Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Jackal Pup: Even though this creature is only good in suicidally aggressive decks, this is still where a 2/1 for 1 really shines.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bloodlust Inciter/Goblin Motivator: The 1/1 body doesn't do much on its own, but effectively giving every creature haste is a huge advantage for aggro decks.
Frenzied Goblin/Intimidator Initiate: Preventing creatures from blocking is nice, but the 1/1 body doesn't do much on its own and the constant mana investment can be problematic.
Goblin Champion – Another odd pairing. Haste means it is ok real early, but supports a slower aggro start
Martyr of Ashes: One of the only red mass-removal spells in pauper that is able to deal more than 1 damage. It's a little bit problematic later in the game when you don't have so many red cards in your hand left, but the effect is unique enough to play this card.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bloodfire Dwarf: This guy can kill your creatures as well as your opponents, but with just 1 damage it won't kill much. Electrickery will often simply be the better version of this card.
Cinder Wall/Torpid Moloch: These Walls are quite big for R. The only problem is that they'll always trade only 1 for 1, no matter for which creature.
Fanatical Firebrand/Frostling/Mogg Fanatic: 1/1 bodies aren't very useful, but played on turn 1 these cards doesn't bind mana later and they will mainly find at least one target. In addition to that, it has the "Seal-Effect", that makes cards like Seal of Fire better than Shock.
Fire Shrine Keeper: A 1/1 evasive body with late-game relevance can be nice, but the front end isn't that exciting and the ability is somewhat expensive.
Forge Devil: A one-drop that can kill any X/1 creature on etb. The problem is just that 1/1 bodies aren't very exciting.
Goblin Arsonist: A version of Mogg Fanatic that is able to trade for X/2 creatures, but it's often not what you want.
Goblin Fireslinger: This card can bring it's damage through, but it's not really exciting.
Goblin Grappler: Provoke is a great ability, but a 1/1 can't trade for much.
Goblin Patrol: One-drops that got 2 power without any hard restrictions are mainly good. The only problem is that Echo cost on Turn 2 is a problem for curves.
Gorilla Shaman: One of the few artifact removal creatures red got, but this one is nearly useless without a target.
Grim Initiate – Odd pairing of 1/1 First Strike and leaving a token after death. Works in aggro and equip builds; as well as Sacrifice-matters.
Insolent Neonate: With its abilities, it has at least a little late-game value.
Ruinous Gremlin: This creature is pretty good in an artifact-heavy environment, but everywhere else it's just ok.
Scorched Rusalka: This card can give you value out of dying creatures, but does close to
nothing if you're behind.
Scorch Spitter - Outclassed fast, but can get a few points in
Skitter of Lizards: Flexibility is nice, but this card is simply never really exciting.
Spear Spewer - Curse of the Pierced Heart: the creature. Has to be Arrest'd or killed. Pacifism doesn't stop it. Enables damage requiring abilities like Spectacle and Bloodthirst
Torch Courier - Attacks early, enables later. Only the most aggro of cubes.
Bad: Don't cube this. It might look fine, but it's not worth it.
Goblin Swine-Rider: Mainly just an evasive 1/1 body that prevents everything of yours with 2 or less toughness from attacking along with it.
Goblin Vandal: A 1/1 without evasion will not get through often.
Jackal Familiar: The body is simply not worth such a high restriction.
Jawbone Skulkin: Even if permanent haste would be nice, the 1/1 body is really useless and the red restriction is bad for limited. 2 is also a lot of mana to just give creatures haste.
Kolaghan Stormsinger: You will probably never hardcast this for R, but always play it face down and in that case, you paid 3 mana for a 2/2 and an additional mana to give the next creature haste, you are going to cast next turn. Pretty underwhelming.
Kris Mage: Turning Lands into Hornet Sting is simply not exciting enough and not worth a 1/1 body.
Fireslinger/Sparksmith: Dealing 1 damage to creatures may not seem like much on first look, but there are a lot of X/1 guys, that will die to these. The Fireslinger also has the opportunity to ping on players, while Sparksmith could deal more than just 1 damage to creatures.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aetherflame Wall: A big wall for cc2 that can get some power when needed. It has no reach, but there are some shadow creatures in most cubes so the additional ability isn't totally useless.
Ashmouth Hound/Ornery Goblin: On first look, this card may not look too exciting, but there are a lot of X/1 creatures that won't be able to block this guy and even X/3 creatures would only trade for this.
Burning Prophet – Generates more value while getting boosted. Good defensive early body to boot.
Crimson Mage - adding Haste to anybody for just R is pretty decent. Body is ok.
Firebrand Archer: Red decks often struggle to deliver the final points of damage, once the opponent has stabilised the board. This creature is one of the possible solution, that doesn't just have 2 power, but can also deal damage beyond attacking, even though it will rarely want to become involved in blocks of any sort.
Generator Servant: This card is not just some kind of Seething Song on a stick, it also gives haste to up to 2 creatures. A really good design.
Goblin Trailblazer: A solid evasive 2-power creature for aggressive decks
Immolating Souleater: It's a solid 2 drop that can finish an opponent that's at low life and is able to trade for way bigger creatures, for just some life. On the other hand, you have a problem if it becomes the target of a removal spell after you paid all the life.
Iron Myr: Red ramp is very unique and this is very good for clunky red decks or control decks with red.
Keldon Marauders: This guy is perfect for heavily aggressive red decks. It's either a Lava Axe for cc2 or it forces your opponent to chump or trade against it. As well, it works very well with self-bounce.
Kruin Striker: This creature makes you want to play your creatures pre-combat in exchange for a constant 3/1 trample beater for 2 that can even become 4/1 trample if you are able to play 2 creatures in one turn.
Mardu Scout: A 3/1 for cc2 is great and even if RR makes it look way worse, this one has an additional upside in Form of Dash which makes it pretty decent overall.
Nest Robber: A fine haste threat for aggressive decks.
Orcish Hellraiser - even on turn 2, the saturation of 1cmc cards may not slow this too much
Plated Geopede: 3/3 First Strike is simply huge and landfall isn't too hard to enable. Later it can be problematic, but during the early game, this guy is just great.
Thermo-Alchemist: It is cheap and has a large enough rear to survive many mass sweepers. The ability targeting only players is fine as you will likely get 1-3 extra points from it in an average deck. And 5 damage over the game, from a 2cc, is more than most bodies can generate.
Underworld Rage-Hound: Having to attack each turn is a significant downside, but allowing you to use your graveyard for "free" value later, when you run out of gas in a color, that doesn't have much use for the graveyard is nice and a 4/2 can rarely be ignored.
Viashino Slaughtermaster: Even without the second ability, this card is easily strong enough that you can play it on your red section if you want. On its own, it doesn't look too impressive, but every kind of pump easily reaches absurd dimensions.
Zada's Commando: A 2/1 with first strike for 2 is pretty good, even if the Cohort ability is irrelevant.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Blazing Effigy/Ogre Sentry: On first look, these creatures may seem totally different, but in fact, they can block every 2/X creature without dying and trade nearly every X/3 creature they block.
Bloodcrazed Neonate: This guy needs to be handled very fast. It's not hard to get rid of it, but if it gets through at least once it becomes interesting. Though, the first ability is especially problematic later in the game. If this creature would have haste, it would be nuts.
Chandra's Magmutt: Being able to deal unconditional direct damage to the opponent shouldn't be underrated. There are better alternatives to this though.
Dragon Hatchling: A red flying creature that can deal more than 1 or 2 damage seems interesting, but it doesn't do anything without investing mana. With at least 1 power permanently, this card would be way better.
Drannith Stinger: Cycling 1 is strong, but you will rarely want to cast a vanilla 2/2. It's basically a vanilla, because it's very unlikely that you will trigger the effect more than once, unless you are really dedicated towards a cycling archetype.
Drooling Ogre: A 3/3 for cc2 is great and if your opponent has no artifacts this guy can be game-winning on turn 2, but you can't be sure that they have none and that makes this guy really risky.
Emberwilde Augur: An acceptable 2/1 beater for cc2 that has the opportunity to be used as Lava Spike. This card would be great without the upkeep restriction.
Fathom Fleet Firebrand: The 2/2 body isn't very exciting on its own, but the late-game mana-sink option is nice. She can trade or get in for some damage early and if drawn in the late game, she can be used as deterrence with a lot of mana open or just be pumped for some serious damage.
Fire Urchin – Trample is nice, but the boost is smaller than Kiln Fiend
Ghitu Chronicler - Red Control since the body is ok early, but the payoff is at 6cmc where not all red decks can recur spells
Goblin Bushwhacker: In constructed pauper this card is great, but in limited it's way harder to draft a swarm deck and a game isn't decided in the first 5 turns.
Goblin Shortcutter: An acceptable beater that can bring damage through on etb. The only problem is that you mainly don't want to play it on turn 2.
Goblin Skycutter: Flying hate is totally mainboardable in most pauper cubes, but sometimes it just doesn't find a target and a 2/1 isn't too exciting.
Grenzo's Cutthroat: An aggressive creature with a non-aggressive ability. This card is great on turn 2, but can easily be a terrible topdeck a few turns too late.
Hearth Kami: This card is outclassed by 2 better versions of it.
Hinterland Hermit: An acceptable beater that can grow to 3/2. The problem is just that you mainly don't want this guy on turn 2.
Hobblefiend: Decent red sacrifice outlets are rare and being able to cash in all creatures, that would die to removal for a lasting +1/+1 counter can be pretty nice.
Incendiary Oracle: A firebreathing 2 drop with an exile clause. It's okay, but not too exciting.
Kozilek's Sentinel: It has a big butt, but the ability will almost never trigger.
Pygmy Pyrosaur: This creature can bring some damage through, but it needs a lot of mana investment.
Kiln Fiend: Another creature that is way better in constructed decks. Mainly you don't want to use your spells during your first main phase or combat step and you won't have many, but sometimes this card can be nuts, especially with Lava Dart and Death Spark.
Mogg Flunkies: The restriction can be high, but the body is solid.
Mudbrawler Cohort: A 2/2 Haste for cc2 would be nice, but the restriction is quite high and it's not really exciting.
Nef-Crop Entangler: A solid aggressive creature. Unfortunately, it gets killed rather easy with just 1 toughness.
Reckless Reveler/Torch Fiend: Red doesn't have many possibilities to get rid of anything else than creatures. These 2 are artifact hate attached to acceptable bodies.
Rimrock Knight: 3/1s for 2 are ok, but not having the option to block is a downside and the combat trick can fizzle and counter the Knight. Also you usually want to play your 2 drop on turn 2, which means that you often never had the chance to get the full value out of this.
Riot Piker: A 2/1 can attack a few turns, during the early game, but every X/3 easily trades it 1 for 0 and it's a terrible topdeck.
Rustrazor Butcher: The combination of First Strike and Wither is very interesting, but 1 power isn't much.
Sigiled Skink: This creature is really fragile, but the effect is strong.
Skinbrand Goblin: A flexible creature, but none of the possibilities is too exciting.
Soulbright Flamekin: The ability is really situative, but sometimes it can be interesting.
Thunderscape Familiar: Making about 50% of decks cheaper is nice, but a 1/1 First Strike body is far from being good.
Valley Dasher: The drawback is quite big, but a 2/2 Haste for 2 can be really good during the early game.
Village Ironsmith: This card is a little bit too bad, as long as it remains unflipped, to be played. Beyond that, it becomes quite interesting after being flipped.
Welder Automaton: The body is reasonably costed and the ability is relevant, but it dies to literally anything.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adder-Staff Boggart: A 3/2 for cc2 would be nice an even a 2/1 is acceptable, but Clash is a very high restriction.
Bloodhaze Wolverine: You would need to trigger the effect constantly for this to be good.
Bogardan Lancer: A 2/2 Flanking for cc2 is good, but not worth any hard restriction.
Bola Warrior: Discarding lands to give evasion is interesting for the later stages of the game, but early it's useless and often there's more than 1 creature that needs to be prevented from blocking.
Lightning Visionary: Prowess isn't a very strong keyword, as it requires you to play your noncreature spells before or mid combat in order to get value out of this and the base 2/1 body is simply bad.
Wall of Torches: A wall that can trade with X/4 bodies 1 for 1, but it's super fragile and dies to everything that wants to kill it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Brazen Wolves: 4/3 on the attack is above-the-curve for a 3cc. Being splashable helps it a lot of 2-3 color aggro.
Splatter Thug: 3/3 First Strike creatures are super solid. It's good enough at attacking, so it doesn't need to block.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Akroan Sergeant: A 2/2 with first strike for three is already good, but the possibility to get a 3/3 makes this one better.
Ahn-Crop Invader - Having First Strike on attack and repeated sacrifice makes it a big threat
Atarka Efreet: One of the morphs that really punish the defending player for not blocking it. 6 damage to the face and if needed an additional 1 is a huge race advantage for the red deck. It's only a bit underwhelming if you just spend 6 mana just to kill the blocking 3/3.
Blood Ogre: Bloodthirst is a medium-high restriction. A 3/3 First Strike is definitely worth it.
Bogardan Dragonheart - Usally a surprise shot to the face. Repeated use depends on board state and opponent's access to removal. But trading early or pacified bodies for a big surprise flying body is very aggressive.
Boggart Brute: A 3 power creature with evasion is quite useful.
Burning-Tree Vandal - flexible in haste or size, and a looter that fits in most decks is strong.
Fault Riders: On first sight, this card may not seem so interesting, but once it's played it can be seen that it's very good. There isn't much that can block something with 4 power and First Strike, so this guy has a very solid pseudo evasion. The threat of activation alone is often enough to discourage blocks so you won't usually have to sacrifice too many lands. As well, it's one of the best blockers in pauper. No one wants to trade creatures against lands, so no one will want to attack against a possible 4/2 First Strike Wall.
Fervent Cathar: 2 power and Haste for cc3 wouldn't be good enough on its own, but this card has an etb-effect that synergizes with haste.
Gathan Raiders: A super solid 3/3 for 3, with the surprise bonus of morph and the possibility to grow to 5/5 later. The discard is definitely worth it.
Ghitu Slinger/Skirk Marauder: These cards may seem different on first look, but overall, they are both simply a body with 2 power and Shock attached to it, for 6 mana split over 2 turns. It's a little bit overcosted, but mainly worth it.
Hanweir Lancer: A 2/2 First Strike may seem unexciting, but a lot of red creatures becomes a lot better with first strike.
Hordeling Outburst - 3x Goblins for 3 is worth the restrictive mana cost
Inner-Flame Acolyte: A 4/2 Haste for cc3 is interesting and so is the possibility to grant the push to other creatures. The only problem is that a 2/2 becomes a little bit unexciting after being played and RR can be problematic on turn 3.
Inner-Flame Igniter: This is a solid card for creature heavy decks, but you will only get a very high payout if you play it in a token heavy swarm deck.
Khenra Scrapper: A solid menace threat. It can exert and become a 4/3, sort of getting the next turn's power a turn early, to help push through damage. Though, it still only deals an average of 2 damage per turn unless you win a turn it exerts, resulting in it not having the corresponding "off" turn so to speak.
Minotaur Skullcleaver: A really solid creature. It's mainly going to be better than Inner-Flame Acolyte, even if it can't pump other creatures, because the difference between 2R and 1RR can be highly relevant on turn 3.
Ruinous Minotaur: A 5/2 for cc3 is simply huge. 5 damage is 1/4 of the opponent's life, so you only sacrifice a maximum amount of 3 lands before dealing 20 damage and red has usually won already when an opponent is down to 5 life. With just 2 toughness it's a little bit fragile, but red has a lot of solutions to get rid of any creature that threatens to trade for it.
Spellgorger Weird - Red has good noncreature spells, not just in Spells-Matter.
Spikeshot Goblin: Overall it's not really exciting, but if you equip or enchant it with at least 1 additional power, it becomes very very good.
Valakut Predator: A 4/4 attacker on turn 4 is just huge and relevant at pretty much any time of the game.
Viashino Sandsprinter: Cycling for 1 is very strong and the body can situationally be very good. Once it's not anymore you can simply cycle it away.
Vulshok Sorcerer: It's worse than Fireslinger because it binds more mana and blocks a more relevant mana slot, but it can ping in the same turn so it remains solid.
Wall of Heat: The wall with the best stats pauper can afford for cc3. It's a must play for red control decks and the only thing it's missing is some reach.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arc Runner: 5 power with haste for cc3 can be interesting, but not too exciting because it's just a single turn.
Azra Bladeseeker: Looting attached to an okay body can be helpful in some situations, but 3/2 aren't great stats.
Blisterstick Shaman: It's possible to play this creature because the 2 power body has some relevance, but sometimes there is simply nothing to kill with just 1 damage.
Bloodfire Expert: Prowess is at it's best in red, but a 3/1 is simply not a good body for 3 mana.
Brimstone Trebuchet: Having reach and constantly applying damage is nice, but there simply aren't enough Knights.
Brothers of Fire: Killing X/1 creatures without being tapped is interesting, but it binds a lot of mana. The late game possibility of dealing 2 damage for 2RRRR is a little bit too restricted by the mana cost to be relevant.
Dragon Egg: It is Rukh Egg's little brother, but with Defender. The token is fine on its own, but you need to jump through hoops and unless there is a Sacrifice Theme in your cube, it is less reliable. However, if you support R/X Control, this is very playable
Erdwal Ripper: The big brother of Bloodcrazed Neonate that has the haste that Neonate needs, but for 1RR it's mainly not good enough.
Fire Juggler: A 2/2 creature with pseudo evasion. Even if Clash is a high restriction, your opponent might not be willing to risk it and block it anyway.
Frenzied Raptor: A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it's still fine and can easily find a home.
Ghitu Journeymage Only strong in UR where the Wizard count is higher. And even then, it is a stretch.
Goblin Matron: There are some playable Goblins, but it's questionable if you want to tutor one of them.
Goblin Replica: A solid 2/2 body that can be used to get rid of artifacts, but cc4 is a lot and 2/2 bodies aren't very exciting.
Goblin Smuggler - We have quite a few valid targets, and having Haste gives flexibility. But it is very dependent.
Grinning Ignus: A 2/2 creature that can make a mana advantage when needed.
Hardened Berserker: An aggressive red card that ramps. Pretty interesting, but with only 2 toughness this will very likely just trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield.
Hissing Iguanar: The body is quite fragile and the ability is only really worth it with a lot of tokens or a sacrifice theme.
Honor the God-Pharoah - Card-Neutral, and often a 1/1. Rare in Red, but increases value in Spells-Matter archetype.
Keldon Overseer - Pipedream. Still hasty and has an option if flooded.
Keldon Vandals: 1 toughness is simply too fragile to be worth the Echo cost, while a 4 power body for cc3 with artifact hate would be interesting otherwise.
Kragma Butcher: With enough options to clear a path for this card, it's not that bad.
Manic Vandal: If you have a target for the ability this creature is a 2 for 1 trade, but that's not always the case.
Merchant of the Vale: The main body and the loot ability are only Ok. The main reasony why you would want to include this is, if you heavily want to support some kind of UR Spells deck and desperately want the Adventure Half.
Minotaur Sureshot: Reach is rare in red, though the pump is overcosted.
Reckless Brute: 3 power and haste is quite interesting, though it's very fragile with the second ability and just 1 toughness.
Redcap Raiders: Even though human is the biggest tribal, "all the rest" is also a lot of creatures. The problem is, that the 3/2 on it's own isn't good enough. For this to be good you need to have a very creature heavy aggro deck, that constantly has a summoning sick creature each turn to tap until this is killed. You really don't want to tap a potential attacker to pump this.
Sparkspitter - turning any card into a Spark Elemental has threat value. But at a certain point the pay off is no longer there. Weighing a card in hand against a single-shot 3/1 Haste Trampler (or blocker) is the math.
Spelleater Wolverine: 3 power double strike for 3 sounds too good to be real, which is why it's not real. It's can be way harder to enable this than you might think, especially on curve and a 3/2 vanilla is just super bad. Unless you are dedicated towards a spell matter theme this shouldn't really be a consideration, but if you are you might give this a shot.
Spireside Infiltrator: The body is underwhelming for the cost, but it also pings your opponent when it attacks.
Stampede Rider: If you have a lot of 4 power creatures this is actually decent.
Thorned Moloch: Prowess isn't great evasion and the restriction for first strike can be annoying.
Thresher Lizard: A 4/4 for 3 is quite solid, but the restriction isn't nothing and the competition at mana cost 3 is high.
Viashino Racketeer: Card quality attached to an acceptable body is nice, but it's either overcosted by 1 mana or the body should be more exciting.
Vithian Stinger: Without haste, this guy comes very late, but Unearth makes it interesting if your opponent needs to get rid of it to play something important.
Warmind Infantry: Battalion is a high restriction, but doable for red and a 4/3 for cc3 is very solid and big threat.
Weldfast Monitor: A 3 power creature with evasion is useful, even if you have to pay a red mana to give it Menace.
Wojek Bodyguard - this may be solid in a Swarm deck with lots of Goblins. But otherwise, you generally want 3/3s with other abilities.
Bad: Don't cube this. It might look fine, but it's not worth it.
Destructive Digger - Paying 3 to just Loot isn't great. And sac'ing lands too often gets expensive.
Dragonsoul Knight: The second ability may look very strong at first glance, but it's so hard to reach all 5 colors and this is one of the few payout cards for that, that it's not worth it.
Spin Engine: The fact that this creature can become unblockable for a lot of mana doesn't change anything about the fact that 1 toughness makes it extremely fragile.
Storm Caller: 3/2 Vanilla bodies for 3 are pretty bad and the 2 damage to the face can't make up for that.
Thatcher Revolt: Dealing 3 damage to a player for cc3 with 3 bodies can be interesting with some synergies, but mainly it's just a bad and overcosted version of Lava Spike.
Two-Headed Cerberus: This card depends so much on pump that it's simply really bad without any.
Vulshok Replica: Being able to be turned into Lava Spike can be interesting, but often it's better to simply play a more solid creature for the same mana.
Wall of Fire: A big wall, but 1RR can be problematic on turn 3 and most decks in limited are at least 2 colors.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Beetleback Chief: Only online common! 3 creatures together with 4 power and toughness for cc4 is extremly solid.
Gorehorn Minotaurs: A 5/5 for cc4 is absolutely huge and absolutely worth the restriction of bloodthirst.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bladetusk Boar: 3 power and evasion for cc4 is solid, but the 2 toughness makes it a little bit fragile.
Coal Stoker: A 3/3 is solid and if you have a use for the RRR, it can be a huge tempo advantage.
Crusher Zendikon: For tapping 4 lands, you get a 4/2 Haste Trample that is a little bit fragile against bounce, but still good enough.
Ferocious Tigorilla: The flexibility on this is rarely relevant, because menace is better in pretty much every case, but that doesn't mean that a 4/3 menace for 4 isn't rock solid.
Flummoxed Cyclops: A 4/4 for 4 is rock solid and if your opponent is forced to attack with at least 2 creatures if he wants to trigger the ability, which might leave them open in the back swing. The opponent also can't just attack with 1 flier.
Goblin Freerunner: It's overcosted without Surge, but Surge is easy to enable and then it's really good.
Goblin Heelcutter: This card is great to force your opponent to stay back with all creatures or to attack with all of them and try to race you. Both are lines of play your opponent would maybe not choose if you let him and in a race, you are favored simply for being red. The additional upside of having Dash is not needed, but nice to have and is what makes this card an easy staple.
Marauding Maulhorn: A 5/3 that must attack each turn. The 3rd toughness makes it quite solid and hard to handle and with an amazing 5 power, it's a 4 turn clock on its own.
Rukh Egg: A 0/3 wall that isn't allowed to die for your opponent. For red control decks, it's absolutely great.
Slash Panther: 4/2 Haste guys for cc4 are quite good. The 2 life is mainly redundant.
Sprinting Warbrute: This creature may have cc5 in the top right corner, but it's actually a 4 drop. It's so threatening that the people are often forced to trade, chump or deal with it immediately if they don't want to keep getting Lava Axed.
Stingscourger: Either a red Unsummon for cc2 at Sorcery speed or a little overcosted red version of Man-o'-War. The effect is unique enough in red, for it to be playable.
Brazen Buccaneers: The Talruum Minotaur mode with scry 1 attached is mainly the most interesting mode for red decks but the inability to choose between the modes makes it not very exciting.
Brazen Freebooter: If you support "bigger" red decks, the Lotus Petal attached to the body could be interesting to help fix and ramp out bigger threats earlier.
Furnace Whelp: It can be a nice finisher/mana-sink but it's fragile with only 2 toughness.
Goblin Assault Team - Lightning Elememntal Plus. It likely trades (down) but also leaves behind a boost. Likely outclassed by lots.
Goblin Battle Jester: The ability isn't bad, but the mono-colored restriction is problematic and the body is unexciting.
Goblin Wizardry: Instant speed + the fact that a single noncreature spell gives them a total power and toughness of 4/4 is definitely interesting. If you support a spells matter theme, this can be a decent choice in order to get value out of spells as each spell adds 2 P/T over 2 bodies.
Hammerheim Deadeye: A solid body with a strong but situative ability, which has too high an Echo cost to be really good.
Heirs of Stromkirk: An evasive red beater that grows with every attack. It's an interesting finisher, but it's too slow for red aggressive decks.
Mad Prophet: The ability can be very interesting for red control decks.
Mardu Warshrieker: The Raid version of Coal Stoker, that fixes Mardu colors.
Ondu Champion: The ability can kill your opponent, but it can also do nothing without the right support.
Pyre Hound: This can get really huge, but you need to cast too many spells before it actually pays off and if your 4 drop gets killed before that it sets you back too much tempo wise.
Pyroceratops: A Pyre Hound, that triggers of artifacts and enchantments, but this is rarely relevant. Still striclty better none the less.
Raging Minotaur/Talruum Minotaur: Getting in for a surprise 3-power swing can be solid, but there are a lot of better options in this slot.
Sabertooth Outrider: This card is quite threatening as long as you control other creatures with a total power of at least 4, but if not it's very squishy and likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game or when entering the battlefield.
Shock Troops: Being able to turn a creature into removal or burn at any time is interesting, but the 2/2 body is a little bit too unexciting for cc4.
Spellgorger Barbarian: Played correctly this creature can discard a land, trade 1 for 1 with an X/3 creature and then draw a card from the top for the land you discarded.
Spikewheel Acrobat - Only for the most aggressive decks. And even then, there is better fitting bodies.
Spontaneous Artist: A 3/3 for 4 mana isn't good, but it either has haste or can give another creature haste. The problem is that your opponent can see it coming if you try to give another creature haste.
Stensia Innkeeper: Hill Giant with a 1 turn single land lockdown. It is an attempt at a Midrange Tempo-hindering play that just feels "Not Enough".
Tormented Pariah: Without being flipped, this creature is bad but flipped it's very huge.
Turret Ogre - Wierd combo of abilities. And 4/3 Reach is worse than 3/4.
Vestige of Emrakul: A 3/4 with trample for 4 is more decent than it sounds.
Viashino Fangtail: Both the body and the ability are solid, but they don't really work together and the ability comes very late.
War-Spike Changeling: Often enough, the mana may not even need to be invested due to the simple threat of possible First Strike. This creature is very solid but unexciting.
Wildfire Emissary: Having protection from White is cool. Adding in pricey Firebreathing is better, but it oddly sits in a color known for aggressive bodies. It is a 'solid' card with trouble finding a home
Zealot of the God-Pharaoh: The body is decent and mana sinks are nice, but 5 mana is a lot and will usually only be activated once per turn.
Bad: Don't cube this. It might look fine, but it's not worth it.
Reckless Ogre: A 6/2 would be interesting, but it's still too fragile.
Sandstone Warrior: This creature is solid, but mono-color bound abilities aren't very good in limited.
Sandstorm Eidolon: There aren't enough multicolored spells in most cubes.
Sawtooth Ogre: The ability isn't directly bad, but it's unexciting.
Scorchwalker: Flexibility is nice, but this card is simply very bad if you play it normally and not even really good when bloodrushed.
Shaleskin Plower: The body is bad and the ability is terribly overcosted.
Stingmoggie: Being able to destroy artifacts or lands when needed can be interesting, but the body is simply way too bad on its own.
Subterranean Shambler: 1 damage to every creature isn't a lot and it hits your creatures as well as the opponents.
Varchild's Crusader: It's definitely not worth having to sacrifice it at end of turn just for a single turn of evasion.
Vent Sentinel: A solid wall with the ability to deal damage as well. The problem is just that there aren't many other playable defenders to make it really worth it.
Viashino Runner: There are many strictly better alternatives.
Viashino Weaponsmith: This creature has got a nice pseudo evasion, but 2 power for cc4 is simply too unexciting.
Vildin-Pack Outcast: One of the top picks for Red's 5cc slot. Its front-side is great and the back, Dronepack Kindred, is even better. It outclasses most other bodies.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Anarchist: An acceptable body for the great effect. The problem is just that a lot of the best red spells are instants.
Cinder Hellion: A very reasonable five-drop with evasion and an ETB-effect. This creature can be a problem for the opponent.
Cloudpiercer: Playing this turn 4 onto a goblin token is definitely decent, but the problem is, that you won't always have a goblin token. Also a 5/4 for 4 without evasion isn't actually as impressive nowadays, especially considering your are "sacrificing" at least 1 power and 1 toughness + a body on the board for it. Also decks, which like to go wide with Tokens are usually not interested in not advancing their board presence to make one of their creatures bigger. The Rummage definitely doesn't make up for this.
