrider.
Charging Paladin: A 2/5 for cc3 is huge, but only attacking and with just 2 power it will easily be blocked.
Combat Medic: Even if the prevention doesn't require tapping, it requires a huge amount of mana.
Daru Sanctifier: Only beeing able to get rid of enchantments is too restricted, especially attached to a bad body.
Elite Javelineer: As a 2/2 this creature won't survive many blocks, so the ability would be worth it.
Elite Skirmisher: Heroic is a really bad ability and even if you would support this keyword, the effect of this card is simply far too bad.
Femeref Knight: Vigilance becomes more interesting on bigger creatures.
Freewind Equenaut/Gate Hound: These cards would even only be of small interesting with a big amount of auras.
Griffin Sentinel/Skyhunter Prowler: The worse versions of Diving Griffin.
Guardians of Akrasa: Exalted isn't worth such a bad body.
Gustcloak Harrier/Moonlight Geist: The abilities of these cards are very situational.
Gustrider Exuberant: A bad body, with a bad ability. There aren't this many playable 5 power creatures in pauper.
Haazda Snare Squad: The restriction to attack, makes the ability way worse.
Harvestguard Alseids: Constellation would only make sense with a very big amount of enchantments.
Helionaut: Fixing mana can be nice, but the body is very bad.
Jamuraan Lion: The body is very fragile and the ability is weak.
Kitsune Bonesetter: The damage prevention is big, but the restriction is too high.
Knight of the Pilgrim's Road: 3/2 bodies with cc3 are pretty bad, because they trade with all the 2/2s and 2/1s your opponent has left from the early game or that already did their job, when entering the battlefield.
Kor Scythemaster: A 3/1 with first strike for 3 would be Cubeable, but it's just a vanilla while blocking.
Makindi Patrol: Without an Ally theme, Rally is not very useful.
Master's Call: An overcosted Raise the Alarm.
Midnight Guard: This card is simply bad, without the right synergies.
Mine Bearer: There is a huge amount of better alternatives for white, to get rid of a creature.
Moonwing Moth: A growing toughness is only a small advantage.
Palace Guard: A worse Wall of Glare.
Priests of Norn: Infect doesn't work in the most cubes.
Revered Elder: This creature is hard to kill, but such a weak body is not really protection worthy.
Rousing of Souls: You could get 2 tokens, but it's not very probable.
Seller of Songbirds: Spliting the power can be interesting, but a 1/1 flying is only of small interest and a 1/2 on the ground is terrible.
Shadow Glider: There are a lot of 2/x fliers for cc3, that have upsides. This is none of them.
Shieldmage Advocat: The ability is strong, but the price is way too high.
Shinen of Stars' Light: Either a very bad creature or a very bad combat trick.
Shu Defender/Town Sentry: Way worse versions of Royal Trooper.
Shu Grain Caravan/Venerable Monk: Kemba's Skyguards without flying.
Soul Charmer: This creature won't survive more than 1 fight, so the ability is only of small interest.
Springjack Knight: This creature won't survive more than one attack, with Double Strike or without.
Standing Troops/Affa Protector: 1 power is simply too less for a good vigilance blocker.
Stonybrook Schoolmaster: There aren't this many alternatives for attacking to tap a creature and this one won't survive even a single attack.
Task Force: This card got a terrible body, so the protection against damage based removal is nearly worthless.
Vigilant Sentry: Threshold is a too high restriction.
Wild Aesthir: This card needs a permanent investment of WW to be acceptable.
Wild Griffin: The white pendant of Wind Drake.
Wingbeat Warrior: The effect and creature are too weak to be worth 6 mana.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Alaborn Trooper/Border Guard/Brago's Representative/Femeref Scouts/Keepers of the Faith/Loxodon Wayfarer/Pearled Unicorn/Regal Unicorn/Shu Foot Soldiers: These cards are simply terrible, without any further advantage.
Benalish Infantry/Enchanted Being/Kitsune Riftwalker/Kjeldoran Skyknight: The abilities of these cards are way too restricted.
Keen-Eyed Archers: This card is even worse than Wild Griffin.