Emrakul's Hatcher: This is actually an interesting creature for red control decks, for being able to prevent a huge amount of damage with 4 bodies and also generate extra mana if needed.
Flowstone Crusher: Flexibility is nice, but this creature becomes very fragile if you invest too much mana in it.
Flurry of Horns: 4 power and 5 toughness with haste for cc5 is definitely ok.
Keldon Halberdier: Either an acceptable fatty for cc5 or a solid thing to do in turn 1.
Kuldotha Ringleader: A big and solid body, but the second ability can be problematic and Battle Cry is worse in limited than in constructed.
Manticore of the Gauntlet: This deals 3 guaranteed damage to your opponent, but it also shrinks one of your creatures and the competition at this mana cost is high.
Nearheath Stalker: A very fragile body, but it still has to be handled twice and is a huge threat.
Pitchburn Devils: Just a 3/3 is a bit unexciting for cc5, while the possibility to trade 2 for 1 is interesting.
Prickleboar: A 5/3 first strike for 5 is okay, but it's only when attacking. While blocking it's pretty bad.
Reckless Wurm - Madness is doable. And it is passable without.
Lightning Shrieker: This looks like a rare on the first look and on the second look you realize that it's just a Lava Axe with the downside of being blocked by a random flier or reach creature if it's really needed.
Pardic Lancer: Random discard is often terrible and only very situative acceptable.
Pharagax Giant: 5 damage to each opponent or a 5/5 for cc5 may seem great, but the fact that your opponent will have the choice and will always choose what's the worst for you, makes it not great.
Pouncing Kavu: A 3/3 Haste and First Strike for cc5 is Ok, but it's questionable if both abilities are really worth cc2 in addition to the body.
Thermopod: This creature would even only be of small interest for snow cubes.
Whiptail Moloch: The body is simply not good enough to be worth such a high restriction.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Chartooth Cougar: The best red fatty of all. It has the flexibility to not be a dead card when you are not able to play it and on the battlefield, it's a huge threat that can grow as you want.
Desert Cerodon: Cycling for 1 is a very low opportunity cost. If you are looking for 6 drops in red, this isn't actually the worst choice.
Lava Serpent: A 5/5 haste for 6 is very fairly costed and cycling definitely does give this the edge over some alternatives if you are looking for red fatties.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ainok Tracker: First Strike can be really strong on a creature with morph, but this card is definitely overcosted.
Bogardan Rager: An interesting combat trick that can bring a lot of damage through or enable interesting trades, but cc6 is a lot.
Bone Pit Brute: The body + the etb effect aren't too bad, but 6 mana is a lot, especially in red. There are simply similar card for cmc 5.
Coalhauler Swine: At first glance of the ability, this creature may seem like a nice curve topper for aggressive decks when you are winning the damage race and your opponent isn't allowed to kill the swine, but in fact, cc6 is too high for an aggressive deck.
Granitic Titan: A decent big evasive creature that has nice cycling flexibility.
Igneous Elemental - If cast for 2RR, it is fairly decent. But that is specific to your cube's ability to do so.
Invading Manticore - Odd ability at this cmc. But it is lots of power added.
Lunk Errant: A 5/5 trample for cc6 is Ok, but the exalted restriction can be problematic.
Macetail Hystrodon: Cycling is a nice flexibility and a 4/4 First Strike Haste is definitely a threat, but cc7 is definitely over the curve of a normal deck.
Miner's Bane: If this creature is able to survive at least one attack with 8 power and trample it would be quite threatening, but that's very unlikely with only 3 toughness.
Sun-Crowned Hunters: The stats are a bit underwhelming for 6 mana, but the ability is nice for getting damage in when blocked or blocking. This would be more interesting with ways to abuse the enrage trigger.
Tenement Crasher: 5 power and haste is really solid. If this creature hits an empty board it will do a lot and with 4 toughness it's not that easy to stop it. For an aggressive deck though, cc6 is too much mana.
Bad: Don't cube this. It might look fine, but it's not worth it.
Axegrinder Giant/Flameborn Viron: Without any kind of evasion, the high power of these creatures is nearly useless and 4 toughness isn't very much.
Cyclops Tyrant: A Bladetusk Boar, that is overcosted by cc2 with just 2 additional toughness and a terrible restriction.
Defiant Ogre: Choosing between 2 options is normally very good, but if both options are completely underwhelming, it doesn`t make the creature good enough.
Faultgrinder: The land destruction comes way too late to be relevant.
Gluttonous Cyclops: An overcosted and bad body with an even more overcosted ability.
Gnathosaur: This card would even be terrible in an artifact-based cube.
Goretusk Firebeast: A walking Lava Axe. Interesting with possibilities to retrigger the etb-effect, but apart from that, it's only of small interest.
Inescapable Brute: Wither in addition to the second ability is a nice combination, but cc6 is simply terribly overcosted for such a bad creature.
The problem about the Initiate is, that the body itself is often very useless. It's only a little bit better than an enchantment with the same effect, would be. I don't want to fill my cc1 creature section of everything, that seems a little bit playable to me, just because I don't want an empty Slot. No matter how agressive a deck is, it's never forced to play creatures in turn 1, in limited.
I'm not even sure if Mogg Fanatic is really this exciting and this much better than Frostling, that everybody needs to play it. I'm not sure if Seal of Fire isn't more exciting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Burst Lightning: On first look, this may seem like Shock with overcosted Kicker, but the flexibility to be relevant either in the early or late game is just insane on this card.
Firebolt: One of the best burn spells red offers. The possibility to make card advantage is great and the Flashback cost isn't even overcosted.
Flame Slash: Even if this removal can't be used on the opponent's life, it still trades for most relevant creatures for just cc1.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Death Spark(Only online common!)/Flame Jab/Lava Dart: 1 damage may not seem like much, but there are a lot of X/1 creatures in most pauper cubes and handling them with card advantage is very nice.
Forked Bolt: The flexibility of being a shock that can split up damage if needed is solid.
Reckless Charge: One of the only playable non-burn spells for red. +3/+0 can make even the smallest creature a huge threat that's able to trade with almost everything that wants to block it. Haste for just 1 mana more along with Flashback makes this card pretty great.
Rift Bolt: A solid burn spell with the option to be played for just R.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Barge In: A 1 mana combat trick that gives at least +2/+2 and trample sounds too good, so it obviously has 2 downsides in the form of only working on attacking creatures and only giving trample to non-humans. It gets a plus point for possibly granting the trample effect to the whole team.
Blazing Volley: It's a strictly better Tremor, but 1 damage still isn't very much.
Borrowed Hostility: Either ability is meh. With both combined for 3R, it can be a good trick, but it's way too costly.
Blazing Salvo: Mainly cards that give the choice of the effect to the opponent are very bad, but both of this cards effects are undercosted and good, which means it's close to being playable.
Cartouche of Zeal/Hammerhand: From among all the haste engines for cc1, these are perhaps the ones with the most impact, but they're still auras with a big risk and they're not really good enough to be really worth that risk.
Collateral Damage: Used in response to removal this card is quite effective, but that's quite situational and apart from that, the drawback of this card will often be a problem. If you are heavy into supporting a burn or token/sacrifice strategy, this card becomes better than normal.
Crimson Wisps/Expedite: Giving Haste to creatures for just 1 mana more and without card disadvantage isn't bad, but unexciting.
Crowd's Favor: An ok combat trick with the option to be played surprisingly for 0, but red is mainly not interested in combat tricks.
Dual Shot: It can remove two creatures, but it is outclassed by other spells.
Furor of the Bitten: +2/+2 is a big difference and a lot for cc1. The problem is just that it's mainly not worth the risk of card disadvantage.
Galvanic Blast/Pillar of Flame/Shock/Tarfire: Dealing to 2 damage to a creature or player is definitely not bad, but these spells are outclassed by too many better versions of them.
Geistflame: Flashback is nice, but cc4 for such a weak effect is too much.
Heightened Reflexes: This combat trick definitely does have a decent chance of trading and leaving a relevant effect behind for only 1 mana. Sadly red is not really the color for combat tricks, because there are simply so many burn spells, which don't risk trading 1 for 2 against opposing instant speed removal.
Immolation: A little bit worse version of Dead Weight for red, but permanently decreasing the enchanted creature's toughness by 2 is definitely not bad.
Mark of Fury: Permanent Haste for just 1 mana more is nice, but if the creature gets killed this aura dies with it.
Needle Drop: An additional damage to burn spells or creatures that's without card disadvantage can be interesting, but it's only very situate good.
Onslaught: Tapping creatures during your main phase only prevents them from blocking, but the effect is still interesting.
Otherworldly Outburst : Red's Undying Evil. It can target ANY creature and you get a 3/2 upon its death. It is like a rider spell or an add-on trick
Outnumber: This card can kill anything with enough creatures, but it can also do nothing.
Prophetic Ravings: Turning any creature into a red rummager is 'meh'. However, it also gives Haste, so its low cost makes it versatile on both big and small creatures.
Reckless Abandon: Mainly it's not worth it to sacrifice creatures in addition to a removal, but dealing 4 damage to a player can end many games quickly.
Samut's Sprint – Does a lot for 1 mana, and midigates the single use
Seal of Fire: On first look, this may seem like a Shock without instant speed, but this card has the "Seal-Effect". Many times opponents become slowed by that because they don't play like they normally would play. They try to play around this and that can be a huge tempo disadvantage for them.
Seething Anger: Turning creatures into big threats for cc4 as often as you want is nice, but Sorcery speed is very problematic on this card.
Shard Volley: This card becomes a little bit unexciting because it's not really worth a land, but 3 damage is still a lot, especially for cc1.
Ground Rift: It's simply too hard to increase Storm Count, even for a cc1 spell.
Gut Shot: Even though it's nice to be able to pay 0 mana for this, the risk that it won't have any impact at all is too high and there are many other spells that are better at dealing with X/1 creatures.
Implement of Combustion: It is a 2 mana cantrip that can only hit players. That isn't worth it.
Lava Spike: Only being able to deal damage to players is very bad in limited.
Lightning Axe: If the effect could also hit players it would be a very interesting card, but without that opportunity, it's not worth cc6 or an additional card.
Mutiny: A neat design, but red has better options for removal.
Panic: Preventing a creature from blocking for one turn without card disadvantage isn't terrible, but really unexciting.
Panic Spellbomb: Preventing a creature from blocking for a single turn without card disadvantage isn't bad, but often unexciting.
Magma Jet: 2 damage for 2 mana isn't much, but Scry 2 is very uncommon in red and is a big advantage.
Searing Blaze: Even if RR can be problematic, landfall isn't a high restriction and RR is definitely worth 6 total damage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Curse of the Pierced Heart: A clock that is hard to stop, and that can secure you a win once you've run out of gas, even though it can take a while.
Fire Ambush/Volcanic Hammer: Super solid burn spells that are only slightly worse than the staple versions of them.
Fire Prophecy: If you are interested in running any burn spells, which aren't able to hit players, this is defintely a solid choice. Dealing 3 for 2 is a good deal and the attached rummage effect can come in very handy. Also it's worded in a way were you don't actually "discard" as port of the cost so there is no risk involved.
Fire Whip: This aura turns any creature into Prodigial Pyromancer with the possibility to deal 2 damage in a single turn or to be sacrificed at any time if the creature should get handled.
Gorilla War Cry: Mass evasion for one turn without card disadvantage is definitely interesting.
Heartfire - Instant speed removal-response burn is nice. And a good game ender for 2cmc
Lash Out: Handling creatures with 3 damage is ok, but not exciting if it can't hit players. Clash is a very high restriction that makes this card worse than all the staple burn spells.
Madcap Skills/Frenzied Rage: 3/2 additional power and evasion is very huge for cc2. It turns the creature into a big threat, though the chance to get handled isn't reduced, except during blocks. This card will win the game if it's not handled, but otherwise, it will still be card disadvantage.
Nightbird's Clutches: Getting evasion for a single turn is nice, but flashback makes this card really interesting. The problem is just that preventing blocking doesn't change anything on board, just life totals.
Twin Bolt/Chandra's Pyrohelix: The strength of a card like this lies in the fact that you can either kill two X/1s, an X/2, or, when you attack with multiple creatures, let the opponent declare correct blocks then kill 2 bigger creatures.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Boiling Earth/Electrickery/Scouring Sands: The only red Tremor-like cards that don't hit your own creatures as well, which makes them way less situative. The only problem is that 1 damage is still not really much.
Crystal Slipper: This definitely outclasses Strider Harness by a lot, but it still costs you too much tempo on curve to be cubeable.
Dangerous Wager: In very aggressive decks that completely play out their hand very fast this card can be interesting.
Falter/Magmatic Chasm/Seismic Stomp: Evasion for one turn can be game-winning, but it's situative and is card disadvantage otherwise.
Fists of Flame - Cantrips, and can be more than +2/+0. Trample pushes it to a useful aggro trick
Flaming Sword: First Strike and 1 power can be very important and played as a combat trick this aura will trade at least 1 for 0 before it becomes handled and trades 2 for 1. It would be interesting for most colors, but red doesn't really want combat tricks since it got way more flexible burn spells.
Fury Charm: Artifact hate on its own would be too situative, but attached to another useful effect it can be acceptable.
Giant Spectacle: Like every Aura, it can create card disadvantage, but pump plus evasion can be worth it.
Goblin War Paint/Swashbuckling: +2/+2 is huge and with haste, it can bring through a lot of damage. The problems are just that the creature isn't protected and to make use of haste you need to pay 2 additional mana the turn you play the creature.
Go for Blood: Red is not really the color for fight removal since there is an overabundance of burn spells, which don't run the risk of fizzleing, but Cycling for 1 is a very low opportunity cost for a spell that can come in handy at times, if your opponent is tapped out and you have decent targets. And if not simply throw it away.
Grapeshot: This card is great with a high storm count, but without support, it's too hard to get a high count.
Inferno Fist: A Seal of Fire and Taste for Mayhem (without Hellbent) in one card. It's ok, but it's very risky like most auras and would be far better if the activation would cost nothing.
Jaya's Greeting - giving up player targeting for Scry 1 on Searing Spear is passable
Raking Claws: A very situational effect, but it can definitely catch your opponent very unexpected when you are threatening to kill him out of nowhere. Cycling makes situational effects like these a lot more interesting, even though 2 is definitely not free.
Run Amok - colorshifted Predatory Urge. Removal usually is better.
Scorching Dragonfire: A nice creature removal, but there is a ton of alternatives, which can hit players if needed.
Sure Strike: First Strike makes this card a very nice combat trick, but it can't compete to stuff like Lightning Strike.
Temur Battle Rage: Double Strike is quite unique at common rarity and this card is theoretically able to end a game by simply being played on a creature with 4 or more power, but that will happen pretty rarely and as a combat trick this card is not that impressive, because it doesn't help to kill anything with higher toughness than the targeted creature's power without trading 2 for 1. There is also the additional risk of a 2 for 1 trade against instant removal.
Impact Tremors: This card may seem nice based on the idea of playing it on turn 2 and dealing 10 damage over the course of the game without even attacking, but the chance that you have this in your opening hand is quite low and this is one of the worst possible topdecks with an empty hand and board.
Infectious Bloodlust: This card isn't worth the drawback and in Singleton, it doesn't even replace itself.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Arc Lightning: Killing 3 X/1 creatures, an X/2, and an X/1 or simply an X/3 creature is such huge flexibility. This is definitely one of the best burn spells red got.
Brimstone Volley: Morbid is a high restriction, but this card is already acceptable without it and absolutely nuts with it.
Staggershock: Killing up to two X/2 creatures for cc3 is absolutely nuts. It's on a very similar power level as Arc Lightning.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Hungry Flames: Burn spells, that are able to booth kill a creature and meanwhile deal damage to the face with a decent cost/effect ratio are rare. This is definitely one of the better ones.
Puncture Blast: A solid burn spell that can even handle bigger creatures by simply decreasing their P/T to something unexciting.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Act of Treason/Traitorous Blood: Gaining control of your opponent's creature, even for just a single turn, can be very strong when your opponent is at low life, because he either has to chose to kill his own creature, perhaps with card disadvantage, or to take critical damage. The problem is just that these cards become kind of bad when your opponent has a lot of life left because then he will simply take the damage and these spells haven't been much better than Lava Spike or something similar.
Awe for the Guilds/Ruthless Invasion: Solid mass evasion spells for cc3 are interesting, but sometimes not enough and only good when your opponent is at very low life.
Bestial Fury: The numbers on this aura may look huge, but in fact, it's just a solid pseudo evasion for the creature without card disadvantage.
Bloodfire Infusion: One of the only mass-removal spells in pauper that can deal more than 1 damage to each creature. It's interesting, but situative because you can't play it on an empty board.
Firecannon Blast: This has the possibility to be a pseudo hard removal spell, but raid can be a high restriction and there better burn spells in red that are less restrictive.
Galvanic Arc: First Strike can be relevant for many creatures, but the aura-type makes this card fragile.
Garbage Fire: This can deal with very big creatures, but it can't hit players if needed.
Geomancer's Gambit - There to destroy fixing, Nonbasics, or even give Fixing to yourself. The Cantrip is plausible.
Carbonize: Overcosted by 1cc. And unless the Exile clause matters to your cube it will just be chaff compared to the 1cc and 2cc for 3dmg spells. It is a boosted Incinerate for +1cc!
Crash/Scrap/Smash: Only being able to handle artifacts is simply a too high restriction.
Goblin War Drums: Permanent evasion seems nice, but the evasion is quite weak and often enough it would be way better to get real evasion for a single turn.
Gone (Dead // Gone): Flexibility is nice, but Dead is usually the better option of the two.
Mark of Mutiny: The much worse version of Act of Treason. The extra 1 damage potential isn't often relevant and should the stolen creature survive, which the counter helps ensure slightly, you really don't want your opponent's creature left with a "free" +1/+1 counter.
Massive Raid/Rally the Forces: These cards wouldn't even be very interesting for cubes that support swarm decks.
Soul's Fire/Tail Slash: Red is not interested in any kind of creature-reliant burn spell, for having smaller creatures than green and regular burn spells that are simply just better.
Stensia Banquet: Tribal spell at best and it only hits players. There is a decent amount of BR Vampires, but getting more than 2 seems hard.
Touch of the Void: Exile isn't relevant in most cubes, so the spell is overcosted.
Welding Sparks: 3 damage for 3 mana is not very good. Even if you control one artifact, it is still just 4 damage and it only hits creatures.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Burn Trail: Magma Burst without card disadvantage, but mono-color Conspire can be a big restriction.
Chandra's Outrage: Mainly you kill creatures with burn spells and deal the damage to the player with your creatures. This spell combines both burn and removal very well.
Flame Lash/Lightning Blast: Dealing 4 damage to a creature or player is huge and worth cc4, but red doesn't want many spells that cost more than cc3.
Magma Burst: Even if sacrificing 2 lands is a high price, being able to kill 2 X/3 creatures can be a huge deal.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aftershock: One of the only cards in red that is simply able to kill a creature without being damage based. Being able to destroy artifacts as well is also nice, but 2RR with Sorcery speed and 3 life is a high price.
Gravitic Punch - its limitations are balanced by Jump Start.
Seismic Shift - Wierd combo. However, in Aggro or Tempo this works, even on curve.
Traitorous Instinct: Stealing a creature for a single turn and pushing it's power as well is interesting, but if your opponent had enough life before it's often just card disadvantage for a small life advantage.
Wrap in Flames: Preventing up to 3 creatures from blocking is often enough and killing X/1 bodies makes this card less situative, but it doesn't make it exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Rumbling Rockslide: This can potentially deal with big creatures you other burn spells can't deal with, but it can't go to the face and 4 mana + sorcery speed are quite the deal breakers. If you really want hard removal in red Aftershock exists.
Solar Blast: Flexibility is nice, but this card is simply overcosted in both cases.
Swift Kick: Fighting is definitely not the kind of removal red needs.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Pyrotechnics: This removal is pure flexibility. It can kill so many things and alongside other smaller burn spells, it can even help finish off bigger creatures. In addition to that, 4 damage to a player is huge as well.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Sarkhan's Rage: Dealing 5 damage to any target for 5 mana with instant speed is actually not that bad, Shocking yourself or not. This card can flexibly be used to either deal with a big threat or to finish off the opponent.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Fissure/Lava Flow(Only online common!): Real hard removal spells are very unique for red, but often red doesn't need them and instead would be happier with a big burn spell that can be used on the opponent's life.
Tin Street Market: The effect is good, but the card is terribly overcosted.
Volcanic Rush: Trample is definitely not a bad mechanic on a Trumpet Blast-like card, but it's questionable if this mechanic is worth 2 additional mana.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Fireblast: This card is way worse in limited than in constructed, but it's still Ok and good for finishing the opponent off.
Magmatic Sinkhole: Red usually doesn't have much use for the Grave and this would be an easy staple if it were able to hit players.
Ember Shot: Solid removal spells with card advantage would be great, but 6 mana in addition to a Lightning Bolt just to draw a card, is too costly.
Explosive Impact: 5 damage is a huge amount of damage, but this card is outclassed by all the XR spells, that can do the same thing, just with more flexibility.
Kamahl's Sledge: Only being able to hit creatures is too restrictive and especially terrible for this much mana.
Lightning Diadem: Even if the effect of this card is nice, cc6 is simply far too much for it.
Spearpoint Oread: First Strike is a nice ability for weak bodies with low toughness, but cc6 is way too much for this ability and only +2/+2.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Fireball/Rolling Thunder: Being able to split damage among any number of creatures is simply nuts.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Disintegrate/Kaervek's Torch/Lava Burst: Dealing X damage to a creature or player grants a lot of flexibility and is great for giving aggressive decks some reach.
Rock Slide: Another possible mass-removal that is still good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Heat Ray: This spell can't deal it's damage to players, which makes it way worse than the 3 cubeable ones. It's still not bad since it's a flexible removal.
Meteor Shower: You need a lot of mana to make this card interesting. Overall it's very similar to Pyromatics.
Wave of Indifference: Preventing any number of creatures from blocking can be good, but there are better alternatives for this card.
Bad: Don't cube this. It might look fine, but it's not worth it.
Builder's Bane: Only being able to deal with artifacts is simply a too high restriction. This card would only be good for an artifact-based cube.
Suq'Ata Lancer is better than Ronin Houndmaster in aggro decks. Flanking is like first strike against any X/1 and works better against group blocking since the -1/-1 applies to each blocker while bushido only triggers once regardless of how many creatures block it. If you have to hold back Houndmaster to block, you miss out on the haste bonus.
Of course you shouldn't hold back the Houndmaster in the turn it comes into play, because if you played it correctly and had a little bit luck, you play it and attack on a board, that isn't able to block it. After the first attack you sometimes need to block, because neiter a 2/2 flanking nor a 2/2 bushido has a really good pseudo evasion. Beeing blocked by 3+/1 creatures is absolutly a corner case and massblocks on a 2/2 (3/3) seem to be really unrealistic to me. I think the opportunity to block weights more.
Wild Nacatl: Since it works with 50% of its possible deck color combinations, it can easily be played in your green section. With either White or Red, it's a 2/2 for cc1, which is incredibly strong, especially at common rarity. The option to become a 3/3 is unnecessary for the power of this card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Basking Rootwalla/Frilled Sandwalla: One-drops that have a lot of relevance left later in the game, because 3/3 bodies are solid at any point of the game. The problem is just that they're not really strong without the push.
Jungle Lion: It may read like a common Elite Vanguard, but not being able to block will make this a dead card very fast.
Mtenda Lion: This card is staple against every non-blue deck, but you simply can't guarantee that your opponent doesn't play blue.
Quirion Ranger: This little guy can do a lot. Even if the 1/1 body on its own isn't interesting, this creature grants pseudo vigilance to any one of your creatures, doubles tapping abilities and produces mana when you haven't played a land already.
Wildwood Tracker: There are few humans in green. If you can guarantee to follow this up with another creature you are essentially getting a 2/2 for G, that dies to 1 damage removal, but still a decent one drop in an aggro deck.
Wild Dogs: On first look, this card may seem like a worse Ghazbán Ogre, but Cycling on one-drops is absolutely great.
Young Wolf: This creature can die twice and return with a more relevant body after the first time.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arboreal Grazer - pseudo-ramp, but can also block many things early on. Not a Defender, just 0 power.
Blisterpod: It replaces itself, but it does nothing else.
Centaur's Herald: 3/3 creatures for cc3 are super solid, but cc4 is too much and the small advantage of chump blocking and then sacrificing it isn't good enough to make up for the problems that this creature can easily be killed by Lava Dart before you can sacrifice it or that the token easily dies to bounce.
Ghazbán Ogre: For super aggressive decks, this card is great.
Gladecover Scout: This creature can hold any aura or equipment. The problem is just that it's very bad without any pump.
Groundskeeper - Very niche. But can be used with Retrace and Spellshapers.
Kin-Tree Warden: A fine early blocker with the upside of Morph (as a trap).
Llanowar Augur: A solid blocker for the very early stages of the game that can turn a creature into a big threat for one turn. The problem is just the upkeep restriction.
Nettle Sentinel: A very solid beater early in the game. The main problem is that most decks in limited are at least 2 colors, which makes this card way worse.
Moss Viper/Sedge Scorpion: A really solid blocker for turn 1 that can trade for a lot of things, even in the very late stages of the game.
Nurturer Initiate: A single +1/+1 can be a big difference, but the 1/1 body on its own is simply not good enough.
Pouncing Jaguar: A 2/2 for cc1 is big. The problem is that it's very problematic on turn 1, where it should be at it's best because you can't play a creature with cc2 afterward on turn 2.
Rogue Elephant/Scythe Tiger: Even if a 3/3 and a 3/2 Shroud are huge for turn 1, they completely destroy your curve with sacrificing the land this early.
Thallid: Spamming 1/1 Tokens can be good starting in turn 1, but the creature itself is very useless and super slow.
Tukatongue Thallid: This creature can die twice. The problem is that it's never really relevant.
Uktabi Drake: Green flying creatures are very unique, but overall green doesn't really need flying creatures and especially not a 2/1 flying haste for cc4.
Village Elder: The ability can be very interesting, but it's not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Almighty Brushwagg: As a 1/1 this is simply useless and once you start investing 4 mana into it just so that it can attack you run the risk, that this simply get's killed by basically any removal spell, which sets you back tempo wise.
Crossroads Consecrator: It needs to either lose the mana cost in the activation or the targeting restriction to be good. There are a lot of Humans though.
Mossdog: There aren't many spells that want to target this creature and most that would want to target it would kill it.
Nafs Asp: This creature will simply not get through.
Nimble Mongoose: Even in Graveyard strategy decks, getting to Threshold fast is not easy. So, an untargetable 3/3 being the payoff is unlikely to matter by the time it comes online in its boosted form.
Oashra Cultivator: It can't deal any damage and the ability is overcosted.
Wily Bandar: The ability is nice, but on a 1/1 it's pretty useless.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Darkthicket Wolf: A 2/2 creature with huge impact. It curves itself out.
Mire Boa/River Boa: Even without the landwalk, these creatures would be a staple. They are just super solid.
Wall of Roots: A very solid wall that ramps without having to tap for it. Absolutely great for every ramp deck.
Wild Mongrel: A 2/2 beater with a great pseudo evasion.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Acridian: A 2/4 is super solid at any time of the game. It's great on turn 2 even if it destroys your curve, preventing you from playing a cc3 creature the next turn.
Ambush Viper: One of the few playable green removal spells that have nice pseudo evasion as well.
Borderland Explorer: A 3/1 for 2 is always good. This also helps in fixing your mana and the drawback is irrelevant most of the times.
Dawntreader Elk: A solid 2/2, that can be turned into a land at any time.
Drowsing Tyrannodon: If you don't open your curve with 1 mana ramp spell this can definitely be solid to have on turn 2 as green has a lot of good 4 power creatures or ways to pump this and turn it into a 4/4 itself, so it can attack asap.
Druid of the Cowl: This is a mana dude that can also block if you don't need the mana or you want to cast a combat trick.
Ixalli's Diviner: A fine early blocker for midrange and control decks. Both modes are fine for those decks.
Kujar Seedsculptor: A 2/3 for 2 mana is already okay, but it is also able to split its power.
Nest Invader: This card is fine like it is, but it only becomes really exciting if you support a swarm theme.
Nightshade Peddler: Giving weak creatures the opportunity to trade later is nice and this creature has the opportunity to on its own as well.
Sakura-Tribe Elder: For ramp decks, this card can be interesting because it can prevent damage through chumping without making card disadvantage. It's only bad later.
Silhana Ledgewalker: The perfect carrier for equipment and auras. Without any it's a little bit unexciting, but with some its nuts.
Shinen of Life's Roar: A possible finisher that works great with combat tricks and auras, but isn't very exciting without any and is situative as a finisher.
Snapping Gnarlid: A bear that can attack for 3 on turn 3 is awesome.
Terrain Elemental: A 3/2 for just 2 mana is bigger than everything else you can get in pauper.
Thornweald Archer: Deathtouch gives a solid pseudo evasion to this creature, which is relevant with 2 power and reach grants the opportunity to trade with nearly any creature 1 for 1 by blocking.
Viridian Emissary: A 2/1 beater that makes card advantage when it dies is definitely interesting. The problem is just that a 2/1 beater really dies to everything and sometimes you can't get the land when you need it.
Voyaging Satyr: This card is pretty unique at cc2 for being able to untap any land and therefore fix your mana for double-color costs. In addition, this card goes nuts with land auras that produce additional mana when the land is tapped.
Wandering Wolf: 2 power and an interesting evasion, that works great with equipment and auras.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aquastrand Spider: Graft on a 2/2 body can be interesting, but the creature itself will become worse when the first Counter is taken.
Atarka Beastbreaker: Early creatures that also have an impact later in the game are normally good, but this one is simply too unimpressive during the early turns.
Bitterblade Warrior: A bear in normal mode and a deathtoucher in exert mode. That is not enough to be really exciting.
Brindle Shoat: Only online common! Without enough sacrifice effects, this card is mainly not worth it.
Death-Hood Cobra: Reach and Deathtouch is a nice combination of abilities and sometimes the mana doesn't even have to be used, but when you are tapped out this creature loses a lot of its threat.
Gemhide Sliver/Quirion Elves: These creatures can fix any color. Maybe interesting for 4 and 5 color support.
Gnarlid Pack: Multikicker can be interesting for green. The problem about this card is just that you don't want to play it for cc2 and always want to wait till you can make it at least 3/3.
Heart Warden: Even if this card is mainly outclassed by all the mana elves for G, this card is still interesting, because it can be cycled away from the board if you don't need it anymore.
Humble Naturalist: A 1/3 body + the ability to generate any type of mana is definitely quite nice, even though the "creature-only" clause definitely hurts a bit, even though in green not that much.
Ilysian Caryatid: Good for fixing and the 4 power clause can come in handy if you have mana sinks for the late game.
Initiate's Companion: A 3/1 can be decent and the ability can be nice to give one of your creatures pseudo-vigilance or to untap a land to help double-spell in a round.
Maraleaf Rider: This is basically a 3/1 Vanilla with some additional flavour text.
Mother Bear - it does have reusability from the Graveyard. But it is 1) Sorcery, and 2) 2x 2/2s may not be what you need for 5 mana
Multani's Acolyte: 2 power for cc2 and draw a card would be too nice to be true. Even with Echo it would be cubeable, but it's not worth GG on turn 2 and that even twice.
Naga Vitalist: It's a nice ramp creature, but it doesn't fix and the body is just not big enough.
Primal Druid: It is a blocker with an upside, but it will never trigger when you need it to. Same Problems as Viridian Emissary, except that it is not threatening.
Quilled Wolf: It's a bear, but with enough mana, it can be a real threat during the late game.
Quirion Sentinel: A 2/1 beater for 1 mana, but cc2, that can fix mana. Not bad, but unexciting.
Thallid Shell-Dweller: A solid wall that can throw 1/1 Tokens. The problem is just that it's very slow in producing them.
Thornscape Familiar: Making about 50% of decks cheaper is nice, while the 2/1 body is acceptable, but not good.
Ulvenwald Captive: 2cc Mana-Acceleration is fine. It does not die to a ping and then in the late-game, it can become a reasonable body; Ulvenwald Abomination. All those things add up to a playable card.
Wall of Tanglecord: A huge wall, that's especially exciting, because it also has reach.
Werebear: Even if you don't want Llanowar Elves for cc2 mainly and Threshold is a big restriction, a 4/4 is simply huge and super relevant later.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ainok Guide: Only being able to tutor the land to the top of the library is not worth a nearly useless 1/1 body and the first option to be a bear isn't really making this creature more exciting.
Glade Watcher: A solid defensive body during the early stages of the game, but getting 5 additional power on the board can be quite challenging and this creature simply doesn't do much if your opponent removes each of your creatures but this and attacks you with a flier or only a 3+/4+.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Hungry Spriggan: A 4/4 trample for cc3 is absolutely nuts, even if it's fragile against any removal spell.
Llanowar Visionary: This creature does it all. Ramping, replacing itself and meanwhile having a decent body considering the cost the the abilities. It's great to have on turn 3 and never a dead topdeck, which is basically everything you can wish for.
Yavimaya Elder: This card is pure card advantage and flexibility. It has a solid 2/1 body that can trade for X/2 creatures while also producing 2 lands or when it's not needed as a 2/1, it can also be turned into card draw while still producing 2 lands.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aura Gnarlid: With at least 1 aura on the battlefield, this creature becomes really strong and 1 aura is not that hard to get.
Borderland Ranger/Civic Wayfinder: A solid 2/2 body in addition to card advantage in the form of lands is quite good for ramp decks.
Byway Courier: 3/2 for 3 is already somewhat ok and it even replaces itself.
Crocanura: On first look, this card may seem weak, but in fact, it nearly always triggers the next turn which mainly makes it a Giant Spider for cc3 that can still evolve further.
Excavation Mole: A 3/3 trample body for 2G is rock solid and the self mill can be an additional icing on the cake if you can get value out of it.
Grazing Gladehart: A solid 2/2 body, that can grant a huge amount of life.
Hooded Brawler: A solid body for the cost that can get huge if needed.
Mosscoat Goriak: 2/4 is a decent statline for a 3 drop and Vigilance works really well with these kind of stats.
Phantom Tiger: 2 relevant bodies in one card. It can be enchanted as well because it can't be traded by damaged based removal in response.
Scion of the Wild: Even though there is the risk that this card is alone or nearly alone on the field, the impact this card has on a full board can be huge.
Simian Grunts: Putting a surprise 3/4 blocker on the board can kill a lot of creatures and is worth Echo.
Slaughterhorn: A flexible creature. The only problem is that 2 toughness is fragile on the board because of the big amount of 2/X creatures and combat tricks are always a fragile way of removal that can easily be disabled and turned into card disadvantage for you.
Springbloom Druid - Fetching 2 basics at the cost of 1 land is solid on many levels. It thins, fixes and is a body to be recurred.
Thriving Rhino: A 3/4 for 3 is a value creature. The drawback is not relevant most of the time.
Tishana's Wayfinder: Even though explore can sometimes be annoying in that you can't control the outcome, both modes are solid creatures that you would be happy to have in most decks, which makes this creature solid. You either get a Civic Wayfinder that grabs a random land you would have drawn or a Centaur Courser with scry 1 attached.
Trufflesnout: 3/3s for 3 are decent and having the added emergency effect to gain 4 life if necessary shouldn't be underestimated. A really decent and flexible 3 drop.
Trusted Forcemage: 4 Power and 4 Toughness for cc3, which is able to be split up is just a great card.
Villagers of Estwald: A solid 2/3 body that can grow into an incredible huge 4/6 is very good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arlinn's Wolf - Semi evasive, but at 3cmc it feels underwhelming
Battering Krasis: Evolve is a great ability for limited, but the card is overcosted by 1.
Colossodon Yearling: The defensive pendant of Alpine Grizzly. If you like to carry your green decks to the later stages of the game, this is a solid choice.
Daggerback Basilisk/Kraul Stinger: Deathtouch can be really solid, but it's it's a weak pseudo evasion since the 2/2 or 2/1 creatures that want to block it would die to it anyway, which makes this creature mainly just an acceptable blocker.
Ferocious Pup - Another double body. Better with recursion.
Fertilid: This creature can make card advantage in form of lands, but it's not that exciting without being able to give additional +1/+1 Counters to it.
Fierce Empath: This creature can help ensure that you have your fatties for ramp decks when you need them.
Frontier Mastodon: The option to become more relevant later in the late game is definitely nice, but played on curve, this is only a 3/2 body, which is quite unexciting, for trading with every 2/2 or 2/1 that only had a job during the early game or just triggered its etb-effect and would be happy trade with this creature.
Frostwalla - Snow and underwhelming unless you run ONLY Snow basics
Guardian Shield-Bearer: This creature may have cc2 in the top right corner, but it's actually a 3 drop with the option to play it on turn 2 if really necessary. It's not bad and can work as a combat trick for another creature, but on its own, it's a little bit underwhelming with only 2 toughness. It's very likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield.
Pridemalkin: An interesting card as it can put it's counter anywhere and also grants trample to every creature with a counter, but most big green creature already have trample and the fact that it's stats only total 3/2 makes it worse than other options unless you heavlily support a +1/+1 counter theme.
Ravenous Daggertooth: The body isn't overly exciting, but it can be a nice roadblock against aggressive decks.
Ulvenwald Bear: Morbid is a high restriction for green and this creature is too bad without it.
Vivien's Grizzly - Underpowered body, expensive ability that only looks at 1 card. Luckily it is repeatable for flooded boards
Wildwood Patrol: 4 power and trample on a 3 drop sound nice, but with only 2 toughness this will trade down more often than not and the 2 damage that will trample over can't make up for that.
Yavimaya Sapherd - Acceptable double body, with sometimes relevant types
Yeva's Forcemage: Surprisingly turning a creature into a big threat can be interesting, but the 2/2 body on its own isn't exciting enough.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alpine Grizzly/Orazca Frillback: For people who like their green to be aggressive/midrange this may be a better choice than the 3/3 Vanillas, but with only 2 toughness it's quite fragile, because it's very likely that it will trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or while entering the battlefield.
Brindle Boar/Fyndhorn Druid: Even if it's nice to turn a creature into something useful when it should die, a 2/2 is simply too bad and it would be better to play something that doesn't die this easy.
Dragon-Scarred Bear: An early creature with additional impact in the late game is normally good, but a 3/2 body for cc3 isn't very impressive because it's very likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield. Regenerate for 2 mana is also not such a huge upside, especially when your opponent can simply stop the ability by killing another one or two of your creatures.
Elf Replica: Only being able to handle enchantments makes the 2/2 body for cc3 not worth it.
Farhaven Elf/Wood Elves: Getting a land in addition to a body is nice, but a 1/1 body is simply too useless.
Lone Wolf: The ability is no real advantage most times.
Marker Beetles: The possibility to turn this creature into a combat trick with card advantage doesn't make the 2/3 body better and +1/+1 is rarely enough.
Nexus Wardens: There aren't enough enchantmens ususally to make this good.
Oakheart Dryads: Constellation would only be interesting for an enchantment-heavy cube.
Pincer Spider: Flexibility is nice, but neither of the versions is really interesting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Blastoderm: Attacking for 15 damage with a nearly unremovable body for just cc4 is absolutely nuts and wins a lot of games on its own.
Imperiosaur: A 5/5 is simply huge and on curve it's insane. Even if it can't come on turn 4, maybe because you have a nonbasic land, it would still be Hollowhenge Beast the following turn, which is still very solid for cc5.
Penumbra Spider: A 2/4 body with reach is solid, but 2 2/4 bodies with reach are simply great. This creature brings 4 power and 8 toughness on the field overall.
Trumpeting Herd: 2 bodies for 1 card, just not in the same turn.
Wickerbough Elder: A 4/4 body for cc4 without any disadvantage would already be great, but this creature can also get rid of artifacts or enchantments.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aerie Bowmasters: This creature is better than many other creatures when you hard cast it. In exchange the morph option is less interesting, but definitely an upside.
Baloth Gorger - Fleixble is nice. But kicked is a fortune.
Bellowing Elk: Green is a very creature heavy color so in an aggressive deck this can force through a bunch of damage for free.
Elephant Ambush: A 3/3 flash that can work as a combat trick is already interesting for cc4, but the possibility to play this card again, makes this card really attractive for ramp decks.
Emperor Crocodile: Very aggressively costed and that is required since it only works for decks with plenty of bodies. In aggressive decks, it is very good and being splashable makes it more tempting as an earlier pick.
Festerhide Boar: Even if Morbid is a quite high restriction, a 5/5 trample for cc4 is simply huge.
Fierce Witchstalker: A 4/4 trample for cmc 4 is already solid on it's own, but also getting the food token for free is definitely a nice little extra.
Jade Guardian/Primal Huntbeast: A 3/3 for cc4 wouldn't be exciting for cc4, but it's solid and with and annoying. With Equipment or auras, it's absolutely nuts.
Krosan Vorine: Provoke is a great ability and the second ability makes it even better. This creature may look a little bit weak because 3/2 bodies are fragile, but it works great with combat tricks and is often game-winning with auras or equipment.
Migratory Greathorn: There are a few things to keep in mind when thinking about putting this into your cube. Even though it sounds nice to have this as a 3/4 on the board on turn 3, that also ramps you, it does require setup and you simply don't always have a 1/1 non human you have no more use for lying around, especially not on turn 3. This can theoretically be played tapped on a mana elf on turn 2, but at that point you do definitely still have use for the elf and the land you might get only goes even and not +1. Also you are only adding 2 power and 3 toughness to the board if you "sacrifice" a 1/1 for it. Even though mutate can't "fizzle" if the target gets removed in response, but you won't get the land and the fact that your opponent can choose if he wants to kill booth creatures after mutating or give you a 3/4 vanilla makes this worse than it might seem, when you only think of the best case scenario.
Nantuko Shaman: A 3/2 for cc4, that doesn't even make card disadvantage is great. The only problem with this card is that it can't block the turn you play it.
Peema Outrider: A 4/4 with trample for 4 is already good, but this can also split it's power if necessary.
Solitary Hunter: The front side is good and the backside is really strong.
Thrashing Mossdog: A 3/3 reach body is really solid and the +3/+3 pump is huge but expensive and the creature needs to die first.
Voracious Typhon: 4/4 for 4 are decent stats and giving you an option to get value out of your graveyard in a color, that usually doesn't have much use for it is nice. It really misses trample though.
Wild Leotau: A 5/4 for cc4 with a minimal drawback is simply great.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aether Herder: 4 power for 4 mana is just okay and you need to attack to get the last point of power.
Ambassador Oak: 4 power and 4 toughness for cc4 is nice, and splitting power is also often very good, but the 1/1 is simply too unexciting.
Acorn Harvest: 4 1/1 tokens can be interesting, but cc6 and 3 life is a lot for that.
Bloom Hulk: Proliferate is not too relevant in most cubes, but if you highly support a counter theme a 4/4 is a good baseline to get this effect.
Conifer Strider: It's usually better to have a creature with balanced stats to put your auras on, because a 5/1 without any kind of permanent pump is pretty useless and even pumped you really need to see how it's going to survive if the pump doesn't include evasion or additional protection.
Crowned Ceratok: An alright build-around card for decks and there are a decent amount of incidental +1/+1 counters in cubes lying around already.
Gaea's Protector - needs assistance, but can be a repeated edict
Garenbrig Carver: The comat trick is overcosted by 1, but a "free" 3/2 later on could make up for it, if it weren't for the fact the the trick can fizzle and effectively counter the 3/2.
Intrepid Provisioner: The effect often isn't relevant in most cubes and the body is unexciting.
Ivy Lane Denizen: +1/+1 counters can be great without card disadvantage, but most decks in limited are at least 2 colors.
Kavu Primarch: Mainly there aren't many creatures that can be used to pay for convoke.
Kessig Recluse: Deathtouch on solid bodies is interesting, but 3 toughness can't stand up to much.
Korozda Monitor: Scavenge is a nice ability for limited, but cc7 is a lot and a 3/3 trample for cc4 isn't the greatest front-end.
Llanowar Empath: Scrying and drawing cards are great, but you can't guarantee to have a creature in the top 2 cards.
Longshot Squad: The ability to grow later is an upside, but having to decide between attacking, blocking or pumping is a drawback.
Nantuko Disciple: This creature can change combat math a lot, but it comes really late.
Nylea's Disciple: A solid 3/3 body that has the chance to grant some life, but in limited it mainly won't much.
Oasis Ritualist: Ramp on a 4-drop is not needed in most cubes, but for a ramp archetype, it can be great.
Ondu Giant: 2/4 bodies are solid, but not exciting for cc4, not even with mana advantage.
Ornery Dilophosaur: It's not that hard to enable, but it can still fail and a 4/4 doesn't really need deathtouch. You will mostly want to run a straight up 4/4 over this for 4 mana.
Pharika's Disciple: You want to block it, but you don't want to block it. That makes it usable, but 4 mana is a bit too much.
Prized Unicorn - Not the best Lure body, not the most overcosted. Getting it to survive is the key to breaking it.
Quarry Hauler: The body is just not big enough and the ability is useless most of the time.
Ravenous Leucrocota: Having an option for the later stages of the game is nice, but 7 mana is a lot and the 2/4 Vigilance is not that exciting.
Rootwater Alligator: 3 power and protection for cc0 seems nice, but the price is high.
Rumbling Baloth: A 4/4 for cc4 is incredibly solid. Even if it's a Vanilla, with such a big body it includes some abilities like "this creature can't be killed by a single damage-based removal spell that deals less than 4 damage". In addition to that, it's very hard to block this guy. Sadly it's outclassed by other 4/4s with upside.
Sabertooth Mauler: The effect isn't bad, but the fact that it can only triggers once during your end step is a bit too restrictive.
Wildheart Invoker: 4/3 bodies are Ok for cc4 and the ability can be very interesting later, but cc8 is a lot and a simple 4/3 body isn't very interesting.
Wildslayer Elves: Wither is a strong ability, but 3/3 bodies for cc4 are only of small interest anyway.
Bad: Don't cube this. It might look fine, but it's not worth it.
Archers of Qarsi: A very aggressive blocker that can only trade 1 for 1. This is not meant for pauper cubes, but for a limited meta where X/5 fliers are more common, but even then, something like Deadly Recluse is nearly always better.
Formless Nurturing: A 3/3 for cc4 is outclassed by many creatures even if it has the small chance of hiding a creature.
Giant Caterpillar/Symbiotic Elf: Being able to turn a creature into something useful when it dies is interesting, but mainly it's better to play a creature that is harder to get killed.
Insatiable Souleater: Even if 5 power is a lot, especially with trample, 1 toughness is simply way too fragile.
Jadecraft Artisan: The buff this gives isn't enough to make it interesting for cc4.
King Cheetah: Flash isn't a big advantage without a solid body.
Kozilek's Predator: 2 Eldrazis in addition to a 3/3 body isn't bad, but it's doesn't make this creature good.
Krosan Drover: There aren't many playable creatures with cc6 or even more.
Living Totem: For cc4 this creature brings only 3 power and 4 toughness to the board, while you are forced to split it. Convoke is an upside, but not a big one.
Venomous Dragonfly: Deathtouch is mainly interesting on bodies that cost only a few mana or have a lot of toughness.
Wild Ceratok: Vanilla stats aren't enough. Without a good ability it's just bad.
Wild Wanderer: If you have to fix your mana on turn 4, you already have a big problem and this won't help you a lot.
Wolverine Pack: The ability doesn't make this creature really interesting.
Woodland Sleuth: Morbid is a high restriction and this creature is terrible without it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Silverback Shaman - Solid stats, and the added death cantrip is rare.
Sprout Swarm: On first look, a 1/1 Token for cc5 may seem uninteresting, but Instant-speed, Convoke and Buyback are an important combination of abilities. With instant speed, it can easily be played surprisingly or at the end of your or the opponent's turn. Any 5 untapped creatures and lands can be invested into it and if you have produced enough Tokens with it, those tokens can produce more token, even without haste. This is arguably the best common in limited of all.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bitterbow Sharpshooters/Sentinel Spider: These are green's pendants of Serra Angel. While there is a huge difference between Flying and Reach, Vigilance on a big body can be super important and against flying creatures, it's pretty much the same.
Entourage of Trest: A 4/4 that draws a card and then helps to defend your crown is just value.
Excavating Anurid: Pseudo-cantrip, and 5/5 Vigilance is threatening.
Garenbrig Paladin: Adamant makes this effectively cost 2GGG to get the full value which is doable in green, and the 4/4 version isn't too horrible if necessary. The evasion of dodgeing all 2/Xs is pretty strong and can outclass Trample in several cases.
Kavu Climber: A solid 3/3 body with card advantage.
Lifecraft Cavalry: A 6/6 trampler for 5 mana is huge, but you need to trigger Revolt somehow.
Nessian Asp: A super solid body for cc5, that even has reach and a great late game mana-sink. The only problem is, that it still dies to every hard removal and it feels really bad, once you've spend an absurd amount of mana into it.
Okina Nightwatch: A 7/6 is simply huge and you can decide when you want to play it, but sometimes it doesn't work and in those cases this card is bad.
Rampaging Rendhorn - Haste and green is not a common thing. And the cost is very fair.
Rhox Maulers: A big body with trample and the ability to get even bigger is just good.
Rubbleback Rhino: With enough Auras, this card is definitely cubeable, but without it's a little bit unexciting.
Tajuru Pathwarden: A big body with trample and vigilance is just value
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aerie Ouphes: A solid flying hate, but without a target, it's not good.
Arrogant Wurm: Only online common! With enough discard outlets this card is nuts, but otherwise, it's definitely not good.
Barkhide Mauler: Cycling is good for flexibility, but 5 mana isn't much and mainly you will wait till you have the mana and then it's just a 4/4 for cc5.
Geist Trappers: A 3/5 reach is able to handle nearly every flying creature and with granting Reach to another creature it's even more interesting, but without flying creatures, it's too bad.
Giant Dustwasp: A big green flying creature. It's very unique, but overcosted, even with Suspend.
Greater Basilisk: A really solid Deathtouch creature, but it comes very late.
Grizzled Outcasts: If this guy would have trample when it's flipped, it would be great.
Harbinger of Spring: This creature is well protected against creatures, but a 2/1 body isn't very big and it's very fragile against removal.
Kraul Foragers - can gain some to a bit of life. Needs repeated use to get the real value.
Rhox Oracle - Has an important place in Ramp decks. But on curve, it is only so-so.
Riparian Tiger: A 4/4 with trample for 5 is not very strong, but the ability to attack for 6 damage once can be relevant.
Silverglade Elemental: Getting an untapped land with a solid body would be interesting, but lands become worse the later they come.
Snake of the Golden Grove: On first look, this card may seem good, but mind that your opponent can choose. If he has a hard removal in his hand a 7/7 won't be a problem and if even 4 life is completely useless at the moment, you will only gain a 4/4 for cc5.
Spike Colony: A solid 4/4 that can split its power among your creatures is interesting, but after splitting the power, there isn't much left.
Sporemound: A very interesting and unique ability, but this card is simply too weak and pauper has nothing like Overrun, to make a big amount of 1/1 that exciting.
Sporoloth Ancient: A solid 4/4 that can throw 1/1s every second turn is interesting but slow.
Tangle Hulk: 5 power for 5 mana and regenerate is simply good even if regenerate requires a lot of mana.
Territorial Baloth: A 6/6 would be huge for cc5, but landfall is a high restriction later in the game.
Thresher Beast: A solid beater with an interesting pseudo evasion.
Vastwood Zendikon: A 6/4 for cc5 that has haste when you play it with an additional mana is interesting and very unique for green, but it's really fragile against bounce.
Wardscale Crocodile - one of the meatier Hexproof bodies. Still needs help to dominate.
Winding Wurm: Having a 6/6 on turn 5 is huge, but this creature also binds almost all of your mana for the following turn as well.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adaptive Snapjaw: Evolve becomes worse the later on the creature is played and even if this creature evolves, it's still fragile and it needs to evolve at least twice to be not that fragile anymore.
Battlefield Scrounger: This creature is terrible without Threshold and it will end your Threshold fast.
Beacon Behemoth/Mosstodon: Even if Vigilance and Trample can be very important for fatties, toughness is also important and 3 toughness is way too small.
Deadly Insect: Shroud can be interesting, but this creature will simply become blocked to death by anything.
Flycatcher Giraffid: Though booth modes are useful in different board states and the body isn't horrible, there do exist alternatives which simply have booth keywords.
Folk of the Pines: Even if it can be nice to define the power of your creatures yourself, you need at least 6 mana to make it a 5/5, which is simply too much.
Garruk's Gorehorn: 3 toughness is way too few for a cmc 5 creature, especially without any further upside.
Ghor-Clan Savage: A 5/6 for cc5 would be great, but Bloodthirst can be a high restriction, especially later in the game.
Gnarled Sage: Green isn't really known for drawing cards and without the second ability there simply are a ton of better alternatives for this.
Gorilla Berserkers/Rabid Elephant: These creatures have great evasion, but 2 or 3 damage is simply terrible for a cc5 pseudo-evasive creature.
Haze Frog: Even if this creature can be an interesting combat trick, it's simply too expensive for that.
Kashi-Tribe Warriors: This creature is an interesting blocker, but it comes too late and is a little bit too weak for cc5.
Citanul Woodreaders: The body is unexciting, but it can block something the turn you are tapped out and 2 cards up in card advantage is good.
Elvish Aberration: A super solid body with the flexibility of forest cycling. It's still mainly worse in pauper cubes than in other cubes, because pauper doesn't have many good creatures for cc6+ that you would really need additional ramp from that point on.
Mold Shambler: A solid 3/3 body that can get rid of a lot of things.
Murasa Behemoth - big, tramples, but needs tricks to get huge.
Rampaging Hippo: A 5/6 with trample is already good and with the flexibility of cycling, it becomes great.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Durkwood Baloth: This creature is mainly interesting on turn 1 and even then it takes very long till it comes.
Oran-Rief Recluse: If you can find a target for the ability, it's Ok.
Pathbreaker Wurm: 6 power and trample is a lot, but with just 4 toughness, they are already fragile again. Can share trample with even Shrouded bodies.
Segmented Krotiq: This card is boring but fine when you hard cast it and also has the upside to be cast with an additional +1/+1 counter later in the game when cast as a morph early in the game.
Thundering Tanadon: For cc4 a 5/4 Trample is great, but the 4 Life drawback is a lot. For 5 mana and 2 life this creature is already not good anymore and for cc6 it's overcosted.
Tuinvale Treefolk: A decent body for 6 mana with some additional effect earlier on curve would be real nice, if it weren't for the fact, that the pump effect can fizzle and effectively counter the creature along with it.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ambush Krotiq: For not containing a "may"-option in the ability, it will mainly be a drawback and a 5/5 trample for cc6 is simply not worth a drawback.
Honey Mammoth: Gaining for life attached a an ok body isn't bad, but you do usually would much rather have some kind of evasion on a big body like this.
Humbler of Mortals: Constellation would only be interesting in an enchantment-heavy cube.
Nyxborn Colossus: An additional point of toughness doesn't outweigh not having trample and GGG and the fact, that it can be disenchanted makes this pretty bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Krosan Tusker: The flexibility is great. It can either be a great ramp spell with card advantage and instant speed or a solid fatty. There is no way not to play it.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Havenwood Wurm: Being a huge body and able to kill an attacking creature when flashed in is great. One of the best green fatties pauper offers.
Oakgnarl Warrior: Vigilance is extremely important for expensive creatures because you often don't have much life left when you have enough mana to play them and in that case, you wouldn't be able to attack without Vigilance.
Greater Sandwurm: 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.
Walker of the Grove: Even if cc8 is a huge amount of mana, the flexibility to be played as a 4/4 for cc5 negates that problem a little bit and if you can really hard cast it, it's a huge threat. The synergy with self-bounce or flicker effects is insane.
Wrecking Beast - Hasty, trampling beater. It does what a curve topper should. Getting there is the challenege.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Duskdale Wurm: A huge body with trample is solid, but by the time you get up to 7 mana you'll often prefer something a little extra like Oakgnarl Warrior's vigilance over the additional power.
Maul Splicer: 7 power and 7 toughness for cc7 split up very well may seem very nice, but the 1/1 body is only of small interest and the 3/3s can also be disabled very easy, especially because they die to bounce.
Horncaller's Chant: Two 4/4 trample creatures are a solid threat even if cc8 is a lot.
Tangle Golem: There are more interesting alternatives for this guy.
Vigorspore Wurm - Impactful, but 7cmc is hard to achieve reliably
Woolly Loxodon: A huge body that becomes way better from morph making it cheaper and a potential combat trick, but it's just a Vanilla, once it's flipped and can easily be chumped. It would become more interesting with options to flicker it.
Bad: Don't cube this. It might look fine, but it's not worth it.
Hundroog: Even if cycling is a nice flexibility, a 4/7 Vanilla is simply terrible.
It of the Horrid Swarm: The 3 bodies are good for Swarm archetype and the variable cost is nice, but the two 1/1's are mostly fodder and coming along with a 4/4 seems outclassed unless it hits early with Emerge
Jungle Weaver: Cycling is a good flexibility, but a 5/6 Reach is not really the game-changing creature you want to ramp into at 7 mana.
Siege Wurm: Convoke is really weak in pauper cubes because there aren't many playable cards that can produce more than 1 creature.
Vine Kami: The evasion would be nice for a big finisher, but a 4/4 is far away from being a big finisher.
Wurmskin Forger: Only 5 power for cc7 is simply too little even if you are allowed to split 3 of it up as you want.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Hooting Mandrills: Delve can be a big upside for playing creatures earlier, but green is the weakest color for it for having the least instants and sorceries and it can also happen that you can't play this creature when you need it.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ivy Elemental/Slime Molding: These are great mana sinks for the late-game, but terrible in the early-game. There are different upsides for each one.
Bad: Don't cube this. It might look fine, but it's not worth it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Rancor: This card should neither cost cc1 nor be common, but it is. It turns even the weakest creature into a threat and is very hard to get rid of. It wins a lot of games on its own.
Utopia Sprawl/Wild Growth: The noncreature pendants to Llanowar Elves. They basically have the same effect, with the difference, that the Sprawl can also fix.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Gather Courage: A solid combat trick that can be played surprisingly for cc0 if you have an untapped creature left.
Giant Growth: One of the most solid combat tricks green got. It's at its best when the opponent double blocks but it can also bring relevant damage through if needed.
Groundswell: Another solid combat trick, that is worse during the opponents turn, but it can bring even more damage through if needed.
Mutagenic Growth: A solid combat trick that can be played at any time, even if you are completely tapped out.
Prey Upon: A green spot removal that's unique, but it's still problematic. The opponent's creature needs to be weaker because even if it ties for the strength, this card will be a 2/1 trade and it's also fragile against spot removal in response.