Pious Kitsune/Surging Sentinels: Cards like these don't work in the most cubes.
Silent Attendant: Only life is not worth a card.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Coalition Honor Guard: This card wins a lot of games on its own. This card can't just take every damage based removal, that deals less than 4 damage, it can also take every combat trick and aura, pumping or Pacifism-like, your opponent plays.
Guardian of the Guildpact: Even if this guy has 1 power too less for powered and unpowered cubes, it has still protection of about 90% of the most cubes. This card is not just the perfect blocker, it can also beat, nearly unblockable, and goes crazy with equipments.
Seraph of Dawn: The pauper pendant of Baneslayer Angel.
Battle Screech: Only online common! 4 1/1 flying creatures for cc4 is insane. You only need one additional untapped white creature for immediate flashback.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Kor Sanctifiers: Disenchant attached to a solid body is great. It's card advantage, card quality a board impact in one card.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Abzan Skycaptain: Bolster is a fine limited ability and a flier for cc4 that actually contains 4 power and 4 toughness is definitly a fine card.
Alabaster Kirin/Armored Griffin(Only online common!): Flying and Viglilance is definitly a good combination of abilities on a 2/3 body.
Cenn's Enlistment: Beeing able to turn every useless card in the lategame into Gather the Townfolk is very interesting, especially when there is nearly no way to break the cycle.
Daru Stinger: The fact, that this card was made a human later, makes it really interesting. Humans are the biggest tribal in magic and there are some of them in every color.
Heavy Ballista: This guy can't just kill every attacking or blocking creature with X/2, it can also change combat math a lot.
Mistmoon Griffin: Only online common! A bit similar to Abzan Skycaptain, but isntead of 2 +1/+1 Counters you get a, more or less random, creature from your graveyard back into play.
Spirit en-Kor: It's very hard to kill this creature just with damage, but a 2/2 flying body isn't too exciting for cc4.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ampryn Tactician: This is Ok in a creature-heavy weenie deck, even though it only really shines if you support the swarm archetype.
Aven Cloudchaser/Cloudchaser Eagle: The overcosted versions of Cloudchaser Kestrel, but still considerable.
Aven Liberator: This card can curve itself out, has a solid flying body and a nice ability. The only problem is, that it's overcosted with 7 mana overall.
Bladed Sentinel: Vigilance can be very important on big defensive bodies.
Captain's Call: 3 Creatures in one cc4 card. Interesting, but without swarm support 1/1 bodies are only of small interest.
Charging Griffin: Slightly better than Assault Griffin, but it's way too easy to kill, compared to Phantom Monster and it's worse than Armored Griffin.
Courier Griffin: 2 life aren't much, but 2/3 flyer for 4 isn't totally bad.
Daru Lancer: A solid morph creature, that can curve itself out. The main problem is just, that it's either overcosted or underpowered for such a high mana investment.
Elgaud Inquisitor: If this card dies in combat, trading another creature it really did its job, leaving the battlefield with an advantage for you. The problem is just, that a 2/2 body for cc4 isn't such a big threat and even 2 1/1 flying tokens aren't too exciting.
Flickering Spirit: As long as you keep 4 mana, this flying beater is very hard to get rid of, while 4 mana is a lot and a 2/2 flying isn't too exciting.
Griffin Protector: As long as you can a creature each turn, this creature got a huge body, but if you stop, it's only of small interest.
Hillcomber Giant: These cards would only be interesting for sideboards.
Kinsbaile Balloonist: The body in combination with the ability is interesting, but the whole card is overcosted by 1.
Kor Cartographer: A solid white ramp creature. It's very unique, but not really needed.
Makindi Griffin: A solid flying body, but completly outclassed by Seraph of Dawn.
Mystic Zealot: With Threshold this card is huge, but without it's only of small interest and Threshold is a high restriction.
Ondu Greathorn: This creature just can't compete with other four drops.
Sacred Knight: A creature with solid power and evasion against 2 of 5 colors.
Salt Road Patrol: A very defensive body, with the option to grow during the late game. The problem is, that it can't block, when you pump it.
Stonehorn Dignitary: Even if the body is very bad, this guy can buy some time for you, if you should really need it.