Savage Swipe - Prey Upon is now obsolete. Also, this has more targets than you may know.
Sudden Spinnerets: A decent combat trick, that does everything it can you maximize the chance of catching your opponent off guard by giving a decent defensive pump, reach and untapping while also leaving the reach permanently behind.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons
Bequeathal: Drawing 2 cards for cc1 would be nuts, but this card has high restrictions. For green, it's sometimes really hard to kill creatures on purpose.
Briar Shield: This aura gives a permanent push in addition to work as a combat trick. The only problem is that it doesn't protect from hard removal.
Burst of Strength: +1/+1 is often not enough for a combat trick, but untapping the creature and the fact that it remains around makes this card a little bit interesting.
Carapace: Auras that can protect their enchanted creature are often good, but +0/+2 is no relevant push.
Elvish Fury: A solid combat trick that works with buyback as often as you want. It's interesting, but you mainly don't want to play this card without buyback and combat tricks are easy to fizzle, which would make buyback useless.
Hunger of the Howlpack: A single +1/+1 counter is only very situative interesting, but when morbid should trigger, a permanent +3/+3 is simply huge.
Implement of Ferocity: It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
Prey's Vengeance: It's a fine combat trick that can do its job and then come back the following turn with Rebound. During the rebound turn, it's likely to either force through a lot of damage or to force your opponent to make a somewhat ideal or less ideal chump to stop a big chunk of damage.
Rosethorn Halberd: Non-human is a lot of possible targets and so the first cast is usually pretty decent, but the reequip cost is pretty overcosted.
Seal of Strength: Even if the "Seal-effect" can be really interesting to change combat math, combat tricks are still at their best, when they come surprisingly.
Spider Umbra: Totem Armor is a nice protection, but +1/+1 doesn't turn creatures into a big threat.
Stinging Shot: Even if it doesn't kill the creature, it weakens it very much. But the restriction is high.
Take Down: This is a sideboard card at best and green has better removal available.
Unbridled Growth: Color fixing in the early game and it replaces itself at any time, but often it is just a green cantrip with no additional effect.
Open the Gates - better if you run Gates. But it still only brings it to hand.
Reclaim/Salvage: Putting cards only on the top of your library is card disadvantage.
Run Afoul: It's usually better to pay 1 additional mana in order to choose the creature you want to kill, unless you are struggeling with a lot of flying hexproof creatures, but even then it would still need to be the only creature with flying.
Sandstorm: 1 damage is simply not much and that makes this spell very situative.
Shape the Sands: A very uninteresting combat trick that is outclassed by a huge amount of comparable spells.
Vineweft: This card isn't direct card disadvantage when the enchanted creature dies, but in the end, this is nothing else than a terribly overcosted Leonin Scimitar.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Sylvan Might: While it is still 'just' a pump spell, it is reusable and it grants the ever important Trample. The 4cc of the Flashback is affordable and often sits in the graveyard threatening a bad trade for the opponent.
Symbiosis: This combat trick has really good chances to trade 2 for 1, but it's restricted to 2 targets.
Vines of Vastwood: Perhaps the best combat trick green offers. It's simply both a combat trick and removal protection in one card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aim High: Untapping and granting reach pretty much guarantees that this trick will catch your opponent by surprise when he is attacking you.
Edge of Autumn: When you have too few lands, this card ramps and later, when you don't need more lands, it can turn 1 into a card from the top.
Epic Confrontation: A very consistent fighting spell. +1/+2 will often be enough to kill the targeted creature if the opponent doesn't have an instant speed removal.
Farseek/Fertile Ground/Rampant Growth: Ramping on turn 2 isn't bad for the following turn, but apart from turn 2, these cards are slow and later in the game they can become a terrible topdeck.
Moment's Peace: Fog is bad, but Flashback is strong. An interesting card for ramp/control decks.
Ram Through: Instant speed cmc 2 + the fact that this is a one-sided fight all make this quite viable if you are looking for green removal. It still suffers from the same risk of trading badly against opposing instant speed removal, but it's probably the best in the business in that regard. As a little bit of icing on the cake there is also the trample clause, which is a keyword, which is quite common in green and come in handy, because your opponent usually doesn't expect direct damage from green.
Savage Punch: This is less consistent than Epic Confrontation, but the additional power can be relevant, especially when you want to attack after fighting.
Tangle: Only online common! Known as one of the best Fog-like cards, this card is definitly cubeable.
Evolution Charm: Flexibility is nice, but mainly none of this possibilities are really interesting.
Fell the Pheasant: If you want to play anti-air only sideboard cards this is fine, I guess.
Fists of Ironwood: Giving Trample wouldn't that relevant on its own, but getting 2 creatures for cc2 is interesting. Mainly 1/1 Tokens are not good enough for limited.
Forced Landing/Plummet: A really solid flying removal, but sometimes you won't find a target for it.
Gift of Growth - It is just OK, but there are far better, and far worse, pump spells. The Untap ability is the sole saving grace.
Gift of Strength: Reach can be interesting for combat tricks, but it's not worth an additional mana.
Larger than Life: +4/+4 and trample is huge, but Sorcery speed kills this card.
Lead by Example: This can easily be a 2-for-1, but without creatures, it doesn't do anything.
Leeching Bite: A green combat trick that can kill X/1 creatures for sure and is maybe even able to trade 2 for 1, but with just +1/+1 it's really situative.
Lignify: Even if it's not good to turn creatures into big walls, this is a green removal and unique enough to be played.
Night Soil: An interesting card, especially because it can also take creatures from your opponent's graveyard, but it's very bad early in the game.
Pounce/Titanic Brawl: Instant speed Prey Upon. instant speed definitely improves the type of effect, but there are better alternatives.
Rabid Bite: Only dealing damage instead of fighting can allow you to attack the same turn and you don't get blown out of your opponent has an instant speed pump for his creature.
Regeneration: Protecting your important creatures can be really nice, but regenerate is simply no good protection.
Return to Nature - most versatile Naturalize. In Sealed in 2HG, this is Maindeck material.
Savage Surge: A fine combat trick, that even works, when all your creatures are tapped.
Setessan Training: Replacing itself in addition to granting a more or less relevant buff is what can make an aura good, but the danger of fizzleing and not drawing the card is still there.
Sheltering Word/Wrap in Vigor: Protecting your creatures against hard removal can be very important, especially for green.
Steady Aim - surprise trick that catches most problems.
Survivors' Bond: A Raise Dead-type of card, that can potentially bring back 2 creatures, which is nice. Even though green isn't that stacked with humans you are usually not mono colored, so that the other color can provide the graveyard with humans to return.
Earthen Arms: Two counters for two mana is nice, but Sorcery speed is a downside and the Awaken ability is one mana overcosted.
Elven Rite: Only online common! If you put both Counters on the same creatures it's very fragile against removal and if you split up the counters, +1/+1 is not a relevant enough pump in most cases to be worth a card.
Woodweaver's Puzzleknot: 5 mana for just 6 life is terrible and you don't have very much use for energy in most cubes.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Elephant Guide: A strong Uncommon that is not less good at common rarity. +3/+3 is huge and a 3/3 is a fair exchange if the enchanted creature should be killed.
Moldervine Cloak: Even if Dredge is mainly not a limited ability, this card is simply insane. Most Dredge cards are mainly worse than what you could have in your topdeck and are more focused on a high mill. This card isn't really made for Dredge decks, it's way more of an insane limited card because limited decks have a way worse curve than constructed and you don't want about 80% of your possible topdeck. An Oakenform is always a huge threat and there is a limited number of times that your opponent can handle it
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.#
Ambuscade: This card is simply nuts. The fact that it's an instant speed one-sided fight spell that also grants an extra power is amazing, especially because of the opportunity for a 2-for-1.
Band Together - Usually a true instant speed kill spell
Cartouche of Strength: A buff that gives the creature evasion AND can be a removal spell is worth the risk of card disadvantage.
Cultivate/Kodama's Reach: For ramp decks with a high curve, these spells are really good. They can ramp with card advantage and fix as well. The only problem is that they are easily a terrible topdeck when you already have enough lands.
Overgrowth: The land enchantment alternative of Cultivate, but without fixing.
Pulse of Murasa: 3 mana for recursion is much, but instant speed and 6 life shouldn't be underestimated.
Savage Silhouette/Trollhide: Huge auras that can turn creatures into big threats and protect them as well. You mainly have to count cc5 for them, but that's still really balanced.
Snake Umbra: +1/+1, a really strong effect and totem armor is an interesting bunch of effects for cc3.
Wildsize: +2/+2 is the minimum for a combat trick to be solid and trample can be nice as well. Drawing a card is great in addition to it, but the more a combat trick costs, the worse it gets and cc3 is very much for it.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ancestral Mask: WIth enough Hexproof creatures and auras, this card can be really strong.
Arachnus Web: A green removal spell that handles most creatures and activated abilities which can also be very important. The main problem is that it's really easy to disable with any kind of pump.
Beneath the Sands: A Rampant Growth for an extra mana more isn't great, but the flexibility of cycling not making it a dead card later in the game makes it interesting.
Benefaction of Rhonas: With an enchantment theme this card can really shine, but without, it is too expensive.
Broken Fall: A permanent and flexible protection for you creatures can be really interesting.
Courage in Crisis - It does give a permanent boost, but Sorcery. Can do more in the right build with Adept, Monstrous, and Simic bodies
Crushing Canopy/Crushing Vines: 2 situative effects that become interesting through the possibility to choose between them.
Ferocious Charge: A big but overcosted combat trick, that becomes interesting through Scry.
Gift of the Gargantuan/Lair Delve: Solid green card draw spells. The main problem is that you often also want noncreature spells from the top.
Gift of Paradise: It fixes, gives you life and ramps you, but just for one.
Gnaw to the Bone: Even if life is normally not worth a card, this card can make such a huge amount of life in the late game that it could be considered.
Harrow: This card is no card advantage, it's a 2 for 2 trade, that mainly fixes.
Horizon Spellbomb: Drawing a card in addition to getting a land for cc3 is quite interesting, but without the flexibility of Krosan Tusker it's way worse.
Hunter's Ambush: One-sided Fogs are Ok, but only being one-colored in addition to that, makes this card very mediocre.
Invigorate: Even if 3 life isn't nothing, a surprising +4/+4 pump can be interesting.
Kruphix's Insight: This card digs deep, but only for enchantments. It's also interesting for cubes with a graveyard theme.
Lead the Stampede: A fine card-advantage spell to refill with, in the late-game.
Map the Wastes/New Horizons: A ramp spell with an included pump is definitely unique, but it's questionable if the pump is equal to the second land Cultivate gives.
New Horizons - Overgrowth that for some reason also boosts a creature. So more broad than most ramp cards.
Oakenform: +3/+3 is huge, but this card is still really fragile against hard removal.
Omen of the Hunt: Being instant speed and having an additional upside is kind of interesting, but only getting 1 land for 3 mana is not a great ratio.
Presence of Gond: Being able to produce a lot of tokens is interesting, but the aura will die with the creature if it gets removed.
Relentless Pursuit: A solid dig spell, that can generate card advantage in green and also fills the graveyard.
Scout the Borders: A fine card to enable card quality in green, but it's only good when you have a graveyard-theme in your cube.
Spidersilk Armor: Pumping all your creatures' toughness permanently wouldn't be good enough on its own, but this card is also a really good flying hate card.
Thornado - Sideboard cards having cycling doesn't always make them maindeckable
Thwart the Enemy: One-sided Fogs are a lot better than symmetric ones. Even though the effect is very situational it can definitely catch your opponent off guard and be devastating to the extend, that it wins you the game.
Time to Feed: An overcosted Prey Upon with life gain. Life gain attached to useful effects is really interesting, but without instant speed, this card is simply too bad.
Fully Grown: Combat tricks get exponentially worse the more mana they cost and 3 is definitely too much. Event though leaving trample permanently behind is nice it's simply too expensive.
Gaea's Bounty: Most decks in limited are at least 2 colors.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Return to the Earth: This is a card that contains 3 situational effects which make it this way pretty flexible overall. As a trade-off for the huge amount of options, it has cc4.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Claws of Wirewood: Online Only With cycling, this card is a main-boardable flying hate card that could also be used as a kind of Lava Spike to finish off the opponent.
Dragonscale Boon: A fine combat trick, but very expensive for cc4.
Leafcrown Dryad: +2/+2 is a relevant push and with the relevant 2/2 reach body you get when it fizzles or the enchanted creature dies, it's definitely interesting.
Reclaiming Vines: The land destruction is overcosted as are the other two modes, but all options in one card makes it playable.
Roots: As Green's Sleep Paralysis, it's green spot removal, but cc4 is a lot and flying is often a problem.
Bad: Don't cube this. It might look fine, but it's not worth it.
Beast Hunt: Green card draw seems nice, but it depends on luck and with the high land count in limited you will only get between 1 or 2 creatures on average.
Equestrian Skill: This is overcosted and not worth the risk of card disadvantage.
Feral Contest: A really bad way to handle a creature.
Hunter's Edge: The strictly better alternative over Hunt the Weak, but still 4 mana sorcery speed is simply too much, considering that this still has the same risk of fizzleing to instant speed removal.
Tall as a Beanstalk: There are a lot of better auras, which grant the same boost for less mana. Also reach isn't an upside, because you definitely don't want to slam this on a creature just to start playing the defensive role.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Nyxborn Wolf: Compared to Oakenform, this card is not just overcosted by 2, but also has 2 toughness too few. The 3/1 you get in exchange could outweigh the additional mana, but a problem about this card is that with only 1 additional toughness, the enchanted creature remains really fragile.
Bad: Don't cube this. It might look fine, but it's not worth it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Shield Sphere: Only online common! A huge wall that costs you no tempo at all and can block a big amount of damage. The only problem is that this wall doesn't like to block 1/1s.
Brago's Favor: This card can be really interesting with buyback or ccX spells.
Immediate Action: Solid for aggressive decks or cards with tap abilities.
Muzzio's Preparations: Free pump is never bad and you can essentially make any creature with persist indestructible.
Spidersilk Net: Only +0/+2 and reach is not really worth an equipment and especially not equip 2.
Tormod's Crypt: Your cube would need to be extremely specialized to have a use for graveyard hate and even in that case, this card makes card disadvantage.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Bonesplitter: The perfect equipment to turn weak or evasive creatures into huge threats.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Adventuring Gear: Even if landfall can be problematic later, early this equipment can create a huge threat for very little mana.
Flayer Husk: Not just a 1/1 body that can attack early and easily chump later, but it's also a Leonin Scimitar later.
Gingerbrute: Not amazing in any way, but simply a fine early aggressive, hasty, evasive creature, that can theoretically be put into any deck and also be used to gain some life in case of emergency.
Sylvok Lifestaff: 1 power may seem small, but this card is super cheap and keeps you alive for a long time when you are behind on the board.
Viridian Longbow: 3 mana to equip is a lot, but the effect is great, especially colorless.
Blazing Torch: A colorless Shock for 2 mana and tapping a creature. Solid, but not exciting.
Bloodtallow Candle - Seemingly expensive to use. But for color combos that do not have actual creature removal, this is a way for all colors to have a -5/-5 effect; albeit costly.
Copper Carapace: +2/+2 is huge and not being able to block would be an acceptable problem, but 3 to equip is a lot.
Darksteel Axe: Indestructible on Bonesplitter isn't worth the doubled equip cost and the indestructibility will be an irrelevant line of text most of the time.
Explorer's Scope: An interesting effect that could make a lot card advantage by preventing you from drawing too many lands.
Leonin Bola: Turning a creature into Gideon's Lawkeeper seems nice on first sight, but you need to use the creature as well, too. It's twice of the price the Lawkeeper needs, that can tap on its own.
Perilous Myr: A colorless Shock for cc2 that is able to kill X/3 creatures when blocking.
Vulshok Morningstar: The best equipment pauper offers for limited. +2/+2 is simply huge and can turn every creature into a solid game-winner.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aeolipile: Only online common! A colorless Seal of Fire for 3 mana over all. Overcosted, but solid.
Armillary Sphere: A colorless ramp spell, that makes card advantage.
Crashing Drawbridge: A 0/4 for 2 is a decnt blocker and being able to be also used aggressively is definitely nice.
Cobbled Wings: Flexible giving flying to any creature for only equip 1 is interesting.
Darksteel Pendant: Scry 1 for 1 mana each turn is very interesting for control decks.
Guardian Idol/Mind Stone: The ability to ramp early and be turned in for something useful when no longer needed is great, but these still only produce colorless mana.
Kitesail: Evasion and an additional power can be very strong, but binding 4 mana is a lot.
Neurok Stealthsuit: Shroud is extremely strong and with being able to attach it to another creature, it can also work as Hexproof.
Prismatic Lens: This card can ramp and fix. It's very solid.
Sphere of the Suns: Even though it's limited to 3 uses and enters the battlefield tapped, it's still very solid at what it does.
Wings of Hubris: A slightly better Cobbled Wings. You rarely need it, but it doesn't hurt to have unblockable clause once if the air happens to be stalled.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Amorphous Axe- bit costly, but +3/+0 is huge in pauper, and all types has a place in type-matters
Bladed Pinions: When a creature is flying it doesn't need First Strike and vice versa. The flexibility on the other hand is a small upside.
Blight Sickle: Wither can be really strong, but 4 mana is a lot and 1 power isn't.
Cranial Plating: Even if this card would be better in an artifact-based cube, it's so powerful that it would already become interesting with a second artifact in play.
Eager Construct: This is reasonably costed and can be put in every deck, but your opponent scries too and this can be a problem.
Executioner's Hood: Intimidate is solid evasion, but binding for 4 is a lot.
Fellwar Stone/Star compass: Mana stones for 2 mana are never bad, but the fixing these provide aren't great. Stone relies on your opponent for fixing and compass only fixes for cards with two mana symbols of one color.
Fleetfeather Sandals: Haste and flying for each creature that enters the battlefield is really interesting, but cc2 is a lot in addition to the normal casting cost and if you equip it later, haste becomes redundant and this card becomes a worse version of Cobbled Wings.
Fractured Powerstone/Thought Vessel: Mana Stones for 2 mana are never bad, but these are outclassed by too many better options that at least have some kind of relevant upside.
Golden Egg/Guild Globe: If this wouldn't sacrifice itself after the first use, it could actually be decent fixing.
Hedron Crawler: The little bit worse version of Manakin.
Horned Helm: It's overcosted for the amount of power it gives, but with trample, it's more viable to equip bigger creatures.
Jousting Lance - Surprisingly valid with certain creatures. Deathtouch and Trample work well with the boosted + First Strike. It does cost a lot for repeated equipping. Midrange is where this is best.
Manakin: It's worse than the color producing Myrs, but colorless ramp for cc2 is never bad.
Pentad Prism: It's pretty good to ramp and fix, but with only 2 charges it's emptied too early and you already need 2 colors to make it work.
Prismite - Fair costed body. Filters mana. It has a place, but often it is just there
Prophetic Prism: Fixing without card disadvantage. It's interesting, but binding 2 mana without being ramped can be problematic.
Skyshaper: Only online common! The colorless and slightly better version of Falter.
Sky Skiff: This is easy to crew and has evasion, but it doesn't have a lot of power.
Consulate Skygate/Gleaming Barrier: Walls that block a lot with small upsides can be nice, but 0 power and not being able to attack is a serious drawback.
Jousting Dummy: 3 is way too expensive for the ability and doesn't make a 2/1 good.
Pendulum of Patterns: The life gain is almost useless and the ability overcosted.
Razortip Whip: Only being able to deal damage to players makes this card really bad.
Runed Servitor: The ability is neither really an upside nor a drawback and 2/2 creatures for cc2 without an upside are simply bad.
Sleeper Dart: Unless you can get value out of having a 2 mana artifact, that draws a card on etb, e.g. by bouncing it, there is simply no reason to run this, because the sacrifice effect definitely doesn't justify it.
Tyrant's Machine: The effect is overcosted. It would need cost cc4 and cc2 for tapping a creature to be good.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Renegade Freighter: Also known as Freighterhoof Behemoth, this is a real problem for your opponent and easy to crew.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cathodion: The ability is pretty much useless, but a 3/3 vanilla for cc3 is extremely solid in every color.
Pristine Talisman: Lifegain attached to something useful is always nice and this card can be very important for recovering from low life totals in control decks.
Sickleslicer: A 2/2 creature for cc3 with a lot of late game impact.
Tumble Magnet: This card can grant a lot of time. It's very interesting for control decks.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Armored Transport: The ability is very unique and makes this creature a great carrier for even the most offensive equipment.
Bonder's Ornament: If you are looking for 5c fixing this is probably the best 3 mana rock for that to this point, with it's build in mana sink.
Bottle Gnomes: Only online common! A blocker and a way to recover some life. Both things are pretty unimpressive, but together it's not bad. This card was better back then when damage went on the stack.
Cogwork Spy: The ability is not that strong and 2/1 fliers for cc3 aren't the best creatures.
Mobile Garrison: You can attack with 3 power and untap either a mana dork or a blocker and the 4 toughness makes it hard to kill, but you have to tap another creature to do anything with it.
Orazca Relic: A 3-mana rock that only produces colorless mana isn't exciting but being able to turn it into a card and 3 life, once it's no longer needed, is pretty nice.
Patchwork Gnomes: Being able to discard lands or bluff to discard lands to create a very hard to kill 2 power creature for cc3 is not the worst, but also not too impressive.
Phyrexian War Beast: 3/4 bodies are extremely solid and for cc3 it's quite huge. It's worth the possible drawback.
Pilgrim's Eye: Getting a land attached to a body is nice, but a 1/1 flying body is only of small interest.
Skyscanner: A 1/1 flying isn't the best body, but replacing itself is nice.
Strider Harness: Global Haste and pump for each creature, the turn it enters the battlefield are nice, especially for aggressive decks, but cc3 can be a lot and it slows you down.
Wall of Spears: A fine blocker, but not overly exciting.
Whispersilk Cloak: Unblockable and Shroud is great, but 5 mana is a lot.
Bad: Don't cube this. It might look fine, but it's not worth it.
Vessel of Endless Rest - Manalith with only a slight upswing, it case hose a single card of a Graveyard-Based strategy
Wicker Witch: It can fit in any deck, but the body is still overcosted.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Serrated Arrows: A single -1/-1 or +1/+1 counter can sometimes be enough to change a game, but 3 total -1/-1 counters make this card simply one of the best and most flexible removal spells. It's a kind of colorless Arc Lightning with Wither.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cogwork Librarian: The impact on the draft can be fun, while a 3/3 for cc4 is really bad and will mainly not make it into decks.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Clay Statue: The regenerate ability weights out the lack of toughness and with 3 power this can threaten to kill a lot of things without dying itself.
Guardian Automaton: With the ability as an enter-the-battlefield effect it would be better.
Irontread Crusher: A 6/6 vehicle is nice, but crew 3 is a high cost.
Peace Strider - Can fit into most Sideboards or Maindecks of slower decks. Gaining 3 and possibly killing an X/3 is helpful.
Pierce Strider - Having the range to finish off an opponent is cool. Especially if reused. But in Aggro where you really want it, 4cmc is for bigger bodies
Primal Clay: Flexibility is nice, but all the options of this card are overcosted and not really exciting.
Warden of Geometries: A mana ability on a Vigilance creature is okay, but the power isn't very exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ancestral Statue: A 3/4 Body for cc4 is not exciting enough to be worth any drawbacks.
Arcane Spyglass: Turning excess lands into cards from the top is nice, but this card is simply way too slow.
Scaretiller: Once you have 4 lands already, there will usually not be many more in your hand and unless you have a heavy self mill theme lands mostly don't end up in the graveyard.
Signpost Scarecrow: If the ability would have costed 1, this might have been somewhat interesting.
Sisay's Ring/Ur-Golem's Eye: Even if these cards are a mana advantage, it's often useless with only colorless mana and if you are already able to play cc4 spells.
Telethopter: Only online common! Tapping an additional creature during your main-phase just to create an attacking 3/1 flier for cc4 is not really worth it.
Weapon Rack: Even though this might read somewhat similar to Serrated Arrows it's a million times worse, since it can't kill creatures and can't even be used to mess with combat, due to the sorcery speed restriction.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Lurking Automaton: A 5/5 vanilla for 5 is pretty decent. Everything above that is pretty nuts.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aradara Express: This vehicle is really big and evasive, but it can be a huge blowout if your opponent removes it during combat.
Kozilek's Channeler: Your deck needs to be incredibly mana hungry to be interested in ramp for 5 mana and the problem is that you won't have access to the mana during your turn if you still want to block or attack with this guy.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adaptive Shimmerer: A colorless flash creature is definitely not something your opponent will expect out of non-blue decks most of the time. If you can in addition to that make use of the +1/+1 counters this isn't actually that bad.
Adarkar Sentinel: A 3/3 for cc5 is very bad even if it can grow its toughness.
Anodet Lurker: Even if it's interesting to turn creatures into something useful when they die, it's often better to play creatures that die less easily. It's also a strictly worse Guardian Automaton.
Arcbound Bruiser: This card would only be interesting for an artifact-based cube.
Foundry Assembler: Even in artifact heavy cubes, this creature is just mediocre.
Reservoir Walker: Energy is useless in most pauper cubes and otherwise it's overcosted.
Soldevi Steam Beast: 4 power and regenerate seems solid, but this creature deals only 2 damage, even if it gets through and that is simply way too less for cc5.
Stone Golem: Without an ability, this is just plain bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Accomplished Automaton: It's big and can also split its power if needed, but it has no evasion.
Eldrazi Devastator/Ulamog's Crusher/: On the one hand these creatures are going to end every game if not handled very fast, but on the other hand, cc8 is a huge amount of mana and it's not that hard to get rid of these creatures.
Pardic Wanderer - playable in colors without access to these stats
Ruin Processor: This creature is big and must be handled, but it has no evasion and the processing is almost irrelevant.
Scion of Ugin: It's slightly overcosted for the body, but still fine.
Bad: Don't cube this. It might look fine, but it's not worth it.
I tested Wildsize and Bequeathal. None of them is as good as the cubeable cards and need to be played. Over all everyone needs to play some of the Borderline cards.
I have no experiences with Moment's Peace, but I have problems to believe, that it's really interesting.
Harrow is +-0. I'm not sure if it's interesting, just as fixing and situative ramping. I wonder how few people are playing Abundant Growth, that's a really solid fixing spell and never a terrible topdeck.
Green creatures are already finished. Sometimes it's complicated to keep the overview, thanks for the hint, that I rated Scatter the Seeds at the wrong category of my system.
More to the point, Moment's Peace is, in my opinion, probably a staple. It has been one of the most underrated cards around here - but has recently been respected after I crushed with green control decks three times in a row. Many pauper decks don't have any kind of lategame, so I think it's really important in the decks that do.
I think you're underrating a few green cards. In particular, sylvan ranger, which is generally more useful than elvish visionary - tutoring for a land is particularly useful when it only costs two mana, as it lets you keep two land hands. Late game, it's less useful, but can still find land to support splashed colours.
I also think armor of thorns is better than you've rated it, making up for card advantage by also being playable as a combat trick. Battlewand oak is another - sure, you probably aren't playing many treefolk, but it also has forest only landfall.
I was maybe overrating Elvish Visionary. You are right, they are on a similar leve, but without having a real advantage, from the fact, they they are elfs, booth of them are not interesting.
Armor of Thorns: I thought about it for a while and it seemed interesting at first, but you nearly never want to play it as a permanent aura, because it's way too easy to trade the creature and that makes the flexibility nearly redundant. It will mainly be an overcosted combat trick.
Battlewand Oak: As you said: "Forest-only". The most decks in pauper are 2 colored. Forest-only is no acceptable restriction, only if you want to support mono colored decks, but than you can also play Tendrils of Corruption and Corrupt.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Curse of Chains: A solid hard removal for cc2, that can be played in each of its colors, which is especially interesting for blue.
Deft Duelist: This card sure does a lot. With Shroud the 1 toughness doesn't really matter at all, which basically makes this card a one man army, that can hold off any X/2, that tries to attack into it.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Azorius First-Wing: A 2/2 flying for cc2 is super solid, but not too exciting.
Court Hussar – Anticipate tacked onto a 1/3 vigilant body is perfectly acceptable for 3CMC.
Esper Cormorants: 3/3 Flying creatures for cc4 are extremely unique and super solid.
Feeling of Dread: Only tapping 2 creatures may look weak on first sight, but with Flashback this becomes Frost Breath with the huge upside of being way more flexible. This card can be used very aggressively, but it can also be used to slow down aggro a lot.
Hussar Patrol: A 2/4 vigilance body is very solid and flash especially can be very important for control decks that want to keep mana up for counters. This card can also be used as a solid combat trick.
Lawmage's Binding – An instant speed Arrest. Can really surprise your opponent and mess up their plans.
Momentary Blink: Blinking creatures can protect them from removal and retrigger etb-effects. Normally it's not that exciting just to trade your opponent's removal, but with Flashback, this card can make card advantage.
Silkbind Faerie: Even if 1/3 flying bodies aren't really interesting, they are not useless and with a kind of vigilance and the Gideon's Lawkeeper-effect included it's very interesting.
Silver Drake: 3/3 flying creature for cc3 are extremely solid and the self-bounce can sometimes even be an advantage.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aethertow: Putting 2 creatures on the top of their owners' library is really solid, but cc4 is a lot for such a restrictive removal.
Azorius Knight-Arbiter - Good combo of keywords that allows for a clock, but very slow and costly
Cloudheath Drake: Vigilance can be very important for big creatures, but a 3/3 flying for cc5 isn't very exciting.
Coastline Chimera: A huge defensive body with flying. It would just need at least an additional power to become really interesting.
Disciple of Kangee: Giving flying to creatures of your choice for an acceptable price is interesting, but not too exciting because you need to tap the creature for it.
Ethercaste Knight: Being able to attack as a 2/4 for cc2 is interesting, but only 2 toughness can easily be blocked and the 1/3 body for blocking isn't interesting enough for exalted.
Hindering Light: A UW version of Confound, that is also able to counter spells that target "you". It's always interesting to get card advantage for just cc2, but these cards are quite restrictive and this way, not too exciting.
Minister of Impediments: The ability is solid, but cc3 is a lot for it, with such a weak body.
Overrule: An interesting and very flexible version of Syncopate-like Counters, but the additional white mana can be very problematic.
Plumes of Peace: This card wouldn't be interesting as a worse Claustrophobia, but the Forecast opportunity is really interesting, even if it's highly restricted.
Senate Griffin – 3 powered flier that scrys is decent, but that can be found mono-colored. And because of the 2 toughness it’s better in aggressive decks, which may not want this for their top end.
Soulsworn Jury: A solid wall that can be turned into Remove Soul when needed is interesting, but not too exciting.
Stormcaller's Boon: Cascade is extremely strong and this card can be an interesting finisher, but cc4 is a lot and sometimes you are really unlucky with cascade.
Stormscape Familiar/Sunscape Familiar: Making your spells cheaper can be very nice, but only half of your deck is a little bit too less and not worth an unexciting 1/1 flying or 0/3 defender body.
Talon Trooper: 2/3 flying creatures for cc3 are very solid, but not too exciting.
Watchwing Scarecrow: A 2/4 Flying Vigilance for cc4 would be great, but the restriction is high. It will mainly be a 2/4 flying or a 2/4 vigilance. Both are solid, but not exciting enough on their own.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adarkar Unicorn: There are only a few playable cards with cumulative upkeep.
Arenson's Aura: Only being able to handle enchantments is way too restricted.
Kjeldoran Pride: Reattaching an aura to another creature seems interesting because that way the aura could maybe not die with the creature and it also changes combat math, but keeping cc3 for it is too much.
Mirror Wall: 3/4 bodies for cc4 are simply not exciting enough, not even without the disadvantage.
Ocular Halo: The enchanted creature isn't protected from being handled by any removal.
Offering to Asha: Gaining 4 life in addition to useful effects can be very nice, but cc4 is simply way too much for a counter that isn't even a hard-counter.
Sanctum Plowbeast: Flexibility is nice, but this creature is simply way too bad if you hardcast it and landcycling isn't the best effect.
Soldevi Heretic: The ability would already only be of small interest without the card disadvantage, but granting the opponent cards is simply terrible.
Somnomancer: This creature would be way more interesting with flash.
Sphinx's Insight - Not enough to warrant playing at Sorcery speed. Underwhelming.
Steel of the Godhead/Thistledown Duo: There aren't enough multicolor cards in most cubes and without both effects, these cards are simply too unexciting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Agony Warp: Removal spells that give -3 toughness for cc2 are already very good, but this removal also has a solid opportunity for card advantage or at least preventing damage.
Dinrova Horror: Recoil attached to a 4/4 body is extremely strong, because it's a relevant threat and can also be flickered or brought back from the Graveyard for more value.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cavern Harpy: On first look, this card definitely has it's drawbacks, but sometimes it's absolutely bonkers. Being able to retrigger etb-effects as often as you want is a great late game-option and it can also be a great blocker that turns every X damage from one creature into just 1 damage while being removal immune.
Dimir Guildmage - is a bit fragile but has huge potential to draw cards or to shred opponents hands apart. Good at basically any stage of the game.
Parasitic Strix: Bloodhunter Bat for cc3 is extremely solid, but the restriction can be hard sometimes, especially for turn 3.
Probe: 2 decent cards combined in a single card. If you are not playing against a super aggressive deck, this much card advantage and quality can easily win you the game.
Sedraxis Alchemist: Man-o'-War is an extremely strong card, but it's questionable if it's worth such a restriction.
Recoil: A really strong bounce spell. It's on the same power level as Repulse.
Tidehollow Strix: A 2/1 flying for cc2 is already solid, but with Deathtouch it's even better, especially for the late game.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Architects of Will: This card is solid, but cycling is mainly good for cards that are either only good in the very early or very late stages of the game. You rarely want to cycle this card.
Brainbite: Distress with card advantage is interesting, but cc4 is a lot for that.
Brine Shaman: Turning every creature into Remove Soul and changing combat math is interesting, but [maan]1UU[/mana] is a lot for that and the 1/1 body on its own is really bad.
Deny Reality: Cascade can be really strong, but cc5 at sorcery speed is simply a too high risk to be unlucky with Cascade.
Dimir Infiltrator: A solid but unexciting beater. This card is mainly interesting for carrying equipment.
Forbidden Alchemy: This card has a lot of quality and with flashback, it even makes card advantage. The only disadvantage is that it's quite expensive.
Loch Korrigan: Hybrid shades are way better than mono-colored shades for limited, but a 1/1 at first is extremely fragile and unexciting without investing a lot of mana.
Mortus Strider: A nearly unremovable creature seems interesting, but cc3 is a lot for that.
Mystical Teachings: 2 tutors in one card is interesting, but this card is simply way worse in limited than in constructed.
Nightscape Familiar/Stormscape Familiar: Reducing the mana cost of your spells can be very strong, but a 1/1 regenerate or a 1/1 flying body isn't very exciting.
Norritt: The first ability is extremely situative, but the second one is solid.
Nightscape Apprentice/Shadow Guildmage: Being able to put creatures on the top of your library can protect them, but it's still card disadvantage for you.
Oona's Gatewarden: A solid blocker for turn 1, but later it's unexciting.
Perplex: Discarding the whole hand seems nice on first look, but giving your opponent the choice is mainly bad and this card is simply overcosted early in the game and is an easy choice later when your opponent might have an empty hand.
Ramirez DePietro: Even if 4 power and First Strike is big and 3 toughness isn't too fragile, this card is still easy to get rid of and cc6 is a lot.
Roofstalker Wight: 2 power flyers for cc2 are good, but they are definitely not worth a 2 mana investment every time.
Scarscale Ritual: An additional card is not worth a -1/-1 Counter.
Spike Jester: A 3/1 with haste for 2 can be a beating, that needs to be answered.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Auger Spree: A solid removal that can also be used as a push, but there are a lot of better alternatives.
Agonizing Demise: This removal is very interesting for the late game, but cc6 is a lot.
Blistering Dieflyn: Hybrid shades are way better than mono-colored shades for limited and this one also has evasion. The only problem is that it starts with such a weak body.
Cultbrand Cinder: A solid body with an interesting etb-effect seems nice, but cc5 is too much for it.
Footlight Fiend – Devils are interesting, in that they are better than they look on the surface. But it’s easy to ignore a 1/1 attacker also.
Gobhobbler Rats: This card is really strong with Hellbent, but simply not good without.
Igneous Pouncer: Flexibility through landcycling is very strong and the body is really strong when your opponent is tapped out.
Kathari Bomber: Dealing 2 damage to a player in addition to getting 2 1/1 Tokens wouldn't be this good, but with Unearth this creature is interesting.
Keldon Mantle: Protection and additional power. This card is interesting, but not too exciting.
Monstrous Carabid: A really solid body, but it's not too exciting, not even with Cycling.
Morgue Burst: 2 for 1 trades can be nice, but cc6 at sorcery speed is a lot. This card is only interesting if highly support BR control.
Thunderscape Familiar: Reducing the mana cost is nice, but 1/1s are bad, with First Strike or not.
Pestilent Kathari: Deathtouch, First Strike, and Flying make this creature a really strong blocker, but for 3 mana per block.
Rakdos Ickspitter: A solid effect, but for cc3 it comes a little bit too late.
Rakdos Trumpeter - it has Menace at 2cmc, and an overpriced Firebreathing. It is passable. Just not great.
Rattleblaze Scarecrow: Especially persist is a really strong ability and combined with haste this creature is a really solid finisher, but the restriction is high.
Soul Burn: Being able to spend hybrid mana for Drain Life makes this card interesting, but cc3 in front of the X is very much.
Spawn of Rix Maadi: A 6/4 for cc5 is really solid, but not being able to block can be a huge problem.
Suicidal Charge: A possible mass-removal, but it's really situative and expensive.
Wrecking Ball: Flexibility is nice, but Land destruction for more than cc3 is mainly useless and a hard removal for cc4 is overcosted.
Bad: Don't cube this. It might look fine, but it's not worth it.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Burning-Tree Emissary: If played into another 2-drop, this can be huge, but if not, it's a free bear.
Colossal Might: A solid combat trick, that can bring a lot of damage through.
Ember Weaver: A 3/3 First Strike for cc3 is extremely solid and Reach makes it even better.
Frenzied Arynx – Already a 4/4 trample for 4CMC, or a 3/3 trample, haste as a baseline. But then being able to pump it for extra trample damage makes this a powerful card with a lot of versatility.
Giantbaiting: On first look, this card is card disadvantage, but in fact, not many people are able to take 8 damage against aggressive colors like green and red and this way this card mainly trades at least 1 for 1 and deal at least 4 damage to a player.
Zhur-Taa Swine: A +5 power out of nowhere can win the game and a 5/4 for 5 is not horrible. Booth modes are only ok on their own, but the flexibility is nice.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Burning-Tree Bloodscale: A flexible creature, but Bloodthirst can be a high restriction later, which makes this creature not really exciting.
Deadshot Minotaur: If you find a good target for the etb-effect, this creature is very strong and if not, you can still cycle it very cheap.
Disciple of the Old Ways: First Strike doesn't need to be given in many cases. A really solid 2 drop.
Travel Preparations: This card is incredibly flexible. Mainly you want push creatures, but you want to evade the risk of card disadvantage. This card can be a lot. It can either give up to 4 creatures +1/+1, 2 creatures +2/+2 or +2/+2 to one creature and +1/+1 for 2 other creatures. It simply fits perfect in the most game situations.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Common Bond: A permanent push that can also be used as a combat trick. The main problem is that combat tricks are always problematic, especially for more than cc3.
Coursers' Accord: 2 3/3 tokens for cc6 are solid, but not exciting.
Grizzled Leotau: This creature is a huge wall that can attack, but just with 1 power it's not exciting.
Guardian of Vitu-Ghazi: Vigilance is great for fatties, but cc8 is too much and Convoke is very hard to enable in limited.
Kelsinko Ranger: This creature can change combat math without even being tapped and can give multiple First Strike, but the 1/1 body on its own isn't exciting.
Grasping Thrull – A 3/3 flier for 5 is a little over costed, but the drain is solid. It’s a slightly bigger Blind hunter, but that’s not necessarily a good shift.
Harsh Sustenance: Lifegain attached to a useful effect is normally very good, but this card has a huge variance, ranging from being completely useless to ending the game. Overall, it's better to have a consistent spell, rather than one that is such high variance.
Harvest Gwyllion: A huge and scary blocker that can easily prevent every non-flying creature with 3 or less power from attacking and even bigger creatures can easily be made worthless by this creature.
Imperious Oligarch – An interesting card that can be good for aggressive or controlling decks. But a little body leaving behind a 1/1 spirit isn’t anything new.
Manacles of Decay: This removal is not bad, but outclassed by too many better alternatives.
Purge the Profane: A Mind Rot that grants life. The problem is still that it's situative, without choosing or at random.
Putrid Warrior: A solid 2 drop that is just a little bit too unexciting.
Scholar of Athreos: A solid blocker with an interesting ability, but it's only really worth it in multicolor rounds.
Vizkopa Vampire - Black and White have more efficient Lifelink
Bad: Don't cube this. It might look fine, but it's not worth it.
Unyielding Krumar: A 3/3 First Strike for cc4 shouldn't need a permanent investment of mana.
Vectis Dominator: Giving your opponent the choice is mainly bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Consume Strength: An extremely solid combat trick that has a good chance to trade 2 for 1.
Putrid Leech: A 4/4 for cc2 is simply nuts, even if it deals half of it's damage to you. This card wins a lot of games and is nearly immune to burn spells.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Erstwhile Trooper - Semi-Putrid Leech. Enables discard strategies, does gain Trample. So decent backup to the Leech.
Grim Contest: A fight spell with instant speed that depends on the creature's toughness. Definitely interesting.
Grisly Salvage: Solid card selection, but it only really shines with graveyard synergies.
Rendclaw Trow: Wither and Persist is an interesting combination of abilities, but after dying once, this creature becomes unexciting.
Sluiceway Scorpion: This creature is overcosted by 1, but for that point, the Scavenge costs are really cheap. Overall, this creature brings a solid 1 for 1 trade and 4 power and 4 toughness on the battlefield.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ana Disciple: Decreasing the power each round can prevent some damage and change combat math, but it's not too exciting.
Archers' Parapet: A blocker that can be used to deal some damage over time.
Canker Abomination – A high variance card, but on average still a good body. And with a lot of removal (or an opponent misstep) this could of great rate.
Rhizome Lurcher – In a graveyard/sacrifice themed cube it has to the potential to be large. But you may not want to cast on curve. It takes a lot of work and doesn’t have trample.
Ethereal Ambush: 2 2/2 bears with Flash for cc5 and the upside of manifest and a decent chance, that at least one of them hides a creature is definitely an interesting and strong card.
Shambleshark: This 2 drop will nearly always be a 3/2 on the following turn. If you can't evolve it, it can still work as a combat trick to trade with an X/2 creature. It also fits into every control deck with flash.
Temporal Spring: A Time Ebb that can target any permanent. It can grant you some time, but it's often very problematic because of the sorcery speed.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Agent of Horizons: A 3 power unblockable beater for cc3 would be awesome, but cc3 for each attack is a lot of mana.
Ana Disciple: Giving flying to your creatures for only 1 mana is interesting, but the 1/1 body on its own is not exciting enough.
Applied Biomancy – It’s possible for this to win a combat and bounce one of their creatures. But it will be hard to set up both at the right time.
Assault Zeppelid: A 3/3 flying for cc4 is extremely solid, while trample is not really needed.
Jilt: A bounce spell that makes card advantage in the form of an included Shock.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Goblin Electromancer: Reducing the mana costs of instants and sorceries for control decks is interesting, especially with a solid body.
Fire//Ice – Two decent effects on one card. The flexibility of this instant is really good.
Hypothesizzle – Card filtering and damage spell in one. Better than Cunning strike it can take out larger creatures and be cast on an empty board in a pinch.
Izzet Chronarch: cc5 is a lot and the spell is not paid already, just through reviving it, but the 2/2 body is solid and the ability can revive a lot of powerful cards.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bloodfire Mentor: A fine blocker with an overcosted loot ability.
Ceta Disciple: 2 additional power for a creature can be interesting to turn weak creatures into solid blockers or bring damage through when needed.
Chemister's Trick: Either a bad combat trick or a possible mass-removal. Interesting, but extremely situative.
Crackling Triton: Even if the 2/3 body is better than 1/3, this card is mainly going to be the worse version of Steamcore Weird.
Cunning Strike: This card looks quite good on first sight for having 2 targets, instant speed, and card draw, but cc5 is a lot and 2 damage isn't, neither to the opponents face nor a creature. This card is simply not really good, no matter if your opponent is on low health and you need to burn through the missing damage, nor to get rid of a threatening creature because the most of them have more than 2 toughness.
Glacial Crasher: An Ok finisher for control decks, but not too exciting for being a Multicolor card.
Leap of Flame: Either a combat trick or a possible finisher. Interesting but not really good.
Desperate Ravings: When Flashback is used, this yields +1 Net card. But since the discarding is random, it is unpredictable. Not useful enough for the few slots Blue/Red has
Torch Drake: Later it can be interesting to give additional power, but 2 mana for 1 power is a lot and a 2/2 flying for cc4 at first is also overcosted by 2.
Tundra Kavu: Fixing your own lands or disfix your opponent can be interesting, but it's really situative.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Goblin Legionnaire: This 2 drop is pure flexibility. It's not just a solid 2/2 beater, but also a Seal of Fire and it can change combat math by protecting bigger creatures.
Wojek Halberdiers: A 3/1 for cc2 would already be good, but a 3/2 for cc2, that can even get First Strike is just great.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Orim's Thunder: Maybe the best Disenchant-like card in pauper. If it finds a target, it's mainly always card advantage and quality for just cc4.
Skyknight Legionnaire: A 2/2 flying haste is totally Ok. On curve a 2/2 flying for cc2 is better, but this card is a better topdeck.
Squee's Embrace: One of the few auras in pauper that don't make card disadvantage. +2/+2 is huge and the upside can be a blowout. It's only fragile against removal in response to the enchant and bounce.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Wild Nacatl: Working with 50% of its combinations, this can easily be played in your green section. With either White or Red, it's a 2/2 for cc1, which is incredibly strong, especially at common rarity. The option to become a 3/3 is unnecessary for the power of this card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Sewn-Eye Drake: 3 power flying and haste is definitely nice.
Viashino Slaughtermaster: This card is easily strong enough, even without the second ability, that you can play it on your red section if you want. On its own, it doesn't look too impressive, but every kind of pump easily reaches absurd dimensions.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Baton of Courage: This is an interesting combat trick. It can give the needed push to kill a creature and still change combat math, but cc3 is a lot for a combat trick.
Carrion Thrash: An interesting creature, but you need to keep 2 mana open.
If someone is confused by my system, that I rated cards like Granger Guildmage and even something like Keldon Mantle for 2 colored, but not 3 colored depends on the fact, that none of the Apprentices or Guildmages, or even something like the Mantle is better in a 3colored deck than in a 2colored one. The Mantle is a good example, because it's really solid, to invest half of your mana into the power and keep the black mana to protect it. In a 3 colored deck you only have 1/3 of your mana in red and the chance to have black mana is reduced. Trample is simply not as good as the addtitional power, this aura could give in a RB deck.
Evolving Wilds/Terramorphic Expanse: For 2 colored decks these cards are slightly worse than the Guildgates, but for 3 colored decks they are the first choice.
Bojuka Bog: You need to play a lot of graveyard-related cards to make this card worth it.
Cave of Temptation – A land that can tap for colorless right away, and can be cashed in later for another effect is on par with borderline lands (like Cradle of the Accursed) and filters (like Shimmering Grotto). This has both effects, but it’s just not enough to make it cubeable
Cradle of the Accursed: It doesn't produce colored mana, but can turn into a creature if you have enough lands.
Shimmering Grotto/Unknown Shores/Painted Bluffs: This type of land has no tempo disadvantage, but it's expensive to fix with it and that can end up being at least the same tempo disadvantage over time.
Bad: Don't cube this. It might look fine, but it's not worth it.
Saga cycle lands aren't worse than Onslaught ones. You can cycle off-color saga lands if you need a 23rd card. And sometimes you have one swamp and five mountains and don't want to tap your swamp.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Jackal Pup: Even though this creature is only good in suicidally aggressive decks, this is still where a 2/1 for 1 really shines.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bloodlust Inciter/Goblin Motivator: The 1/1 body doesn't do much on its own, but effectively giving every creature haste is a huge advantage for aggro decks.
Frenzied Goblin/Intimidator Initiate: Preventing creatures from blocking is nice, but the 1/1 body doesn't do much on its own and the constant mana investment can be problematic.
Goblin Champion – Another odd pairing. Haste means it is ok real early, but supports a slower aggro start
Goblin Cohort/Mogg Conscripts: 2/2 guys on turn 1 are pretty big, but the restriction is high.
Martyr of Ashes: One of the only red mass-removal spells in pauper that is able to deal more than 1 damage. It's a little bit problematic later in the game when you don't have so many red cards in your hand left, but the effect is unique enough to play this card.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bloodfire Dwarf: This guy can kill your creatures as well as your opponents, but with just 1 damage it won't kill much. Electrickery will often simply be the better version of this card.
Bold Impaler/Lavastep Raider: The body is okay, but the ability is overcosted.
Cinder Wall/Torpid Moloch: These Walls are quite big for R. The only problem is that they'll always trade only 1 for 1, no matter for which creature.
Fanatical Firebrand/Frostling/Mogg Fanatic: 1/1 bodies aren't very useful, but played on turn 1 these cards doesn't bind mana later and they will mainly find at least one target. In addition to that, it has the "Seal-Effect", that makes cards like Seal of Fire better than Shock.
Fire Shrine Keeper: A 1/1 evasive body with late-game relevance can be nice, but the front end isn't that exciting and the ability is somewhat expensive.
Forge Devil: A one-drop that can kill any X/1 creature on etb. The problem is just that 1/1 bodies aren't very exciting.
Goblin Arsonist: A version of Mogg Fanatic that is able to trade for X/2 creatures, but it's often not what you want.
Goblin Fireslinger: This card can bring it's damage through, but it's not really exciting.
Goblin Firestarter: Only online common! The worse version of Mogg Fanatic.
Goblin Grappler: Provoke is a great ability, but a 1/1 can't trade for much.
Goblin Patrol: One-drops that got 2 power without any hard restrictions are mainly good. The only problem is that Echo cost on Turn 2 is a problem for curves.
Gorilla Shaman: One of the few artifact removal creatures red got, but this one is nearly useless without a target.
Grim Initiate – Odd pairing of 1/1 First Strike and leaving a token after death. Works in aggro and equip builds; as well as Sacrifice-matters.
Insolent Neonate: With its abilities, it has at least a little late-game value.
Ruinous Gremlin: This creature is pretty good in an artifact-heavy environment, but everywhere else it's just ok.
Scorched Rusalka: This card can give you value out of dying creatures, but does close to
nothing if you're behind.
Scorch Spitter - Outclassed fast, but can get a few points in
Skitter of Lizards: Flexibility is nice, but this card is simply never really exciting.
Spear Spewer - Curse of the Pierced Heart: the creature. Has to be Arrest'd or killed. Pacifism doesn't stop it. Enables damage requiring abilities like Spectacle and Bloodthirst
Torch Courier - Attacks early, enables later. Only the most aggro of cubes.
Bad: Don't cube this. It might look fine, but it's not worth it.
Akki Avalanchers/Bellows Lizard/Flamekin Brawler/Foundry Street Denizen: Creatures that can have more than 1 power later are more interesting than the normal 1/1 bodies, but not really exciting.
Akroan Crusader: The ability of Heroic is ok, but there are simply way too few spells that want to target this creature.
Blisterspit Gremlin: There are alternatives to this card, which don't have a constant mana requirement.
Bloodcrazed Goblin: This card needs burn spells used on the opponent's life before it can even attack.
Boggart Forager/Crazed Goblin/Duct Crawler/Dwarven Grunt/Dwarven Trader/Glitterfang/Goblin Mountaineer/Goblins of the Flarg/Hurr Jackal/Keeper of Kookus/Mons's Goblin Raiders/Mountain Bandit/Mountain Goat/Orcish Spy/Raging Goblin/Zodiac Goat: 1/1 bodies with useless or nonexistant abilites.
Branded Brawlers: This card is too highly restricted.
Crimson Kobolds/Crookshank Kobolds/Kobolds of Kher Keep: Without the right synergies, these cards are simply terrible.
Dwarven Scorcher: The worse version of Frostling.
Firefright Mage: Granting evasion to other creatures isn't directly bad, but it's not really worth the 1/1 body.
Flailing Soldier: This card is only funny in multiplayer games.
Furnace Scamp/Spark Elemental: The worse versions of Lava Spike.
Ghitu Lavarunner - Constructed value. In Limited it will rarely trigger while still being valid.
Goblin Balloon Brigade: Evasive 1/1 bodies aren't that much more exciting than ones on the ground.
Goblin Chirurgeon/Goblin Sledder/Goblin Taskmaster/Mogg Raider/Mudbutton Clanger/Skirk Prospector/Striking Sliver: These cards would only be interesting with enough tribal support.
Goblin Digging Team: There aren't enough walls in most cubes.
Goblin Gaveleer/Krark-Clan Shaman/Kuldotha Rebirth: These cards only work in an artifact-based cube.
Goblin Swine-Rider: Mainly just an evasive 1/1 body that prevents everything of yours with 2 or less toughness from attacking along with it.
Goblin Vandal: A 1/1 without evasion will not get through often.
Jackal Familiar: The body is simply not worth such a high restriction.
Jawbone Skulkin: Even if permanent haste would be nice, the 1/1 body is really useless and the red restriction is bad for limited. 2 is also a lot of mana to just give creatures haste.
Karplusan Wolverine/Laccolith Whelp: These creatures will die to everything that blocks them.
Kolaghan Stormsinger: You will probably never hardcast this for R, but always play it face down and in that case, you paid 3 mana for a 2/2 and an additional mana to give the next creature haste, you are going to cast next turn. Pretty underwhelming.
Kris Mage: Turning Lands into Hornet Sting is simply not exciting enough and not worth a 1/1 body.
Orcish Conscripts: The even worse version of Jackal Familiar.
Rift Elemental: There aren't enough playable cards with counters you want to remove or suspend.
Satyr Hoplite: This card would only be interesting with a big amount of Heroic support.
Satyr's Cunning: The first cast is bad and it never gets better, no matter how often you cast it.
Somberwald Vigilante: The worse version of Karplusan Wolverine.
War-Torch Goblin: This guy can change combat math, but it's not exciting enough on its own.
Weaselback Redcap: It's simply not worth it if you have to constantly pump mana into this to deal significant damage.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Aether Chaser: A 2/1 first strike for 2 mana is already cubeable, but this one also brings a friend.
Borderland Marauder/Gore-House Chainwalker/Thriving Grubs: 3/2s for cc2 are amazing whether they are good at blocking or not.
Fireslinger/Sparksmith: Dealing 1 damage to creatures may not seem like much on first look, but there are a lot of X/1 guys, that will die to these. The Fireslinger also has the opportunity to ping on players, while Sparksmith could deal more than just 1 damage to creatures.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aetherflame Wall: A big wall for cc2 that can get some power when needed. It has no reach, but there are some shadow creatures in most cubes so the additional ability isn't totally useless.
Ashmouth Hound/Ornery Goblin: On first look, this card may not look too exciting, but there are a lot of X/1 creatures that won't be able to block this guy and even X/3 creatures would only trade for this.
Burning Prophet – Generates more value while getting boosted. Good defensive early body to boot.
Crimson Mage - adding Haste to anybody for just R is pretty decent. Body is ok.
Dragon Fodder/Goblin Instigator/Krenko's Command/Mogg War Marshal: Two goblins for 2 mana.
Firebrand Archer: Red decks often struggle to deliver the final points of damage, once the opponent has stabilised the board. This creature is one of the possible solution, that doesn't just have 2 power, but can also deal damage beyond attacking, even though it will rarely want to become involved in blocks of any sort.
Generator Servant: This card is not just some kind of Seething Song on a stick, it also gives haste to up to 2 creatures. A really good design.
Goblin Trailblazer: A solid evasive 2-power creature for aggressive decks
Immolating Souleater: It's a solid 2 drop that can finish an opponent that's at low life and is able to trade for way bigger creatures, for just some life. On the other hand, you have a problem if it becomes the target of a removal spell after you paid all the life.
Iron Myr: Red ramp is very unique and this is very good for clunky red decks or control decks with red.
Keldon Marauders: This guy is perfect for heavily aggressive red decks. It's either a Lava Axe for cc2 or it forces your opponent to chump or trade against it. As well, it works very well with self-bounce.
Kolaghan Aspirant: The strictly worse version of Ashmouth Hound, but still playable.
Kruin Striker: This creature makes you want to play your creatures pre-combat in exchange for a constant 3/1 trample beater for 2 that can even become 4/1 trample if you are able to play 2 creatures in one turn.
Makindi Sliderunner: Trample makes this creature quite valuable.
Mardu Scout: A 3/1 for cc2 is great and even if RR makes it look way worse, this one has an additional upside in Form of Dash which makes it pretty decent overall.
Nest Robber: A fine haste threat for aggressive decks.
Orcish Hellraiser - even on turn 2, the saturation of 1cmc cards may not slow this too much
Plated Geopede: 3/3 First Strike is simply huge and landfall isn't too hard to enable. Later it can be problematic, but during the early game, this guy is just great.
Thermo-Alchemist: It is cheap and has a large enough rear to survive many mass sweepers. The ability targeting only players is fine as you will likely get 1-3 extra points from it in an average deck. And 5 damage over the game, from a 2cc, is more than most bodies can generate.
Underworld Rage-Hound: Having to attack each turn is a significant downside, but allowing you to use your graveyard for "free" value later, when you run out of gas in a color, that doesn't have much use for the graveyard is nice and a 4/2 can rarely be ignored.
Viashino Pyromancer - better than haste as it is never dead.
Viashino Slaughtermaster: Even without the second ability, this card is easily strong enough that you can play it on your red section if you want. On its own, it doesn't look too impressive, but every kind of pump easily reaches absurd dimensions.
Zada's Commando: A 2/1 with first strike for 2 is pretty good, even if the Cohort ability is irrelevant.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Blazing Effigy/Ogre Sentry: On first look, these creatures may seem totally different, but in fact, they can block every 2/X creature without dying and trade nearly every X/3 creature they block.
Bloodcrazed Neonate: This guy needs to be handled very fast. It's not hard to get rid of it, but if it gets through at least once it becomes interesting. Though, the first ability is especially problematic later in the game. If this creature would have haste, it would be nuts.
Chandra's Magmutt: Being able to deal unconditional direct damage to the opponent shouldn't be underrated. There are better alternatives to this though.