Student of Ojutai: With enough noncreature spells, this card could be huge in white control decks, but mainly there aren't enough, to make this mediocre body worth it.
Thraben Sentry: The restrction is very high, but if this creature should really be flipped it's simply huge.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Abbey Griffin/Ardent Soldier: The worse versions of Armored Griffin.
Absolver Thrull/Daru Sanctifier: Only beeing able to destroy enchantments is too restricted.
Armory Guard: There aren't enough gates in cubes, to enable the ability for sure.
Assault Griffin: A 3/2 body is really fragile, with flying or without.
Aven Redeemer/Loxodon Anchorite: The ability doesn't require a solid body and would be better on a body for less mana.
Ballynock Trapper/Shade of Trokair: Beeing bound to a single color is often very problematic in limited, because the most decks are at least 2 colored.
Battlewise Aven: Threshold is a high restriction and even if you would fit the restriction a 3/3 Flying First Strike is not exciting enough to be worth the risk.
Carrier Pigeons: Creatures with an included cantrip can be very nice, but this one is hardly overcosted.
Champion of Arashin: 3 power and lieflink is quite nice for cc4, but with just 2 toughness, this will trade for any 2/1 or 2/2, that already did it's job during the early game or when entering the battlefield.
Changeling Sentinel/Join the Ranks/Moonlit Strider/Pallid Mycoderm/Watcher Sliver: These cards would only be interesting with enough tribal support.
Cloud Crusader/Ekundu Griffin/Razorfoot Griffin/Skyhunter Patrol/Spotted Griffin: Mainly just the worse versions of Makindi Griffin.
Dawnfluke: The ability is weak and the body is terrible.
Defender en-Vec: There are way better alternatives to prevent damage if needed.
Dive Bomber: The body is weak and the ability is only of small interest.
Ephara's Warden: A terribly overcosted tapper.
Eyes in the Skies: There isn't enough to populate in the most pauper cubes, to make this card worth inclusion.
Foriysian Interceptor: An overcosted Wall of Glare.
Ghalma's Warden/Sanctum Gargoyle: These cards would only be interesting for an artifact-based cube.
Kjeldoran Elite Guard: This card would be interesting, if there wouldn't be such a high threat of card disadvantage,
Knight of Sursi: This guy either takes too long with Suspend or is overcosted. Not really exciting.
Midvast Protector: Without flash, the ability is only of small interest.
Moorish Cavalry: On small bodies Trample is only of small interest.
Mothrider Samurai: Beeing able to block as a 3/3 flying doesn't change much about the fact, that 2 damage with flying is simply not enough for cc4.
Oaken Brawler: Clash is a high restriction and this card is definitly not worth the risk of losing it.
Pious Warrior: "Lifelink" doesn't change much about the fact, that a 2/3 is simply way too weak for cc4.
Samite Alchemist: The protection is big, but the price is high.
Shu General: Unblockable and Vigilance seems nice, but a 2/2 can't block very much without dying.
Spawnbinder Mage: Bad. The body is not worth the cost and the ability is useless without the right support.
Teroh's Faithful/Tormented Angel: Great defensive creatures, but 1 power is simply too less for a 4 drop.
Trenching Steed: If with the activated ability, this creature is only of small interested.
Wall of Faith: A really bad wall, that comes too late.
Zarichi Tiger: A weak body with a solid ability. Ok, but not too exciting.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Akroan Mastiff: The striclty worse version of many other cards, with the same ability.
Aurora Eidolon/Daru Cavalier/Kitsune Healer/Saltskitter/Sunspire Gatekeepers/Takeno's Cavalry/Tine Shrike: Cards like these don't work in the most pauper cubes.
Aurora Griffin: A terribly overcosted Wind Drake with a useless ability.
Aven Trooper: An extremly weak creature with a very bad ability.
Foot Soldiers/Great Hart/Loxodon Convert/Pillarfield Ox/Prison Barricade/Shu Elite Infantry/Trokin High Guard: Without any further advantage, these cards are simply terrible.
Harsh Deceiver: As long as you have no influence on your topdeck, this card is simply terrible.
Kjeldoran Escort/Knights of Thorn/Noble Elephant/Teremko Griffin/War Elephant: There aren't enough playable creatures with banding, to make any of them playable.
Mounted Archers: This card is simply way too weak.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Custodi Squire: A 3/3 flying body for cc5, that returns a permanent of your choice to your hand.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Totem-Guide Hartebeest: A 2/5 for cc5 may seem bad, but it does something on the board and is hard to handle. Way more important is the second ability, because the most of the white removal spells are auras and a some other auras are also given in the color combinations with white, so you don't just get a big wall, that can still attack, you also get any aura you have in your deck and that's just insane, especially, because the Hartebeest itself isn't a bad target for auras on it's own.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Supply-Line Cranes: This card comes as close to a Serra Angel as pauper got so far. A 3/5 flying would have already been unique enough, but the upside to split the power makes this card even more interesting.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Antler Skulkin: A really solid ability, but the 3/3 body isn't very exciting.
Aven Tactician: Bolster has its ups and downs against a targeted +1/+1 counter and mainly the downsides overwhelm. The missing point in toughness is another point, that makes this nearly strictly worse than the compareable Supply-Line Cranes.
Dawnstrike Paladin: Vigilance and Lifelink are maybe the best abilities a finisher can have, apart from Hexproof, but no matter if you call it overcostd or underpowered, this card is simply too weak. It would need to cost cc1 less or have at least 1 power more.
Castle Raptors: A 3/3 flying for cc5 isn't really good, but with the 2 additional toughness, this one is at least able to block the most creatures in the cube.
Conclave Phalanx: This can be good in a slow token-heavy deck, but that's very specific.
Expedition Raptor: Support is a nice mechanic, but the inability to put the counters on itself is bad.
Ghostly Sentinel: A solid body with evasion and vigilance.
Griffin Dreamfinder: The big brother of Auramancer. It has the same problem. Enchantments are mainly not going to the graveyard. You would need a huge amount of enchantments and Disenchant-like spells, to make this card interesting.
Plover Knights: Another 3/3 flying for cc5, that got at least First Strike, to be able to trade other flying stuff.
Shu Elite Companions: Only online common! Horsemanship is a great evasion, the only problem is, that cc5 is a lot for just 3 power and different than the flying guys, with worse evasion, it's not able to block flying stuff from the opponent.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Aven Flock: 2 power in the air for cc5 is definitly way too bad.
Barrenton Medic: An agressive ability on an expensive and defensive body is pretty useless.
Battle Hurda/Titanium Golem: Plover Knights without flying.
Battleflight Eagle: Giving pump and evasion to another creature isn't bad, but the 2/2 flying body is simply too bad.
Boreal Griffin/Lucent Liminid/Peregrine Griffin/Silverclaw Griffin/Skyrider Trainee/Steeple Roc: The worse versions of Plover Knights.
Burrenton Shield-Bearers: Giving more thoughness to other creature can be nice, but the 3/3 body on it's own is simply too unexciting.
Kithkin Spellduster: The body is terrible for the cost and only enchantments is a too high restriction.
Lowland Tracker: Provoke is a really nice ability, but a 2/2 First Strike body for cc5 isn't exciting enough on it's own. This creature depends on auras or enchantments, to be really good.
Loxodon Mystic: Either you want a big body to attack or you want to use the ability.
Nav Squad Commandos: A 4/6 Vigilance seems nice, but on it's own, this card is simply too bad and battalion is a huge restriction.
Sage-Eye Harrier: A very defensive, overcosted body, that doesn't become better through morph.
Sandstorm Charger: Hardcasting this card is extremly unattractive and paying 8 mana for a 4/5 Vanilla is neither very good, split up or not.
Sensor Splicer: A 1/1 and a 3/3 for cc5 isn't exciting and Vigilance doesn't change much about that.
Shu Soldier-Farmers: Lifegain on a big body is sometimes nice, but for cc5 a 2/4 isn't good enough.
Spectral Gateguards: On it's own this card is really bad and Vigilance is only situative an advantage.