Dragon Hatchling: A red flying creature that can deal more than 1 or 2 damage seems interesting, but it doesn't do anything without investing mana. With at least 1 power permanently, this card would be way better.
Drannith Stinger: Cycling 1 is strong, but you will rarely want to cast a vanilla 2/2. It's basically a vanilla, because it's very unlikely that you will trigger the effect more than once, unless you are really dedicated towards a cycling archetype.
Drooling Ogre: A 3/3 for cc2 is great and if your opponent has no artifacts this guy can be game-winning on turn 2, but you can't be sure that they have none and that makes this guy really risky.
Emberwilde Augur: An acceptable 2/1 beater for cc2 that has the opportunity to be used as Lava Spike. This card would be great without the upkeep restriction.
Fathom Fleet Firebrand: The 2/2 body isn't very exciting on its own, but the late-game mana-sink option is nice. She can trade or get in for some damage early and if drawn in the late game, she can be used as deterrence with a lot of mana open or just be pumped for some serious damage.
Fire Urchin – Trample is nice, but the boost is smaller than Kiln Fiend
Forbidden Friendship: This is basically the better version of Dragon Fodder since one of the tokens has haste.
Ghitu Chronicler - Red Control since the body is ok early, but the payoff is at 6cmc where not all red decks can recur spells
Goblin Bushwhacker: In constructed pauper this card is great, but in limited it's way harder to draft a swarm deck and a game isn't decided in the first 5 turns.
Goblin Shortcutter: An acceptable beater that can bring damage through on etb. The only problem is that you mainly don't want to play it on turn 2.
Goblin Skycutter: Flying hate is totally mainboardable in most pauper cubes, but sometimes it just doesn't find a target and a 2/1 isn't too exciting.
Grenzo's Cutthroat: An aggressive creature with a non-aggressive ability. This card is great on turn 2, but can easily be a terrible topdeck a few turns too late.
Hearth Kami: This card is outclassed by 2 better versions of it.
Hinterland Hermit: An acceptable beater that can grow to 3/2. The problem is just that you mainly don't want this guy on turn 2.
Hobblefiend: Decent red sacrifice outlets are rare and being able to cash in all creatures, that would die to removal for a lasting +1/+1 counter can be pretty nice.
Incendiary Oracle: A firebreathing 2 drop with an exile clause. It's okay, but not too exciting.
Kozilek's Sentinel: It has a big butt, but the ability will almost never trigger.
Pygmy Pyrosaur: This creature can bring some damage through, but it needs a lot of mana investment.
Kiln Fiend: Another creature that is way better in constructed decks. Mainly you don't want to use your spells during your first main phase or combat step and you won't have many, but sometimes this card can be nuts, especially with Lava Dart and Death Spark.
Mogg Flunkies: The restriction can be high, but the body is solid.
Mudbrawler Cohort: A 2/2 Haste for cc2 would be nice, but the restriction is quite high and it's not really exciting.
Nef-Crop Entangler: A solid aggressive creature. Unfortunately, it gets killed rather easy with just 1 toughness.
Reckless Reveler/Torch Fiend: Red doesn't have many possibilities to get rid of anything else than creatures. These 2 are artifact hate attached to acceptable bodies.
Rimrock Knight: 3/1s for 2 are ok, but not having the option to block is a downside and the combat trick can fizzle and counter the Knight. Also you usually want to play your 2 drop on turn 2, which means that you often never had the chance to get the full value out of this.
Riot Piker: A 2/1 can attack a few turns, during the early game, but every X/3 easily trades it 1 for 0 and it's a terrible topdeck.
Rustrazor Butcher: The combination of First Strike and Wither is very interesting, but 1 power isn't much.
Sigiled Skink: This creature is really fragile, but the effect is strong.
Skinbrand Goblin: A flexible creature, but none of the possibilities is too exciting.
Soulbright Flamekin: The ability is really situative, but sometimes it can be interesting.
Thunderscape Familiar: Making about 50% of decks cheaper is nice, but a 1/1 First Strike body is far from being good.
Valley Dasher: The drawback is quite big, but a 2/2 Haste for 2 can be really good during the early game.
Village Ironsmith: This card is a little bit too bad, as long as it remains unflipped, to be played. Beyond that, it becomes quite interesting after being flipped.
Welder Automaton: The body is reasonably costed and the ability is relevant, but it dies to literally anything.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adder-Staff Boggart: A 3/2 for cc2 would be nice an even a 2/1 is acceptable, but Clash is a very high restriction.
Akki Blizzard-Herder/Akki Rockspeaker/Arena Athlete
/Bloodthorn Taunter/Goblin Sappers/Goblin Ski Patrol/Goblin Striker: If they don't have really good abilities, you want at least 2/1 bodies for cc2.
Akki Underling: Played on turn 2 without anything else this card could be a big threat, but on any other turn it's too bad.
Akoum Battlesinger/Anaba Ancestor/Blademane Baku/Bladeback Sliver/Boggart Sprite-Chaser/Brighthearth Banneret/Dragonlord's Servant/Dwarven Soldier/Ember-Fist Zubera/Goblin Lookout/Heart Sliver/Highland Berserker/Hunter Sliver/Kobold Taskmaster/Skirk Drill Sergeant(Only online common!)/Smokebraider/Sunflare Shaman/Tilonalli's Knight/Two-Headed Sliver: There are no playable tribals for pauper cubes.
Atog/Oxidda Daredevil/Reckless Fireweaver: These cards would only be interesting for an artifact-based cube.
Battle-Mad Ronin/Cinder Crawler/Dwarven Berserker/Goblin Glider/Kyren Glider/Utvara Scalper/Yellow Scarves Cavalry: These guys are mainly just evasive 1 power beaters.
Bloodhaze Wolverine: You would need to trigger the effect constantly for this to be good.
Bogardan Lancer: A 2/2 Flanking for cc2 is good, but not worth any hard restriction.
Bola Warrior: Discarding lands to give evasion is interesting for the later stages of the game, but early it's useless and often there's more than 1 creature that needs to be prevented from blocking.
Bloodstone Goblin/Chandra's Embercat/Defiant Khenra/Falkenrath Reaver/Feral Maaka/Goblin Assailant/ Goblin Brigand/Goblin Elite Infantry/Goblin Firebug/Goblin Furrier/Goblin Raider/Hulking Goblin/Ironclaw Orcs/Keldon Warcaller/Mad Dog/Mogg Toady/Pack Mastiff/Reckless Cohort/Sell-Sword Brute/Smoldering Efreet/Swab Goblin/Yellow Scarves Troops: 2/2 bodies aren't worth it with any negative or nonexistant abilities.
Bomber Corps: A beating Fireslinger may look nice on first look, but battalion is a very high restriction and 1/2 bodies aren't very exciting.
Canyon Wildcat/Goblin Bully/Goblin Piker/Independent Troops/Satyr Rambler/Viashino Slasher: 2/1 bodies with useless or nonexistant abilities are simply terrible.
Ember-Eye Wolf: This can come in for a lot of damage, but you need a lot of mana for it.
Fire-Belly Changeling/Pyric Salamander: The restriction for the ability is too high in each case.
Goblin Bird-Grabber - too many hoops to just get a 2/1 Flying.
Goblin Locksmith - it does say all creatures with defender. If that is an issue, this will be quite the threat
Goblin Masons/Grotag Siege-Runner: There aren't enough walls in most pauper cubes. Otherwise, these creatures would be great.
Goblin Rock Sled: This card wouldn't even be a good sideboard card.
Goblin Tinkerer: This creature is simply too bad without a target.
Goblin Tunneler: The ability can be interesting, but overall it's not really exciting.
Goblin War Buggy: A 2/2 Haste for cc2 is interesting, but definitely not worth Echo.
Heartlash Cinder: Most decks in limited are at least 2 colors.
Impetuous Sunchaser: Haste doesn't make Flying Men much better and the additional disadvantage makes this card simply bad.
Igneous Cur: Strictly worse Ember-Eye Wolf, which isn't that great itself.
Kargan Dragonrider - What dragons?
Lightning Visionary: Prowess isn't a very strong keyword, as it requires you to play your noncreature spells before or mid combat in order to get value out of this and the base 2/1 body is simply bad.
Mage-Ring Bully: The drawback is just too big for the body.
Nimble-Blade Khenra/Sanguinary Mage: Just 1 power isn't very strong, even with prowess.
Oread of Mountain's Blaze: The body is bad and the ability is too expensive.
Pathmaker Initiate: Strictly better Goblin Tunneler, but still not exciting.
Rogue Kavu: This creature isn't good for the same reason as Exalted isn't that good in limited.
Scalding Devil: Some reach to the opponent's life is nice, but the body is simply too bad on its own.
Seven Dwarves: Unless you disable to singleton rule, this is not a card.
Sparkmage Apprentice: The worse version of Forge Devil.
Subterranean Scout: This card is just too situational and the ability is not repeatable.
Sun-Collared Raptor: It's bad in the early game and requires a decent amount of mana each turn to even be relevant.
Viashino Sandscout: A 2/1 Haste is nice, but you don't want to have to play it again and again.
Wall of Diffusion/Wall of Earth: Huge walls that can neither trade nor have any interesting abilities.
Wall of Torches: A wall that can trade with X/4 bodies 1 for 1, but it's super fragile and dies to everything that wants to kill it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Brazen Wolves: 4/3 on the attack is above-the-curve for a 3cc. Being splashable helps it a lot of 2-3 color aggro.
Splatter Thug: 3/3 First Strike creatures are super solid. It's good enough at attacking, so it doesn't need to block.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Akroan Sergeant: A 2/2 with first strike for three is already good, but the possibility to get a 3/3 makes this one better.
Ahn-Crop Invader - Having First Strike on attack and repeated sacrifice makes it a big threat
Atarka Efreet: One of the morphs that really punish the defending player for not blocking it. 6 damage to the face and if needed an additional 1 is a huge race advantage for the red deck. It's only a bit underwhelming if you just spend 6 mana just to kill the blocking 3/3.
Blood Ogre: Bloodthirst is a medium-high restriction. A 3/3 First Strike is definitely worth it.
Bogardan Dragonheart - Usally a surprise shot to the face. Repeated use depends on board state and opponent's access to removal. But trading early or pacified bodies for a big surprise flying body is very aggressive.
Boggart Brute: A 3 power creature with evasion is quite useful.
Burning-Tree Vandal - flexible in haste or size, and a looter that fits in most decks is strong.
Dwarven Vigilantes: The red alternative for Stealer of Secrets, that spams Shocks instead of drawing cards.
Fault Riders: On first sight, this card may not seem so interesting, but once it's played it can be seen that it's very good. There isn't much that can block something with 4 power and First Strike, so this guy has a very solid pseudo evasion. The threat of activation alone is often enough to discourage blocks so you won't usually have to sacrifice too many lands. As well, it's one of the best blockers in pauper. No one wants to trade creatures against lands, so no one will want to attack against a possible 4/2 First Strike Wall.
Fervent Cathar: 2 power and Haste for cc3 wouldn't be good enough on its own, but this card has an etb-effect that synergizes with haste.
Gathan Raiders: A super solid 3/3 for 3, with the surprise bonus of morph and the possibility to grow to 5/5 later. The discard is definitely worth it.
Ghitu Slinger/Skirk Marauder: These cards may seem different on first look, but overall, they are both simply a body with 2 power and Shock attached to it, for 6 mana split over 2 turns. It's a little bit overcosted, but mainly worth it.
Ghirapur Gearcrafter: The red version of Sandsteppe Outcast.
Hanweir Lancer: A 2/2 First Strike may seem unexciting, but a lot of red creatures becomes a lot better with first strike.
Hordeling Outburst - 3x Goblins for 3 is worth the restrictive mana cost
Inner-Flame Acolyte: A 4/2 Haste for cc3 is interesting and so is the possibility to grant the push to other creatures. The only problem is that a 2/2 becomes a little bit unexciting after being played and RR can be problematic on turn 3.
Inner-Flame Igniter: This is a solid card for creature heavy decks, but you will only get a very high payout if you play it in a token heavy swarm deck.
Khenra Scrapper: A solid menace threat. It can exert and become a 4/3, sort of getting the next turn's power a turn early, to help push through damage. Though, it still only deals an average of 2 damage per turn unless you win a turn it exerts, resulting in it not having the corresponding "off" turn so to speak.
Minotaur Skullcleaver: A really solid creature. It's mainly going to be better than Inner-Flame Acolyte, even if it can't pump other creatures, because the difference between 2R and 1RR can be highly relevant on turn 3.
Ronin Houndmaster/Suq'Ata Lancer: Hasty 3-drops with pseudo evasion. Not great but decent.
Ruinous Minotaur: A 5/2 for cc3 is simply huge. 5 damage is 1/4 of the opponent's life, so you only sacrifice a maximum amount of 3 lands before dealing 20 damage and red has usually won already when an opponent is down to 5 life. With just 2 toughness it's a little bit fragile, but red has a lot of solutions to get rid of any creature that threatens to trade for it.
Spellgorger Weird - Red has good noncreature spells, not just in Spells-Matter.
Spikeshot Goblin: Overall it's not really exciting, but if you equip or enchant it with at least 1 additional power, it becomes very very good.
Valakut Predator: A 4/4 attacker on turn 4 is just huge and relevant at pretty much any time of the game.
Viashino Sandsprinter: Cycling for 1 is very strong and the body can situationally be very good. Once it's not anymore you can simply cycle it away.
Vulshok Sorcerer: It's worse than Fireslinger because it binds more mana and blocks a more relevant mana slot, but it can ping in the same turn so it remains solid.
Wall of Heat: The wall with the best stats pauper can afford for cc3. It's a must play for red control decks and the only thing it's missing is some reach.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Academy Raider/Rummaging Goblin: Red rummagers. They would be great if they weren't overcosted by cc1.
Arc Runner: 5 power with haste for cc3 can be interesting, but not too exciting because it's just a single turn.
Azra Bladeseeker: Looting attached to an okay body can be helpful in some situations, but 3/2 aren't great stats.
Blisterstick Shaman: It's possible to play this creature because the 2 power body has some relevance, but sometimes there is simply nothing to kill with just 1 damage.
Bloodfire Expert: Prowess is at it's best in red, but a 3/1 is simply not a good body for 3 mana.
Bogardan Firefiend/Mudbutton Torchrunner: Only dealing their damage when they die is a high restriction.
Brimstone Trebuchet: Having reach and constantly applying damage is nice, but there simply aren't enough Knights.
Brothers of Fire: Killing X/1 creatures without being tapped is interesting, but it binds a lot of mana. The late game possibility of dealing 2 damage for 2RRRR is a little bit too restricted by the mana cost to be relevant.
Catalyst Elemental - Unique Red Thrull
Crossway Vampire: A 3/2 for cc3 isn't very solid, but the etb-effect makes it interesting.
Deputized Protester: This is a worse Boggart Brute in a duel.
Dragon Egg: It is Rukh Egg's little brother, but with Defender. The token is fine on its own, but you need to jump through hoops and unless there is a Sacrifice Theme in your cube, it is less reliable. However, if you support R/X Control, this is very playable
Erdwal Ripper: The big brother of Bloodcrazed Neonate that has the haste that Neonate needs, but for 1RR it's mainly not good enough.
Fire Juggler: A 2/2 creature with pseudo evasion. Even if Clash is a high restriction, your opponent might not be willing to risk it and block it anyway.
Frenzied Raptor: A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it's still fine and can easily find a home.
Frilled Deathspitter: A decent body with damage reach tacked on is nice.
Ghitu Journeymage Only strong in UR where the Wizard count is higher. And even then, it is a stretch.
Goblin Matron: There are some playable Goblins, but it's questionable if you want to tutor one of them.
Goblin Replica: A solid 2/2 body that can be used to get rid of artifacts, but cc4 is a lot and 2/2 bodies aren't very exciting.
Goblin Smuggler - We have quite a few valid targets, and having Haste gives flexibility. But it is very dependent.
Grinning Ignus: A 2/2 creature that can make a mana advantage when needed.
Hardened Berserker: An aggressive red card that ramps. Pretty interesting, but with only 2 toughness this will very likely just trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield.
Hissing Iguanar: The body is quite fragile and the ability is only really worth it with a lot of tokens or a sacrifice theme.
Honor the God-Pharoah - Card-Neutral, and often a 1/1. Rare in Red, but increases value in Spells-Matter archetype.
Irreverent Revelers: A strictly better Manic Vandal.
Keldon Overseer - Pipedream. Still hasty and has an option if flooded.
Keldon Vandals: 1 toughness is simply too fragile to be worth the Echo cost, while a 4 power body for cc3 with artifact hate would be interesting otherwise.
Kragma Butcher: With enough options to clear a path for this card, it's not that bad.
Krenko's Enforcer/Skirk Shaman: Intimidate is a solid evasion, but 2 power beaters for cc3 aren't really exciting.
Manic Vandal: If you have a target for the ability this creature is a 2 for 1 trade, but that's not always the case.
Merchant of the Vale: The main body and the loot ability are only Ok. The main reasony why you would want to include this is, if you heavily want to support some kind of UR Spells deck and desperately want the Adventure Half.
Minotaur Sureshot: Reach is rare in red, though the pump is overcosted.
Onakke Ogre - Decent vanilla stats
Raging Kronch - great for true aggro
Reckless Brute: 3 power and haste is quite interesting, though it's very fragile with the second ability and just 1 toughness.
Redcap Raiders: Even though human is the biggest tribal, "all the rest" is also a lot of creatures. The problem is, that the 3/2 on it's own isn't good enough. For this to be good you need to have a very creature heavy aggro deck, that constantly has a summoning sick creature each turn to tap until this is killed. You really don't want to tap a potential attacker to pump this.
Skirk Commando: Often the worse version of Dwarven Vigilantes.
Sparkspitter - turning any card into a Spark Elemental has threat value. But at a certain point the pay off is no longer there. Weighing a card in hand against a single-shot 3/1 Haste Trampler (or blocker) is the math.
Spelleater Wolverine: 3 power double strike for 3 sounds too good to be real, which is why it's not real. It's can be way harder to enable this than you might think, especially on curve and a 3/2 vanilla is just super bad. Unless you are dedicated towards a spell matter theme this shouldn't really be a consideration, but if you are you might give this a shot.
Spireside Infiltrator: The body is underwhelming for the cost, but it also pings your opponent when it attacks.
Stampede Rider: If you have a lot of 4 power creatures this is actually decent.
Swaggering Corsair: Raid isn't too hard to trigger usually but red has better options than a conditional Nessian Courser.
Thorned Moloch: Prowess isn't great evasion and the restriction for first strike can be annoying.
Thresher Lizard: A 4/4 for 3 is quite solid, but the restriction isn't nothing and the competition at mana cost 3 is high.
Viashino Racketeer: Card quality attached to an acceptable body is nice, but it's either overcosted by 1 mana or the body should be more exciting.
Vithian Stinger: Without haste, this guy comes very late, but Unearth makes it interesting if your opponent needs to get rid of it to play something important.
Warmind Infantry: Battalion is a high restriction, but doable for red and a 4/3 for cc3 is very solid and big threat.
Weldfast Monitor: A 3 power creature with evasion is useful, even if you have to pay a red mana to give it Menace.
Wojek Bodyguard - this may be solid in a Swarm deck with lots of Goblins. But otherwise, you generally want 3/3s with other abilities.
Bad: Don't cube this. It might look fine, but it's not worth it.
Akki Drillmaster/Battle Rampart/Flowstone Channeler: Giving Haste to other creatures is nice, but not worth unexciting bodies that even need to be tapped for it.
Akoum Flameseeker/Barbed Sliver (Only online common!)/Blind-Spot Giant/Blur Sliver/Goblin General/Homing Sliver/Riot Ringleader/Seething Pathblazer/Stinkdrinker Daredevil: These cards are only considerable with enough tribal support
Balduvian Barbarians/Goblin Cavaliers/Goblin Roughrider: 3/2 bodies aren't directly bad, but too fragile because they die to every 2/X creature.
Barbarian Bully/Mage il-Vec/Pardic Swordsmith: Random discard is terrible if you don't have only lands left to discard.
Barbarian Guides/Goblin Rimerunner: These cards would only be of small interest for snow cubes.
Barbarian Lunatic: This creature would be more interesting if it would be able to ping players as well.
Blaster Mage: If there would be more walls in a cube, this card could become interesting.
Blazing Blade Askari: The second ability is totally useless.
Blistering Barrier: A 5/2 wall for cc3 is huge, but it can't trade better than 1 for 1 and is easily handled.
Bloodmad Vampire: This creature dies to too many things.
Bloodrock Cyclops/Frontline Rebel: The worse version of Hulking Ogre.
Bloodscale Prowler/Spur Grappler: A 4/2 for cc3 would be interesting, but it's not worth any restriction.
Convicted Killer: Neither side is exciting.
Goblin Chariot/Raging Cougar/Shinen of Fury's Fire/Wild Colos: A 2 power haste beater for cc3 without any further advantage is simply bad.
Bird Maiden/Goblin Sky Raider: 1 power is simply way too less for cc3.
Boggart Arsonists/Defender of Chaos/Koth's Courier/Slingshot Goblin: These cards would only be interesting for sideboards.
Brassclaw Orcs/Goblin Brawler/Kavu Aggressor/Longhorn Firebeast/Shinka Gatekeeper: These bodies aren't good enough to be worth any disadvantage.
Brutal Deceiver/Burning Shield Askari/Kessig Wolf/Orcish Veteran: Creatures that need an investment to get first strike in addition to having an unexciting body aren't good enough.
Cavern Crawler/Colos Yearling/Enslaved Scout/Goblin Spelunkers/Zodiac Dog: Mountainwalk is mainly a useless ability for red creatures, especially attached to useless bodies.
Ceremonial Guard: The body isn't exciting enough to be worth card disadvantage.
Cinder Pyromancer: Only being able to deal damage to players makes this card unexciting.
Craven Giant: The body is too fragile and not worth the restriction.
Desert Nomads: This card doesn't work in limited.
Destructive Digger - Paying 3 to just Loot isn't great. And sac'ing lands too often gets expensive.
Dragonsoul Knight: The second ability may look very strong at first glance, but it's so hard to reach all 5 colors and this is one of the few payout cards for that, that it's not worth it.
Dromosaur/Flowstone Shambler/Raging Gorilla: No matter what these creatures do, they always have a bad body.
Dwarven Nomad/Dwarven Warriors: The worse versions of Goblin Tunneler.
Eldrazi Aggressor: The body is overcosted and there aren't enough other colorless creatures in most pauper cubes.
Ember Beast/Rock Jockey: The bodies aren't good enough to be worth such a high restriction.
Embraal Gear-Smasher/Ferrovore/Krark-Clan Grunt/Krark-Clan Stoker/Orcish Mechanics/Salivating Gremlins: These cards would only be interesting for artifact-based cubes.
Enraged Revolutionary: Dethrone is mainly a bad ability for duels and even after one trigger it's still not exciting as a 3/2 for cc3.
Fearless Halberdier/Goblin Hero/Gray Ogre/Hurloon Minotaur/Minotaur Warrior/Pensive Minotaur/Raging Bull/Riot Devils: Terribly bad bodies without any ability.
Feral Ridgewolf/Flamewave Invoker/Lavafume Invoker: These creatures could become a threat later, but they're too useless in the early stages of the game.
Fiery Hellhound/Furnace Spirit/Molten Ravager/Ridgeline Rager/Storm Shaman: Growing later isn't bad, but most decks in limited are at least 2 colors.
Fire Drake/Ironclaw Buzzardiers: Red flying creatures with 2 power would be interesting, but they aren't worth permanent mana investment.
Flowstone Wall: The worse version of Wall of Fire.
Goblin Gathering 2x 1/1s for 3 is below curve in red.
Goblin Medics: An attacking Prodigal Pyromancer may seem nice, but the main way to tap it is to attack and a 1/1 won't survive a single attack.
Gore Swine/Regathan Firecat: 4 power on a 3-drop seems quite nice, but with only 1 toughness this is way too easy to answer and trade bad.
Grizzled Wolverine/Laccolith Grunt: 2/2 creatures with a bad pseudo evasion.
Headstrong Brute/Howlpack Wolf/Hulking Ogre: There are too many better alternatives.
Hero of the Games: A 3/2 for 3 is just too bad and the ability, though something interesting is simply not good enough.
Kyren Sniper: The way worse version of Goblin Fireslinger.
Lobber Crew: 4 toughness isn't much and there aren't many multicolored spells in most cubes.
Molten Birth - 50% chance this is playable
Nettle Drone: Without the right support, this creature is just mediocre.
Nimble Birdsticker Worse Minotaur Sureshot
Nosy Goblin: There aren't enough playable morph creatures in pauper to make this card worth it.
Orcish Bloodpainter: The worse version of Prodigal Pyromancer
Prodigal Pyromancer: This card is outclassed by too many better versions of it.
Prickly Marmoset: You aren't very likely to trigger this multiple times unless you are super dedicated towards a cycling archetype.
Pyromantic Pilgrim - Keldon Overseer is better
Raging Redcap: There are better and cheaper double striker creatures nowadays.
Razor Swine: This card is only interesting as a blocker.
Sabertooth Alley Cat/Searing Spear Askari: Permanent evasion seems nice, but the mana investment is high and they remain unexciting.
Sabretooth Tiger/Viashino Spearhunter: First Strike is interesting, but these creatures are either underpowered or overcosted.
Screamreach Brawler: Dash costs that are lower than the cmc can be nice, but a 2/3 body is so unexciting that it's still not worth it.
Simian Spirit Guide: The flexibility is too situative and too bad.
Sisters of the Flame: A terribly overcosted Llanowar Elves.
Spin Engine: The fact that this creature can become unblockable for a lot of mana doesn't change anything about the fact that 1 toughness makes it extremely fragile.
Spinehorn Minotaur
Storm Caller: 3/2 Vanilla bodies for 3 are pretty bad and the 2 damage to the face can't make up for that.
Thatcher Revolt: Dealing 3 damage to a player for cc3 with 3 bodies can be interesting with some synergies, but mainly it's just a bad and overcosted version of Lava Spike.
Two-Headed Cerberus: This card depends so much on pump that it's simply really bad without any.
Valakut Invoker: The ability is simply overcosted.
Viashino Bladescout: The combat trick opportunity is nice, but the body on its own is too unexciting.
Viashino Outrider: A 4/3 on turn 3 is big, but not worth an additional 3 mana.
Vulshok Heartstoker: The worse version of Inner-Flame Acolyte.
Vulshok Replica: Being able to be turned into Lava Spike can be interesting, but often it's better to simply play a more solid creature for the same mana.
Wall of Fire: A big wall, but 1RR can be problematic on turn 3 and most decks in limited are at least 2 colors.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Beetleback Chief: Only online common! 3 creatures together with 4 power and toughness for cc4 is extremly solid.
Gorehorn Minotaurs: A 5/5 for cc4 is absolutely huge and absolutely worth the restriction of bloodthirst.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bladetusk Boar: 3 power and evasion for cc4 is solid, but the 2 toughness makes it a little bit fragile.
Coal Stoker: A 3/3 is solid and if you have a use for the RRR, it can be a huge tempo advantage.
Crusher Zendikon: For tapping 4 lands, you get a 4/2 Haste Trample that is a little bit fragile against bounce, but still good enough.
Ferocious Tigorilla: The flexibility on this is rarely relevant, because menace is better in pretty much every case, but that doesn't mean that a 4/3 menace for 4 isn't rock solid.
Flummoxed Cyclops: A 4/4 for 4 is rock solid and if your opponent is forced to attack with at least 2 creatures if he wants to trigger the ability, which might leave them open in the back swing. The opponent also can't just attack with 1 flier.
Goblin Freerunner: It's overcosted without Surge, but Surge is easy to enable and then it's really good.
Goblin Heelcutter: This card is great to force your opponent to stay back with all creatures or to attack with all of them and try to race you. Both are lines of play your opponent would maybe not choose if you let him and in a race, you are favored simply for being red. The additional upside of having Dash is not needed, but nice to have and is what makes this card an easy staple.
Ill-Tempered Cyclops: A huge potential finisher for red with the versatility to be played for cc4 as a Canyon Minotaur with Trample.
Keldon Berserker: A 5/3 is very big and the restriction is high but doable.
Keldon Raider - Fatter Azra Bladeseeker
Marauding Maulhorn: A 5/3 that must attack each turn. The 3rd toughness makes it quite solid and hard to handle and with an amazing 5 power, it's a 4 turn clock on its own.
Rukh Egg: A 0/3 wall that isn't allowed to die for your opponent. For red control decks, it's absolutely great.
Slash Panther: 4/2 Haste guys for cc4 are quite good. The 2 life is mainly redundant.
Sprinting Warbrute: This creature may have cc5 in the top right corner, but it's actually a 4 drop. It's so threatening that the people are often forced to trade, chump or deal with it immediately if they don't want to keep getting Lava Axed.
Stingscourger: Either a red Unsummon for cc2 at Sorcery speed or a little overcosted red version of Man-o'-War. The effect is unique enough in red, for it to be playable.
Voldaren Duelist: The bigger version of Fervent Cathar.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Battle-Rattle Shaman: Being able to split its power is nice, but the 2/2 body isn't very useful on its own, as long, as it gave it 2 power away.
Belligerent Whiptail: The toughness is too low on this one to be really useful.
Brazen Buccaneers: The Talruum Minotaur mode with scry 1 attached is mainly the most interesting mode for red decks but the inability to choose between the modes makes it not very exciting.
Brazen Freebooter: If you support "bigger" red decks, the Lotus Petal attached to the body could be interesting to help fix and ramp out bigger threats earlier.
Bull-Rush Bruiser - Red does have lots of Warriors. Otherwise BAD.
Chainflinger: This creature would be too bad normally, but the Threshold possibility is very strong.
Emberhorn Minotaur: There are a lot of better alternatives for this card without the right support.
Empty the Warrens: This card is mainly too bad, but with enough Storm support it can be very strong.
Firefiend Elemental: A 3/2 with haste than can grow bigger is nice, but is very situative too.
Frontline Devastator: It's a hill giant with decent abilities and relevance in the late game.
Furnace Whelp: It can be a nice finisher/mana-sink but it's fragile with only 2 toughness.
Goblin Assault Team - Lightning Elememntal Plus. It likely trades (down) but also leaves behind a boost. Likely outclassed by lots.
Goblin Battle Jester: The ability isn't bad, but the mono-colored restriction is problematic and the body is unexciting.
Goblin Wizardry: Instant speed + the fact that a single noncreature spell gives them a total power and toughness of 4/4 is definitely interesting. If you support a spells matter theme, this can be a decent choice in order to get value out of spells as each spell adds 2 P/T over 2 bodies.
Hammerheim Deadeye: A solid body with a strong but situative ability, which has too high an Echo cost to be really good.
Heirs of Stromkirk: An evasive red beater that grows with every attack. It's an interesting finisher, but it's too slow for red aggressive decks.
Hostile Minotaur - Obsoletes lower stat or harder to cast competition. Spontaneous Artist is often better.
Mad Prophet: The ability can be very interesting for red control decks.
Mardu Warshrieker: The Raid version of Coal Stoker, that fixes Mardu colors.
Ondu Champion: The ability can kill your opponent, but it can also do nothing without the right support.
Pyre Hound: This can get really huge, but you need to cast too many spells before it actually pays off and if your 4 drop gets killed before that it sets you back too much tempo wise.
Pyroceratops: A Pyre Hound, that triggers of artifacts and enchantments, but this is rarely relevant. Still striclty better none the less.
Raging Minotaur/Talruum Minotaur: Getting in for a surprise 3-power swing can be solid, but there are a lot of better options in this slot.
Rampaging Cyclops - if supported, it is a good body
Retromancer: 3/3 bodies are ok and this one has an interesting protection.
Rubblebelt Boar - Passable in Aggro or Tempo. But there are better options overall.
Rubblebelt Maaka: Either a Hill Giant or Brute Force. Neither of those cards is good on its own, but the flexibility makes it at least borderline.
Sabertooth Outrider: This card is quite threatening as long as you control other creatures with a total power of at least 4, but if not it's very squishy and likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game or when entering the battlefield.
Shock Troops: Being able to turn a creature into removal or burn at any time is interesting, but the 2/2 body is a little bit too unexciting for cc4.
Spellgorger Barbarian: Played correctly this creature can discard a land, trade 1 for 1 with an X/3 creature and then draw a card from the top for the land you discarded.
Spikewheel Acrobat - Only for the most aggressive decks. And even then, there is better fitting bodies.
Spontaneous Artist: A 3/3 for 4 mana isn't good, but it either has haste or can give another creature haste. The problem is that your opponent can see it coming if you try to give another creature haste.
Stadium Vendors - Multicolored Coal Stoker; only 2 mana this time
Stensia Innkeeper: Hill Giant with a 1 turn single land lockdown. It is an attempt at a Midrange Tempo-hindering play that just feels "Not Enough".
Tormented Pariah: Without being flipped, this creature is bad but flipped it's very huge.
Turret Ogre - Wierd combo of abilities. And 4/3 Reach is worse than 3/4.
Vestige of Emrakul: A 3/4 with trample for 4 is more decent than it sounds.
Viashino Fangtail: Both the body and the ability are solid, but they don't really work together and the ability comes very late.
War-Spike Changeling: Often enough, the mana may not even need to be invested due to the simple threat of possible First Strike. This creature is very solid but unexciting.
Wildfire Elemental - Anthem body that needs a home
Wildfire Emissary: Having protection from White is cool. Adding in pricey Firebreathing is better, but it oddly sits in a color known for aggressive bodies. It is a 'solid' card with trouble finding a home
Zealot of the God-Pharaoh: The body is decent and mana sinks are nice, but 5 mana is a lot and will usually only be activated once per turn.
Bad: Don't cube this. It might look fine, but it's not worth it.
Anaba Bodyguard/Halberdier/Lightning Hounds/Zerapa Minotaur: The worse versions of War-Spike Changeling.
Anaba Shaman/Frostwielder: The worse versions of Viashino Fangtail.
Anaba Spirit Crafter/Bonesplitter Sliver/Caterwauling Boggart/Kami of Fire's Roar/Lowland Oaf/Skirk Outrider/Thrash of Raptors: These would only be interesting with enough tribal support.
Ancient Kavu/Barbarian Horde/Canyon Minotaur/Furnace Brood/Hill Giant/Lagac Lizard/Lizard Warrior/Ogre Warrior/Raging Spirit/Russet Wolves/Tor Giant/Viashino Warrior/Wild Jhovall: Overcosted bodies with useless or nonexistant abilities.
Arena Trickster: A Hill Giant is not too exciting and triggering this more than once is too unreliable.
Battering Craghorn: With morph, this creature can work as a combat trick, but it's a little bit overcosted.
Blade-Tribe Berserkers/Scrapyard Mongrel/Sweatworks Brawler: These cards would only be good in an artifact-based cube.
Borderland Minotaur/Highland Giant/Hyena Pack/Lowland Giant/Ogre Resister/Orazca Raptor/Shatterskull Giant/Summit Prowler: Solid bodies that are simply a little bit too weak to be playable.
Cobblebrute/Cyclops of One-Eyed Pass/Hulking Devil/Terror of the Fairgrounds: 5 power is interesting because it's 1/4 of the opponent's life, but 2 toughness is simply too fragile.
Cosi's Ravager: The body is bad and the ability totally unexciting.
Daggersail Aeronaut - Arguably one of Red's best fliers. In the right mix it is still only a Snapping Dragon
Ekundu Cyclops/Incurable Ogre/Mogg Bombers/Ogre Taskmaster/Viashino Bey: There are better alternatives for these cards that are still bad themselves.
Embereth Paladin: There are alternatives which provide a similar body with haste without a downside.
Flamecore Elemental: For cc4 this body would be great, but it's simply not worth 8 total mana.
Flowstone Giant: If this creature gets through it deals a lot of damage, but it's too unexciting and fragile.
Goblin Fire Fiend: The second ability is interesting, but mainly just a bad burn spell.
Goblin Gardener: This creature is simply overcosted. The body with the ability could be interesting for 1 mana less.
Goblin Racketeer: Goad is a bad ability in a duel.
Ghor-Clan Wrecker - overpriced, or underwhelming.
Havoc Devils - Stats are decent. But 2RR is too hard for what this accomplishes
Hematite Golem: This creature is simply too unexciting without investing a lot of mana in it.
Hotheaded Giant: A 4/4 Haste for cc4 would be great, but the restriction is high.
Lavakin Brawler - No evasion, hard to be impressive.
Lightning Elemental: 4 power and Haste is nice, but with just 1 toughness it's just way too fragile.
Maw of Kozilek: There aren't enough colorless mana sources in most pauper cubes.
Mountain Yeti: This creature would only be interesting as a sideboard card.
Needlepeak Spider: Blockers that die to everything they block aren't really exciting.
Ogre Errant: There simply aren't enough Knights, especially not in red.
Ogre Gatecrasher: This creature would only be interesting with a lot of defenders in the cube.
Ogre Menial: Infect doesn't work in pauper cubes.
Ohran Yeti: This creature would only be interesting for snow cubes.
Pardic Firecat/Smelt-Ward Gatekeepers: These cards don't work in most cubes.
Petravark: A bad body with a medium ability.
Reckless Ogre: A 6/2 would be interesting, but it's still too fragile.
Sandstone Warrior: This creature is solid, but mono-color bound abilities aren't very good in limited.
Sandstorm Eidolon: There aren't enough multicolored spells in most cubes.
Sawtooth Ogre: The ability isn't directly bad, but it's unexciting.
Scorchwalker: Flexibility is nice, but this card is simply very bad if you play it normally and not even really good when bloodrushed.
Shaleskin Plower: The body is bad and the ability is terribly overcosted.
Stingmoggie: Being able to destroy artifacts or lands when needed can be interesting, but the body is simply way too bad on its own.
Subterranean Shambler: 1 damage to every creature isn't a lot and it hits your creatures as well as the opponents.
Varchild's Crusader: It's definitely not worth having to sacrifice it at end of turn just for a single turn of evasion.
Vent Sentinel: A solid wall with the ability to deal damage as well. The problem is just that there aren't many other playable defenders to make it really worth it.
Viashino Runner: There are many strictly better alternatives.
Viashino Weaponsmith: This creature has got a nice pseudo evasion, but 2 power for cc4 is simply too unexciting.
Vulshok Berserker: The worse version of Raging Minotaur/Talruum Minotaur.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Crown-Hunter Hireling: A 4/4 that draws a card is good, but the drawback may be relevant.
Gatstaf Arsonists: A 5/4 for 5 is already good, but the transformed version is just nuts.
Quakefoot Cyclops - Flexible. But the body is unimpressive.
Vildin-Pack Outcast: One of the top picks for Red's 5cc slot. Its front-side is great and the back, Dronepack Kindred, is even better. It outclasses most other bodies.
Wayward Giant: Strictly better Shatterskull Recruit.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Anarchist: An acceptable body for the great effect. The problem is just that a lot of the best red spells are instants.
Cinder Hellion: A very reasonable five-drop with evasion and an ETB-effect. This creature can be a problem for the opponent.
Cloudpiercer: Playing this turn 4 onto a goblin token is definitely decent, but the problem is, that you won't always have a goblin token. Also a 5/4 for 4 without evasion isn't actually as impressive nowadays, especially considering your are "sacrificing" at least 1 power and 1 toughness + a body on the board for it. Also decks, which like to go wide with Tokens are usually not interested in not advancing their board presence to make one of their creatures bigger. The Rummage definitely doesn't make up for this.
Emrakul's Hatcher: This is actually an interesting creature for red control decks, for being able to prevent a huge amount of damage with 4 bodies and also generate extra mana if needed.
Fire Elemental/Lathnu Sailback: These have decent bodies, but they're still strictly worse Gatstaf Arsonistss.
Flowstone Crusher: Flexibility is nice, but this creature becomes very fragile if you invest too much mana in it.
Flurry of Horns: 4 power and 5 toughness with haste for cc5 is definitely ok.
Keldon Halberdier: Either an acceptable fatty for cc5 or a solid thing to do in turn 1.
Kuldotha Ringleader: A big and solid body, but the second ability can be problematic and Battle Cry is worse in limited than in constructed.
Manticore of the Gauntlet: This deals 3 guaranteed damage to your opponent, but it also shrinks one of your creatures and the competition at this mana cost is high.
Nearheath Stalker: A very fragile body, but it still has to be handled twice and is a huge threat.
Pitchburn Devils: Just a 3/3 is a bit unexciting for cc5, while the possibility to trade 2 for 1 is interesting.
Prickleboar: A 5/3 first strike for 5 is okay, but it's only when attacking. While blocking it's pretty bad.
Reckless Wurm - Madness is doable. And it is passable without.
Shatterskull Recruit: A 4/4 with evasion for 5 is good.
Skophos Warleader: The base stats are decent and the ability can be good in some spots, but there are better alternatives.
Sparktongue Dragon - Stats are fine for cost and color. The kicker is good flood insurance. But it will be cut more than it's fair share too.
Storm Fleet Pyromancer: The body isn't great and the ability is ok but not really worth the restriction of raid. See: Goblin Commando
Thundering Giant: This card is way more exciting at cc5 than Skitter of Lizards or Pouncing Kavu, that are booth just 3/3s. The more aggressive alternative for Fire Elemental.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ambush Party/Balduvian War-Makers/Barging Sergeant/Berserkers of Blood Ridge/Bonebreaker Giant/Earth Elemental/Fomori Nomad/Frost Ogre/Gerrard's Irregulars/Night Revelers/Nyxborn Brute/Ogre Berserker/Talruum Champion: These creatures would only be interesting for 1 mana less.
Barbarian Riftcutter/Fire Snake: By the time you can cast cc5 spells, it's way too late to destroy lands.
Batterhorn/Ingot Chewer/Wild Celebrants: The ability isn't good enough to be worth such unexciting bodies for the high cost.
Bonethorn Valesk: There aren't enough playable morph creatures.
Canyon Lurkers: It's a squishy body, but it can be turned up to bring a surprise 5 damage to the face.
Charging Slateback: Morph is nice, but this card is always terrible and overcosted.
Chainwhip Cyclops – Ability is very overcosted.
Coal Golem: If you can play spells for cc5, you don't need to ramp anymore.
Bloodpyre Elemental/Crested Craghorn: Mainly these creatures are just a bad burn spells.
Fierce Invocation: A 4/4 for cc5 is simply boring even with the possible upside of hiding a creature.
Flame Spirit: This guy is solid, but mono-color bound abilities are mainly bad in limited.
Gilded Cerodon: This card would only be good with enough support.
Goblin Commando(Only online common!)/Torch Slinger: Removal attached to bodies is great, but a 2/2 is simply a little too bad for cc5.
Grotag Thrasher: The ability on a beating body is interesting, but 3/3 is too unexciting for cc5.
Krark-Clan Ogre/Ogre Leadfoot: These creatures would only be interesting in an artifact-based cube.
Lightning Shrieker: This looks like a rare on the first look and on the second look you realize that it's just a Lava Axe with the downside of being blocked by a random flier or reach creature if it's really needed.
Pardic Lancer: Random discard is often terrible and only very situative acceptable.
Pharagax Giant: 5 damage to each opponent or a 5/5 for cc5 may seem great, but the fact that your opponent will have the choice and will always choose what's the worst for you, makes it not great.
Pouncing Kavu: A 3/3 Haste and First Strike for cc5 is Ok, but it's questionable if both abilities are really worth cc2 in addition to the body.
Raging Poltergeist/Scoria Elemental: With just 1 toughness, these creatures are way too fragile.
Rock Badger/Sokenzan Bruiser: These creatures would also be terrible for 1 mana less.
Saberclaw Golem: 4 power and First Strike would be solid, but 2 toughness is way too fragile for cc5.
Scourge Devil: Just +1/+0 is not very much for 5 mana, even if a 3/3 is attached to it.
Sokenzan Spellblade: This creature's second ability is anti-synergy with its high mana cost.
Soul of Magma/Spurred Wolverine/Stampeding Horncrest/Tuktuk Grunts: There are no playable tribals in pauper cubes.
Thermopod: This creature would even only be of small interest for snow cubes.
Whiptail Moloch: The body is simply not good enough to be worth such a high restriction.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Chartooth Cougar: The best red fatty of all. It has the flexibility to not be a dead card when you are not able to play it and on the battlefield, it's a huge threat that can grow as you want.
Desert Cerodon: Cycling for 1 is a very low opportunity cost. If you are looking for 6 drops in red, this isn't actually the worst choice.
Lava Serpent: A 5/5 haste for 6 is very fairly costed and cycling definitely does give this the edge over some alternatives if you are looking for red fatties.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ainok Tracker: First Strike can be really strong on a creature with morph, but this card is definitely overcosted.
Bogardan Rager: An interesting combat trick that can bring a lot of damage through or enable interesting trades, but cc6 is a lot.
Bone Pit Brute: The body + the etb effect aren't too bad, but 6 mana is a lot, especially in red. There are simply similar card for cmc 5.
Coalhauler Swine: At first glance of the ability, this creature may seem like a nice curve topper for aggressive decks when you are winning the damage race and your opponent isn't allowed to kill the swine, but in fact, cc6 is too high for an aggressive deck.
Flameborn Hellion/Maze Rusher: The worse alternatives for Tenement Crasher.
Granitic Titan: A decent big evasive creature that has nice cycling flexibility.
Igneous Elemental - If cast for 2RR, it is fairly decent. But that is specific to your cube's ability to do so.
Invading Manticore - Odd ability at this cmc. But it is lots of power added.
Lunk Errant: A 5/5 trample for cc6 is Ok, but the exalted restriction can be problematic.
Macetail Hystrodon: Cycling is a nice flexibility and a 4/4 First Strike Haste is definitely a threat, but cc7 is definitely over the curve of a normal deck.
Miner's Bane: If this creature is able to survive at least one attack with 8 power and trample it would be quite threatening, but that's very unlikely with only 3 toughness.
Ripscale Predator - Fat. Evasive. Inflexible.
Sun-Crowned Hunters: The stats are a bit underwhelming for 6 mana, but the ability is nice for getting damage in when blocked or blocking. This would be more interesting with ways to abuse the enrage trigger.
Tenement Crasher: 5 power and haste is really solid. If this creature hits an empty board it will do a lot and with 4 toughness it's not that easy to stop it. For an aggressive deck though, cc6 is too much mana.
Bad: Don't cube this. It might look fine, but it's not worth it.
Axegrinder Giant/Flameborn Viron: Without any kind of evasion, the high power of these creatures is nearly useless and 4 toughness isn't very much.
Battering Sliver/Bloodstoke Howler: These cards would only be playable with enough tribal support.
Cyclops Tyrant: A Bladetusk Boar, that is overcosted by cc2 with just 2 additional toughness and a terrible restriction.
Defiant Ogre: Choosing between 2 options is normally very good, but if both options are completely underwhelming, it doesn`t make the creature good enough.
Faultgrinder: The land destruction comes way too late to be relevant.
Gluttonous Cyclops: An overcosted and bad body with an even more overcosted ability.
Gnathosaur: This card would even be terrible in an artifact-based cube.
Goretusk Firebeast: A walking Lava Axe. Interesting with possibilities to retrigger the etb-effect, but apart from that, it's only of small interest.
Inescapable Brute: Wither in addition to the second ability is a nice combination, but cc6 is simply terribly overcosted for such a bad creature.
Magma Hellion
Oxidda Golem: On average, you will have about 2 Mountains when you play it. A 3/2 Haste for 4 isn't of such big interest.
Ridge Rannet: The worse version of Macetail Hystrodon.
Ronin Cavekeeper: This card wouldn't even be that good if the Bushido pump was its permanent P/T.
Volcanic Rambler: A 6/4 isn't very big for the cost and the ability is overcosted.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
I'm not even sure if Mogg Fanatic is really this exciting and this much better than Frostling, that everybody needs to play it. I'm not sure if Seal of Fire isn't more exciting.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Burst Lightning: On first look, this may seem like Shock with overcosted Kicker, but the flexibility to be relevant either in the early or late game is just insane on this card.
Chain Lightning/Lightning Bolt: 3 damage to either a player or creature for just cc1 is absolutely nuts.
Firebolt: One of the best burn spells red offers. The possibility to make card advantage is great and the Flashback cost isn't even overcosted.
Flame Slash: Even if this removal can't be used on the opponent's life, it still trades for most relevant creatures for just cc1.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Death Spark(Only online common!)/Flame Jab/Lava Dart: 1 damage may not seem like much, but there are a lot of X/1 creatures in most pauper cubes and handling them with card advantage is very nice.
Faithless Looting: The effect is very unique for red and a better version of Careful Study is definitely good.
Forked Bolt: The flexibility of being a shock that can split up damage if needed is solid.
Reckless Charge: One of the only playable non-burn spells for red. +3/+0 can make even the smallest creature a huge threat that's able to trade with almost everything that wants to block it. Haste for just 1 mana more along with Flashback makes this card pretty great.
Rift Bolt: A solid burn spell with the option to be played for just R.
Skewer the Critics - often a 1cmc 3 damage Sorcery
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Barge In: A 1 mana combat trick that gives at least +2/+2 and trample sounds too good, so it obviously has 2 downsides in the form of only working on attacking creatures and only giving trample to non-humans. It gets a plus point for possibly granting the trample effect to the whole team.
Blazing Volley: It's a strictly better Tremor, but 1 damage still isn't very much.
Borrowed Hostility: Either ability is meh. With both combined for 3R, it can be a good trick, but it's way too costly.
Blazing Salvo: Mainly cards that give the choice of the effect to the opponent are very bad, but both of this cards effects are undercosted and good, which means it's close to being playable.
Brute Force: The red Giant Growth. It's Ok, but mostly a burn spell is better.
Cartouche of Zeal/Hammerhand: From among all the haste engines for cc1, these are perhaps the ones with the most impact, but they're still auras with a big risk and they're not really good enough to be really worth that risk.
Collateral Damage: Used in response to removal this card is quite effective, but that's quite situational and apart from that, the drawback of this card will often be a problem. If you are heavy into supporting a burn or token/sacrifice strategy, this card becomes better than normal.
Crimson Wisps/Expedite: Giving Haste to creatures for just 1 mana more and without card disadvantage isn't bad, but unexciting.
Crowd's Favor: An ok combat trick with the option to be played surprisingly for 0, but red is mainly not interested in combat tricks.
Dual Shot: It can remove two creatures, but it is outclassed by other spells.
Furor of the Bitten: +2/+2 is a big difference and a lot for cc1. The problem is just that it's mainly not worth the risk of card disadvantage.
Galvanic Blast/Pillar of Flame/Shock/Tarfire: Dealing to 2 damage to a creature or player is definitely not bad, but these spells are outclassed by too many better versions of them.
Geistflame: Flashback is nice, but cc4 for such a weak effect is too much.
Heightened Reflexes: This combat trick definitely does have a decent chance of trading and leaving a relevant effect behind for only 1 mana. Sadly red is not really the color for combat tricks, because there are simply so many burn spells, which don't risk trading 1 for 2 against opposing instant speed removal.
Immolation: A little bit worse version of Dead Weight for red, but permanently decreasing the enchanted creature's toughness by 2 is definitely not bad.
Mark of Fury: Permanent Haste for just 1 mana more is nice, but if the creature gets killed this aura dies with it.
Maximize Velocity: A worse Reckless Charge.
Needle Drop: An additional damage to burn spells or creatures that's without card disadvantage can be interesting, but it's only very situate good.
Onslaught: Tapping creatures during your main phase only prevents them from blocking, but the effect is still interesting.
Otherworldly Outburst : Red's Undying Evil. It can target ANY creature and you get a 3/2 upon its death. It is like a rider spell or an add-on trick
Outnumber: This card can kill anything with enough creatures, but it can also do nothing.
Prophetic Ravings: Turning any creature into a red rummager is 'meh'. However, it also gives Haste, so its low cost makes it versatile on both big and small creatures.
Pyrite Spellbomb: Seal of Fire with flexibility is interesting, but not really worth cc2 overall.
Reckless Abandon: Mainly it's not worth it to sacrifice creatures in addition to a removal, but dealing 4 damage to a player can end many games quickly.
Renegade Tactics: Strictly better Stun, but still not exiting.
Rush of Adrenaline: This spell is outclassed by too many others.
Samut's Sprint – Does a lot for 1 mana, and midigates the single use
Seal of Fire: On first look, this may seem like a Shock without instant speed, but this card has the "Seal-Effect". Many times opponents become slowed by that because they don't play like they normally would play. They try to play around this and that can be a huge tempo disadvantage for them.
Seething Anger: Turning creatures into big threats for cc4 as often as you want is nice, but Sorcery speed is very problematic on this card.
Shard Volley: This card becomes a little bit unexciting because it's not really worth a land, but 3 damage is still a lot, especially for cc1.
Skred: This card is great for snow cubes.
Warlord's Fury – Semi- Overrun and cantrip
Weapon Surge: A bad combat trick, that can also be used as a mass pump. The main problem is that swarm cards aren't very good in most cubes.
Bad: Don't cube this. It might look fine, but it's not worth it.
About Face: The effect is very situative.
Active Volcano/Dizzying Gaze/Earthbind/Pyroblast/Red Elemental Blast: These cards would only be interesting for sideboards.
Artifact Blast/Overload/Smelt: Only artifacts is a too high a restriction in most cubes.
Assault Strobe: Sorcery speed makes this card simply bad.
Banners Raised/Rites of Initiation: Swarm decks don't work in limited mainly.
Bloodshed Fever/False Orders/Guise of Fire/Incite/Into the Fray: Bad ways to remove creatures.
Brightstone Ritual/Glyph of Destruction/Goblin Grenade/Goblin War Strike: There are no playable tribals in pauper cubes.
Built to Smash: A worse Brute Force and the upside is so corner case it doesn't really matter.
Bull Rush: The worse versions of Brute Force.
Burning Cloak/Dead (Dead // Gone)/Electrostatic Bolt/Fiery Impulse/Magma Spray/Mugging: Dealing 2 damage to a creature for cc1 isn't bad most times, but these spells are outclassed by way too many better versions of them that can also be used on the opponent's life.
Burning Inquiry/Crack the Earth/Raze/Rile: These cards are terrible without the right synergies.
Burst of Speed/Flamespeaker's Will/Messenger's Speed/Surge of Zeal/Unnatural Speed: These cards are simply card disadvantage for you without ever really being relevant.
Chaos Charm/Fever Charm/Hearth Charm: Flexibility is nice, but none of the effects of these cards are really interesting.
Crackling Club: Turning an enchantment into 1 damage at any time is interesting, but +1/+0 isn't exciting enough.
Crash Through: Replacing itself is nice, but trample isn't impactful enough on its own to be worth it.
Crown of Flames/Dragon Mantle: These auras could make no card disadvantage, but the effect is too bad for limited.
Crush/Clear a Path: Terribly restrictive cards.
Dust Corona/Eternal Warrior: Terrible auras.
Epiphany Storm: Rummaging effects are strong, but it's not really worth the risk of card disadvantage for being an aura.
Feint: A really bad red version of Fog.
Firebreathing/Flowstone Blade: The worse versions of Crown of Flames.
Furious Resistance/Titan's Strength: Red doesn't need combat tricks since it has way better burn spells.
Galvanic Bombardment; It need multiples and doesn't hit players.
Ground Rift: It's simply too hard to increase Storm Count, even for a cc1 spell.
Gut Shot: Even though it's nice to be able to pay 0 mana for this, the risk that it won't have any impact at all is too high and there are many other spells that are better at dealing with X/1 creatures.
Implement of Combustion: It is a 2 mana cantrip that can only hit players. That isn't worth it.
Imposing Visage/Laccolith Rig/Reflexes/Veteran's Voice: The effects aren't bad, but they're not worth the risk of card disadvantage.
Infernal Plunge: Normal card disadvantage is already problematic in most cases, but -2 cards is simply terrible.
Inflame: Supported by burn spells this can be interesting, but it's very situative.
Kindled Fury/Precise Strike: There are way better combat tricks available.
Lava Spike: Only being able to deal damage to players is very bad in limited.
Lightning Axe: If the effect could also hit players it would be a very interesting card, but without that opportunity, it's not worth cc6 or an additional card.
Mutiny: A neat design, but red has better options for removal.
Panic: Preventing a creature from blocking for one turn without card disadvantage isn't terrible, but really unexciting.
Panic Spellbomb: Preventing a creature from blocking for a single turn without card disadvantage isn't bad, but often unexciting.
Rouse the Mob: This card is mainly going to be outclassed by Dynacharge.
Rite of Flame: This card doesn't work in most cubes.
Scorching Spear/Shower of Sparks/Singe: The worst burn spells of all.
Sonic Seizure: Random discard is terrible many times and is only very situative acceptable.
Spark Jolt/Spark Spray: Only dealing one damage is only very situative useful, but these cards can at least grant some card quality.
Tahngarth's Glare: This card is simply no advantage for you.
Taste for Mayhem: With Hellbent, the enchanted creature grows huge, but without a single additional toughness, it's way too fragile.
Tremor: The effect is too situative.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Incinerate/Lightning Strike/Searing Spear: Dealing 3 damage to a player or creature for just 1R at instant speed is simply great.
Magma Jet: 2 damage for 2 mana isn't much, but Scry 2 is very uncommon in red and is a big advantage.
Searing Blaze: Even if RR can be problematic, landfall isn't a high restriction and RR is definitely worth 6 total damage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Curse of the Pierced Heart: A clock that is hard to stop, and that can secure you a win once you've run out of gas, even though it can take a while.
Fire Ambush/Volcanic Hammer: Super solid burn spells that are only slightly worse than the staple versions of them.
Fire Prophecy: If you are interested in running any burn spells, which aren't able to hit players, this is defintely a solid choice. Dealing 3 for 2 is a good deal and the attached rummage effect can come in very handy. Also it's worded in a way were you don't actually "discard" as port of the cost so there is no risk involved.
Fire Whip: This aura turns any creature into Prodigial Pyromancer with the possibility to deal 2 damage in a single turn or to be sacrificed at any time if the creature should get handled.
Gorilla War Cry: Mass evasion for one turn without card disadvantage is definitely interesting.
Heartfire - Instant speed removal-response burn is nice. And a good game ender for 2cmc
Lash Out: Handling creatures with 3 damage is ok, but not exciting if it can't hit players. Clash is a very high restriction that makes this card worse than all the staple burn spells.
Madcap Skills/Frenzied Rage: 3/2 additional power and evasion is very huge for cc2. It turns the creature into a big threat, though the chance to get handled isn't reduced, except during blocks. This card will win the game if it's not handled, but otherwise, it will still be card disadvantage.
Nightbird's Clutches: Getting evasion for a single turn is nice, but flashback makes this card really interesting. The problem is just that preventing blocking doesn't change anything on board, just life totals.