Staunch Defenders: Only online common! Life attached to a useful effect or body can be good, but a 3/4 for cc5 is simply way too bad to make this a good card.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Ardent Militia/Border Patrol/Guardian Lions: Vigilance doesn't change much, when the body is totally overcosted.
Caravan Hurda/Dromad Purebred: A huge wall, that only grants 1 life per block.
Daunting Defender/Hundred-Talon Kami/Kami of Tattered Shoji/Kami of the Painted Road/Lymph Sliver: There aren't enough playable creatures of any tribe.
Ghost Tactician: The worse version of Loxodon Partisan.
Great-Horn Krushok/Siege Mastodon/Silent Artisan/Thraben Purebloods: Bad and overcosted bodies.
Heavy Infantry: An agressive ability on a very bad defensive and expensive body is just terrible.
Icatian Phalanx/Kjeldoran Skycaptain: Banding is really bad in the most cases.
Kitsune Dawnblade: The body is totally terrible and the ability isn't even good.
Righteous Avengers: Not even a good sideboard card.
Shriek Raptor: Infect doesn't work in pauper cubes.
Tireless Missionaries: The worse version of
Shu Soldier-Farmers.
5 – Bomb. This card is, and probably always will be, one of the core cards in the cube and is consistently first-picked. Examples are: Serrated Arrows, Rolling Thunder, Vulshok Morningstar.
Nothing here.
4 – Staple: This card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter.
Nothing here.
3 – Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Centaur Courser, Rend Flesh, Akrasan Squire.
Benalish Lancer: A 4/4 First Strike is a huge threat and if it should be really needed, this card can still be played as a Bear to trade with X/2 creatures.
Noble Templar: cc6 is a lot, but with Plainscycling, this creature has the needed flexibility.
Razor Golem: This card is mainly played for about 4 mana and a 3/4 Vigilance is simply extremly solid at any time of the game.
Triplicate Spirits: 3 1/1 fliers are nice and with Convoke, this can be cast quite early.
2 – Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Scroll Thief.
Ivory Giant: This card is very bad for suspend, because your opponent sees the effect coming and for cc7 this card is simply overcosted.
Maze Sentinel: Vigilance is very important for big creatures, but this card is overcosted.
Yoked Plowbeast: Flexibility through cycling can be very interesting, but cc7 is a huge amount of mana and a 5/5 Vanilla is not too exciting.
War Behemoth: Morph to reduce the mana cost can be fine and a 3/6 is definitly suprising, but after that it's just a 3/6 blocker, that would need Vigilance to attack.
1 – Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Iona's Judgment, Lava Spike, Cancel.
Aven Battle Priest: Lifegain attached to creatures can be a good thing, but a 3/3 flier for cc6 is very bad and 3 life is not even much.
Conclave Equenaut: Convoke is a very weak ability in the most limited decks, because tokens are rarely played.
Gempalm Avenger/Grassland Crusader: These cards would only be interesting with enough tribal support.
Jedit's Dragoons: 4 life is a lot, but the body is really bad for cc6.
Lairwatch Giant: A huge blocker, but with just 3 toughness it's really fragile against removal, aswell as it's bad at attacking.
Loxodon Mender: This card would only be interesting for artifact-based cubes.
Silverstorm Samurai: Beeing played as a combat trick, that can kill up to 3/4 attacking bodies without dying and trade any X/4, but cc6 is a huge amount of mana and afterwards this card is only of small interest.
Voice of the Provinces: This card is simply overcosted. The 3/3 flying body isn't worth more than cc4 and the 1/1 token is only of small interest.
0 – Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp, Fortress Crab.
Woeleecher: The most cubes don't have the right synergies to play cards like these.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
For example, instead of re-classifying the cards for each size, you know that a card is #14 on its group, so it is not playable in a small cube but playable on a bigger cube, etc.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
yeah, that approach sounds much better to me. A Top10 would be enough though. And it probably wont need a particular order. A new cubebuilder can chose from the best 10 cards he likes most. That way cubes still have a personal note.
But we should still update Als Evaluation thread, since its nice to have all available commons at one spot you can search through.
Id love to have a card discussion subforum in cubetutor though, like gatherer used to have.
T2 powpercube Value https://cubecobra.com/cube/list/37t