Twin Bolt/Chandra's Pyrohelix: The strength of a card like this lies in the fact that you can either kill two X/1s, an X/2, or, when you attack with multiple creatures, let the opponent declare correct blocks then kill 2 bigger creatures.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Boiling Earth/Electrickery/Scouring Sands: The only red Tremor-like cards that don't hit your own creatures as well, which makes them way less situative. The only problem is that 1 damage is still not really much.
Brute Strength: Just like Sure Strike, it's nice, but can't compete with Lightning Bolt.
Cathartic Reunion: Another version of Tormenting voice. The restriction is higher, but also is the payoff.
Crystal Slipper: This definitely outclasses Strider Harness by a lot, but it still costs you too much tempo on curve to be cubeable.
Dangerous Wager: In very aggressive decks that completely play out their hand very fast this card can be interesting.
Falter/Magmatic Chasm/Seismic Stomp: Evasion for one turn can be game-winning, but it's situative and is card disadvantage otherwise.
Fists of Flame - Cantrips, and can be more than +2/+0. Trample pushes it to a useful aggro trick
Flaming Sword: First Strike and 1 power can be very important and played as a combat trick this aura will trade at least 1 for 0 before it becomes handled and trades 2 for 1. It would be interesting for most colors, but red doesn't really want combat tricks since it got way more flexible burn spells.
Fury Charm: Artifact hate on its own would be too situative, but attached to another useful effect it can be acceptable.
Giant Spectacle: Like every Aura, it can create card disadvantage, but pump plus evasion can be worth it.
Goblin War Paint/Swashbuckling: +2/+2 is huge and with haste, it can bring through a lot of damage. The problems are just that the creature isn't protected and to make use of haste you need to pay 2 additional mana the turn you play the creature.
Go for Blood: Red is not really the color for fight removal since there is an overabundance of burn spells, which don't run the risk of fizzleing, but Cycling for 1 is a very low opportunity cost for a spell that can come in handy at times, if your opponent is tapped out and you have decent targets. And if not simply throw it away.
Grapeshot: This card is great with a high storm count, but without support, it's too hard to get a high count.
Inferno Fist: A Seal of Fire and Taste for Mayhem (without Hellbent) in one card. It's ok, but it's very risky like most auras and would be far better if the activation would cost nothing.
Jaya's Greeting - giving up player targeting for Scry 1 on Searing Spear is passable
Nyxborn Rollicker: It's a kind of red Leonin Scimitar, but the Mons's Goblin Raiders you get instead of being able to reequip, makes this card definitely worse.
Puncture Bolt: Permanent -1/-1 counters can be very strong, but 2 damage to one creature isn't very exciting.
Pyromatics: A flexible card. For cc6 it's Arc Lightning and for cc8 Pyrotechnics, but it needs at least cc4, to become interesting.
Raking Claws: A very situational effect, but it can definitely catch your opponent very unexpected when you are threatening to kill him out of nowhere. Cycling makes situational effects like these a lot more interesting, even though 2 is definitely not free.
Run Amok - colorshifted Predatory Urge. Removal usually is better.
Scorching Dragonfire: A nice creature removal, but there is a ton of alternatives, which can hit players if needed.
Shenanigans - If you need a Shattering Pulse in various parts of the game.
Shredded Sails: Booth modes can actually come in handy and if none does you can still cycle it, though 2 is definitely not free.
Smash to Smithereens: One of the better artifact hate cards red got, but without a target, it's a dead card.
Sonic Burst: Random discard can be terrible, but in the right situation it can be an acceptable price for 4 damage.
Sparkmage's Gambit: This card is very situative, but can win the game.
Sure Strike: First Strike makes this card a very nice combat trick, but it can't compete to stuff like Lightning Strike.
Temur Battle Rage: Double Strike is quite unique at common rarity and this card is theoretically able to end a game by simply being played on a creature with 4 or more power, but that will happen pretty rarely and as a combat trick this card is not that impressive, because it doesn't help to kill anything with higher toughness than the targeted creature's power without trading 2 for 1. There is also the additional risk of a 2 for 1 trade against instant removal.
Thrill of Possibility: An instant speed Tormenting Voice.
Tormenting Voice: A possible way to generate card quality in red.
Wrangle: This is a 2 mana Act of Treason most of the time but with the same problems.
Zektar Shrine Expedition: Played early this card can be really good, but later you can't guarantee to play 3 lands.
Bad: Don't cube this. It might look fine, but it's not worth it.
Accelerate: The worse version of Crimson Wisps.
Agility/Bravado/Errantry/Fiery Mantle/Ghitu Firebreathing/Giant Strength/Kamahl's Desire/Malicious Intent/Senseless Rage/Sluggishness/Talons of Falkenrath/The Brute/Tilonalli's Crown/Volcanic Strength: These auras aren't a big enough threat to be worth the risk of card disadvantage.
Aliban's Tower/Fit of Rage/Flowstone Strike: Terrible combat tricks.
Battle Hymn/Desperate Ritual/Pyretic Ritual/Vessel of Volatility: Mana advantage is not worth card disadvantage.
Betrothed of Fire/Cave Sense/Flowstone Embrace/Maniacal Rage/Power of Fire: Terrible auras.
Blades of Velis Vel/Blood Frenzy/Blood Lust/Fists of the Anvil/Nahiri's Stoneblades/Rise to the Challenge/Thunder Strike/Uncanny Speed: Red doesn't want combat tricks since it got burn.
Blur of Blades: Tacked on damage to the opponent can be nice, but a single -1/-1 counter isn't very relevant.
Book Burning/Flaring Pain/Tremble: Totally useless cards in most situations.
Break Open: There aren't enough playable morph creatures to make this card worth it.
Brood Birthing/Buccaneer's Bravado/Crown of Fury/Crush Underfoot/Lavamancer's Skill/Vampiric Fury: There are no playable tribals for pauper cubes.
Burn the Impure/Draconic Roar: Without any relevant upsides in the average cube, these burn spells are outclassed by several other options.
Crushing Pain/Fiery Conclusion/Fling: A card that only works as a 2 for 1 trade is simply bad.
Distemper of the Blood: Sorcery pump needs to do more and only the Madness cost is a good price.
Dragon Breath: There aren't enough playable creatures with cc6 to make this card worth it.
Echoing Ruin/Latulla's Orders/Molten Frame/Shatter/Shattering Pulse: Just artifacts is a too high restriction.
Fall of the Hammer: This card is outclassed by most burn spells.
Fireforger's Puzzleknot: 5 mana for a Forked Bolt is just too costly.
First Volley: A terrible burn spell.
Flame Burst/Glacial Ray/Guerrilla Tactics/Kindle/Reality Hemorrhage/Scorching Lava/Surging Flame: Shock for cc2 is simply too bad without any significant advantage in the average cube.
Flame Jet/Flame Rift/Mob Justice: Only being able to deal damage to players is even worse than only being able to deal it to creatures.
Flash of Defiance/Parch: These cards would only be interesting for sideboards.
Font of Ire: Another version of Lava Axe, but not really better.
Harvest Pyre: This card is only good in the late game.
Headlong Rush: Without additional power, First Strike is too situative.
Hurly-Burly/Rain of Embers/Seismic Shudder/Yamabushi's Storm: Just 1 damage too each creature is not very much and only situative good.
Impact Tremors: This card may seem nice based on the idea of playing it on turn 2 and dealing 10 damage over the course of the game without even attacking, but the chance that you have this in your opening hand is quite low and this is one of the worst possible topdecks with an empty hand and board.
Infectious Bloodlust: This card isn't worth the drawback and in Singleton, it doesn't even replace itself.
Lightning Reflexes: The worse version of Flaming Sword.
Omen of the Forge: 2 mana burn spells need to do more than just 2 damage and scry for 3 mana.
Psychotic Fury: There aren't enough multicolored creatures in most cubes to make this card worth it.
Rockslide Ambush/Scent of Cinder/Spitting Earth: Most decks in limited are at least 2 colors, which makes these cards way worse.
Song of Blood: This card is only good when you are lucky.
Spawning Breath: 1 damage is simply not enough for cc1 and an eldrazi spawn doesn't change much.
Stun: The way worse version of Gorilla War Cry.
Thunderbolt: Even if flying hate can be mainboardable, the alternative is just too situative.
Tribal Flames: You need at least 3 colors to be on the same level as Volcanic Hammer.
Uncontrolled Infestation: Land destruction is bad in limited and it's definitely not worth any restriction.
Wild Guess: Only card quality isn't worth RR.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Arc Lightning: Killing 3 X/1 creatures, an X/2, and an X/1 or simply an X/3 creature is such huge flexibility. This is definitely one of the best burn spells red got.
Brimstone Volley: Morbid is a high restriction, but this card is already acceptable without it and absolutely nuts with it.
Staggershock: Killing up to two X/2 creatures for cc3 is absolutely nuts. It's on a very similar power level as Arc Lightning.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Barbed Lightning: The effect isn't bad, but compared to Searing Blaze it's terribly overcosted.
Hungry Flames: Burn spells, that are able to booth kill a creature and meanwhile deal damage to the face with a decent cost/effect ratio are rare. This is definitely one of the better ones.
Puncture Blast: A solid burn spell that can even handle bigger creatures by simply decreasing their P/T to something unexciting.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Act of Treason/Traitorous Blood: Gaining control of your opponent's creature, even for just a single turn, can be very strong when your opponent is at low life, because he either has to chose to kill his own creature, perhaps with card disadvantage, or to take critical damage. The problem is just that these cards become kind of bad when your opponent has a lot of life left because then he will simply take the damage and these spells haven't been much better than Lava Spike or something similar.
Awe for the Guilds/Ruthless Invasion: Solid mass evasion spells for cc3 are interesting, but sometimes not enough and only good when your opponent is at very low life.
Bestial Fury: The numbers on this aura may look huge, but in fact, it's just a solid pseudo evasion for the creature without card disadvantage.
Bloodfire Infusion: One of the only mass-removal spells in pauper that can deal more than 1 damage to each creature. It's interesting, but situative because you can't play it on an empty board.
Bolt of Keranos/Fiery Temper/Ghostfire/Resounding Thunder/Volt Charge/Yamabushi's Flame: Dealing 3 damage to a creature or player for cc3 is never bad, but without any "good" advantage, these cards are simply outclassed by too many better versions of them.
Destructive Tampering: To have both these effects on one card is nice, but both effects still aren't very relevant in most cubes.
Dynacharge/Path of Anger's Flame/Trumpet Blast/Volatile Claws : Swarm decks mainly don't work in limited, but with enough support, these cards can be very good.
Firecannon Blast: This has the possibility to be a pseudo hard removal spell, but raid can be a high restriction and there better burn spells in red that are less restrictive.
Galvanic Arc: First Strike can be relevant for many creatures, but the aura-type makes this card fragile.
Garbage Fire: This can deal with very big creatures, but it can't hit players if needed.
Geomancer's Gambit - There to destroy fixing, Nonbasics, or even give Fixing to yourself. The Cantrip is plausible.
Goatnap - better Act of Treason.
Hijack: An Act of Treason that trades a generic mana for a red mana and the ability to take artifacts, which is not really relevant in most cubes.
Incite War: A possible pseudo-mass-removal that's interesting, but not exciting.
Pillage - Passable because it is flexible. Harder cost doesn't help.
Raid Bombardment: This card could be playable with a huge amount of Swarm/Token support, but otherwise it's very bad.
Rhystic Lightning: This card could deal more damage than it costs, but the drawback is high and this card is easily disabled.
Uncaged Fury: This is a very strong combat trick, but it is very situational.
Undying Rage: Red's Moldervine Cloak. A reusable giant strength is probably the second best aura in the worst color for Aura pump.
Bad: Don't cube this. It might look fine, but it's not worth it.
Annihilating Fire/Demoralize/Desert Sandstorm/Incite Hysteria/Lunge/Open Fire/Panic Attack/Scattershot/Unearthly Blizzard: These cards are outclassed by too many better versions of them.
Arcane Teachings: Both effects of this aura are interesting, but they are anti-synergy with each other.
Aspect of Manticore: Only granting First Strike until end of turn is not good enough.
Barrage of Boulders: There are way better and more consistent ways to prevent creatures from blocking for a turn.
Barrel Down Sokenzan/Claws of Valakut/Downhill Charge/Granite Grip/Seismic Strike/Stonehands: Most decks in limited are at least 2 colors, which makes cards like these way worse.
Bathe in Dragonfire/Bombard: Not being able to hit players makes this card pretty bad, especially compared to something like Flame Slash.
Blow Your House Down: There are a lot of better Falter-effects.
Boiling Blood: A really bad way to kill a creature.
Carbonize: Overcosted by 1cc. And unless the Exile clause matters to your cube it will just be chaff compared to the 1cc and 2cc for 3dmg spells. It is a boosted Incinerate for +1cc!
Crash/Scrap/Smash: Only being able to handle artifacts is simply a too high restriction.
Erratic Explosion/Fencer's Magemark/Kumano's Blessing/Misguided Rage/Scrapyard Salvo/Unforge: Cards like these don't work in limited.
Fatal Attraction/Magma Rift/Thunderclap: Only being able to handle creatures is a too high restriction for burn spells with more than cc1.
Fearsome Temper: This aura is simply not a big enough threat to be worth the risk of card disadvantage.
Final Flare: Not being able to hit players, disqualifies this.
Flare/Zap: Terribly overcosted and bad burn spells.
Furious Assault/Insolence/Sizzle: Only being able to deal damage to players is simply terrible.
Goblin Caves/Goblin Shrine: There are not enough playable Goblins for pauper cubes.
Goblin War Drums: Permanent evasion seems nice, but the evasion is quite weak and often enough it would be way better to get real evasion for a single turn.
Gone (Dead // Gone): Flexibility is nice, but Dead is usually the better option of the two.
Honor the God-Pharaoh: A sorcery speed Thrill of Possibility. The 1/1 doesn't make up for the addtional mana and the different card type.
Hostile Realm: Permanent evasion can be interesting, but it's not worth constantly binding a land for it.
Lightning Talons: A huge aura, but the creature remains very fragile.
Make Mischief: Pinging something and putting out a Goblin Arsonist isn't worth 3 mana. Just play Twin Bolt.
Mark of Mutiny: The much worse version of Act of Treason. The extra 1 damage potential isn't often relevant and should the stolen creature survive, which the counter helps ensure slightly, you really don't want your opponent's creature left with a "free" +1/+1 counter.
Massive Raid/Rally the Forces: These cards wouldn't even be very interesting for cubes that support swarm decks.
Molten Rain/Stone Rain: Land destruction is very bad in limited.
Orcish Cannonade: Shock with card advantage is nice, but 1RR and 3 life is too high a price.
Screaming Fury: It's too easy to disable a card like this.
Seething Song: Mana advantage is not worth card disadvantage.
Slaughter Cry: Red isn't interested in combat tricks since it has burn spells.
Solfatara/Turf Wound: A super useless effect.
Soul's Fire/Tail Slash: Red is not interested in any kind of creature-reliant burn spell, for having smaller creatures than green and regular burn spells that are simply just better.
Stensia Banquet: Tribal spell at best and it only hits players. There is a decent amount of BR Vampires, but getting more than 2 seems hard.
Touch of the Void: Exile isn't relevant in most cubes, so the spell is overcosted.
Welding Sparks: 3 damage for 3 mana is not very good. Even if you control one artifact, it is still just 4 damage and it only hits creatures.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Burn Trail: Magma Burst without card disadvantage, but mono-color Conspire can be a big restriction.
Chandra's Outrage: Mainly you kill creatures with burn spells and deal the damage to the player with your creatures. This spell combines both burn and removal very well.
Cosmotronic Wave - Better than the Wrap in Flame competition
Flame Lash/Lightning Blast: Dealing 4 damage to a creature or player is huge and worth cc4, but red doesn't want many spells that cost more than cc3.
Magma Burst: Even if sacrificing 2 lands is a high price, being able to kill 2 X/3 creatures can be a huge deal.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aftershock: One of the only cards in red that is simply able to kill a creature without being damage based. Being able to destroy artifacts as well is also nice, but 2RR with Sorcery speed and 3 life is a high price.
Gravitic Punch - its limitations are balanced by Jump Start.
Seismic Shift - Wierd combo. However, in Aggro or Tempo this works, even on curve.
Traitorous Instinct: Stealing a creature for a single turn and pushing it's power as well is interesting, but if your opponent had enough life before it's often just card disadvantage for a small life advantage.
Wrap in Flames: Preventing up to 3 creatures from blocking is often enough and killing X/1 bodies makes this card less situative, but it doesn't make it exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Acceptable Losses/Bring Low/Electrify/Puncturing Blow/Torrent of Stone/Wrack with Madness: Only being able to deal damage to creatures is simply too bad for 4 mana.
Artillerize: 5 damage is a lot, but not worth a 2 for 1 trade mainly.
Cackling Flames: This card is simply too bad without Hellbent and Hellbent is a very high restriction.
Chandra's Revolution: You throw your opponent one turn back, but sorcery speed and cost kills it.
Consuming Sinkhole: It can't hit creatures and one mode is irrelevant most of the time.
Craterize/Demolish/Dwarven Landslide/Earth Rift/Lay Waste/Melt Terrain/Roiling Terrain/Seismic Spike/Structural Distortion/Volcanic Upheaval: Land destruction for any amount more than 3 mana is simply terrible.
Dogpile/Quenchable Fire/Scorching Missile/Spiraling Embers: Terribly bad burn spells.
Ember Gale: This card would only be interesting for sideboards.
Giant's Ire/Ire of Kaminari/Roar of the Crowd: There are no playable tribals for pauper cubes.
Icefall: Recover can be very good in the late game, but the effect of this card remains very weak.
Inner Fire: A small mana advantage isn't worth card disadvantage.
Iroas's Blessing: The chance for this to fizzle is too high and the +1/+1 not enough of an upside to be worth the risk.
Lightning Javelin: 4 mana is just too much for this effect.
Lose Calm/Portent of Betrayal: Threaten effects have always been bad if you can't consistently sacrifice the creature somehow and even from among the Threaten-like cards, these ones are outclassed by Traitorous Instinct.
Pursue Glory: Overcosted Dynacharge. The cycling isn't worth the extra cost.
Rumbling Rockslide: This can potentially deal with big creatures you other burn spells can't deal with, but it can't go to the face and 4 mana + sorcery speed are quite the deal breakers. If you really want hard removal in red Aftershock exists.
Solar Blast: Flexibility is nice, but this card is simply overcosted in both cases.
Swift Kick: Fighting is definitely not the kind of removal red needs.
Swirling Sandstorm: This is a really dead card without Threshold.
Tentative Connection: Unless for some reason you are running an unusual high amount of Menace creatures, there simply are better alternatives.
Uncontrollable Anger: Even with Flash, this aura isn't good.
Violent Impact: Strictly better Demolish. Still not very good.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Pyrotechnics: This removal is pure flexibility. It can kill so many things and alongside other smaller burn spells, it can even help finish off bigger creatures. In addition to that, 4 damage to a player is huge as well.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Sarkhan's Rage: Dealing 5 damage to any target for 5 mana with instant speed is actually not that bad, Shocking yourself or not. This card can flexibly be used to either deal with a big threat or to finish off the opponent.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arrow Storm/Unfriendly Fire: Dealing 4 damage to any target is fine, but at cc5 it's overcosted.
Fissure/Lava Flow(Only online common!): Real hard removal spells are very unique for red, but often red doesn't need them and instead would be happier with a big burn spell that can be used on the opponent's life.
Punish the Enemy: Killing an X/3 creature in addition to a Lava Spike can be very nice, but cards like Searing Blaze make it seem extremely weak.
Sarkhan's Catharsis - obsoletes the other Lava Axe types
Bad: Don't cube this. It might look fine, but it's not worth it.
Alchemist's Greeting: Flame Slash is just more efficient and only hitting creatures is a rough choice for red.
Boulder Salvo: Even with Surge, this is a worse Flame Slash.
Burning Fields/Chandra's Fury/Concussive Bolt/Lava Axe: Only being able to deal damage to a player is simply too restrictive, even if 5 damage may seem like a lot.
Consuming Bonfire/Devouring Rage: These cards don't work in most cubes.
Devastate/Fissure Vent/Plunder/Rain of Rust/Scorch the Fields/Survey the Wreckage/Vandalize/Victorious Destruction/Volcanic Submersion/Yawning Fissure: Cc5 comes way too late for a land destruction spell and none of the additional effects makes any of them good enough.
Lava Storm: 2 damage to only attacking or blocking creatures won't handle much.
Mana Geyser: A terrible card. It's card disadvantage and not even a real tempo advantage because it comes way too late.
Pinpoint Avalanche/Rage of Purphoros/Reduce to Ashes/Thermal Blast/Turn to Slag: Only being able to hit creatures is too restrictive, especially when your opponent might only have a few life left.
Riddle of Lightning/Torrent of Fire: Not being able to guarantee an acceptable amount of damage makes these spells really bad.
Searing Barrage: Not being able to hit players right away, disqualifies this card.
Spire Barrage: Being bound to a single land type is really bad for limited because most decks are at least 2 colors.
Starfall: This card would only be interesting for an enchantment-heavy cube.
Stonefury: This card simply costs too much.
Tin Street Market: The effect is good, but the card is terribly overcosted.
Volcanic Rush: Trample is definitely not a bad mechanic on a Trumpet Blast-like card, but it's questionable if this mechanic is worth 2 additional mana.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Fireblast: This card is way worse in limited than in constructed, but it's still Ok and good for finishing the opponent off.
Magmatic Sinkhole: Red usually doesn't have much use for the Grave and this would be an easy staple if it were able to hit players.
Thunderous Wrath: A possible Lava Axe at your opponent for just one mana is really good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Fiery Fall: Flexibility is nice, but often enough a cheaper version of this spell would be better.
Bad: Don't cube this. It might look fine, but it's not worth it.
Blastfire Bolt: The card wouldn't even be good in a cube with a lot of equipment.
Boulderfall: The effect is great, but with cc8, this card is terribly overcosted.
Cinder Storm - at that point use an X-spell
Ember Shot: Solid removal spells with card advantage would be great, but 6 mana in addition to a Lightning Bolt just to draw a card, is too costly.
Explosive Impact: 5 damage is a huge amount of damage, but this card is outclassed by all the XR spells, that can do the same thing, just with more flexibility.
Kamahl's Sledge: Only being able to hit creatures is too restrictive and especially terrible for this much mana.
Lightning Diadem: Even if the effect of this card is nice, cc6 is simply far too much for it.
Spearpoint Oread: First Strike is a nice ability for weak bodies with low toughness, but cc6 is way too much for this ability and only +2/+2.
Structural Collapse: cc6 comes way too late for land destruction.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Fireball/Rolling Thunder: Being able to split damage among any number of creatures is simply nuts.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Disintegrate/Kaervek's Torch/Lava Burst: Dealing X damage to a creature or player grants a lot of flexibility and is great for giving aggressive decks some reach.
Rock Slide: Another possible mass-removal that is still good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Heat Ray: This spell can't deal it's damage to players, which makes it way worse than the 3 cubeable ones. It's still not bad since it's a flexible removal.
Meteor Shower: You need a lot of mana to make this card interesting. Overall it's very similar to Pyromatics.
Wave of Indifference: Preventing any number of creatures from blocking can be good, but there are better alternatives for this card.
Bad: Don't cube this. It might look fine, but it's not worth it.
Builder's Bane: Only being able to deal with artifacts is simply a too high restriction. This card would only be good for an artifact-based cube.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Plus the Lancer has way better art.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Arbor Elf/Avacyn's Pilgrim/Boreal Druid/Elves of Deep Shadow/Elvish Mystic/Fyndhorn Elves/Llanowar Elves: Played on turn 1, these creatures can allow you to jump up the curve so you are able to play cc3 creatures on turn 2 and cc4 creatures on turn 3 and so on. This is the one real advantage green has over the other colors in pauper.
Wild Nacatl: Since it works with 50% of its possible deck color combinations, it can easily be played in your green section. With either White or Red, it's a 2/2 for cc1, which is incredibly strong, especially at common rarity. The option to become a 3/3 is unnecessary for the power of this card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Basking Rootwalla/Frilled Sandwalla: One-drops that have a lot of relevance left later in the game, because 3/3 bodies are solid at any point of the game. The problem is just that they're not really strong without the push.
Jungle Lion: It may read like a common Elite Vanguard, but not being able to block will make this a dead card very fast.
Mtenda Lion: This card is staple against every non-blue deck, but you simply can't guarantee that your opponent doesn't play blue.
Quirion Ranger: This little guy can do a lot. Even if the 1/1 body on its own isn't interesting, this creature grants pseudo vigilance to any one of your creatures, doubles tapping abilities and produces mana when you haven't played a land already.
Wildwood Tracker: There are few humans in green. If you can guarantee to follow this up with another creature you are essentially getting a 2/2 for G, that dies to 1 damage removal, but still a decent one drop in an aggro deck.
Wild Dogs: On first look, this card may seem like a worse Ghazbán Ogre, but Cycling on one-drops is absolutely great.
Young Wolf: This creature can die twice and return with a more relevant body after the first time.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arboreal Grazer - pseudo-ramp, but can also block many things early on. Not a Defender, just 0 power.
Blisterpod: It replaces itself, but it does nothing else.
Caustic Caterpillar: A Naturalize on a stick is only useful in enchantment or artifact heavy cubes.
Centaur's Herald: 3/3 creatures for cc3 are super solid, but cc4 is too much and the small advantage of chump blocking and then sacrificing it isn't good enough to make up for the problems that this creature can easily be killed by Lava Dart before you can sacrifice it or that the token easily dies to bounce.
Elvish Pioneer/Sakura-Tribe Scout/Skyshroud Ranger: Played in Turn 1 these creatures have the same tempo advantage as Llanowar Elves, but they lose a lot of relevance later.
Ghazbán Ogre: For super aggressive decks, this card is great.
Gladecover Scout: This creature can hold any aura or equipment. The problem is just that it's very bad without any pump.
Groundskeeper - Very niche. But can be used with Retrace and Spellshapers.
Kin-Tree Warden: A fine early blocker with the upside of Morph (as a trap).
Llanowar Augur: A solid blocker for the very early stages of the game that can turn a creature into a big threat for one turn. The problem is just the upkeep restriction.
Nettle Sentinel: A very solid beater early in the game. The main problem is that most decks in limited are at least 2 colors, which makes this card way worse.
Moss Viper/Sedge Scorpion: A really solid blocker for turn 1 that can trade for a lot of things, even in the very late stages of the game.
Nurturer Initiate: A single +1/+1 can be a big difference, but the 1/1 body on its own is simply not good enough.
Pouncing Jaguar: A 2/2 for cc1 is big. The problem is that it's very problematic on turn 1, where it should be at it's best because you can't play a creature with cc2 afterward on turn 2.
Rogue Elephant/Scythe Tiger: Even if a 3/3 and a 3/2 Shroud are huge for turn 1, they completely destroy your curve with sacrificing the land this early.
Thallid: Spamming 1/1 Tokens can be good starting in turn 1, but the creature itself is very useless and super slow.
Tukatongue Thallid: This creature can die twice. The problem is that it's never really relevant.
Uktabi Drake: Green flying creatures are very unique, but overall green doesn't really need flying creatures and especially not a 2/1 flying haste for cc4.
Village Elder: The ability can be very interesting, but it's not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aisling Leprechaun/Charging Badger/Defiant Elf/Elvish Lookout/Norwood Ranger/Savaen Elves/Sprout/Tarpan/Trained Jackal/Tree Monkey/Woodland Druid: 1/1 or 1/2 bodies with useless or nonexistant abilities are simply terrible.
Almighty Brushwagg: As a 1/1 this is simply useless and once you start investing 4 mana into it just so that it can attack you run the risk, that this simply get's killed by basically any removal spell, which sets you back tempo wise.
Birchlore Rangers/Diregraf Escort/Elvish Eulogist/Elvish Handservant/Hana Kami/Jade Bearer/Promised Kannushi: There are no playable tribals for pauper cubes.
Bond Beetle: This card only becomes interesting with self-bounce.
Brown Ouphe: This card would only be interesting for artifact-based cubes.
Chatter of the Squirrel: 2 1/1 Tokens for cc3 with sorcery speed are simply unexciting.
Child of Thorns: This creature could change combat math a little bit, but the 1/1 body on its own is very useless.
Copperhorn Scout/Sacred Prey: When these creature attack, they will die.
Crossroads Consecrator: It needs to either lose the mana cost in the activation or the targeting restriction to be good. There are a lot of Humans though.
Deepwood Wolverine/Elvish Berserker/Scryb Sprites/Spire Tracer/Treetop Scout: Pseudo or real evasion, it's simply not needed to block 1/1 creatures.
Diligent Farmhand: The worse version of Sakura-Tribe Elder
Druid Lyrist/Elvish Lyrist/Scavenger Folk: Without a target, these creatures are quite useless.
Elvish Herder: Most creatures that really need trample, got it already.
Elvish Scout: The ability is very situative and the 1/1 body on its own is useless.
Elvish Skysweeper/Ezuri's Archers/Scattershot Archer/Skyshroud Archer: Flying hate attached to better bodies is way more interesting.
Essence Warden: This creature can grant some life, but it's useless itself.
Folk of An-Havva: A 3/1 blocker isn't really interesting.
Glistener Elf/Virulent Sliver: Infect doesn't work in pauper cubes.
Greenseeker: Searching lands to the hand instead of the board is mainly useless.
Harvest Mage/Orochi Leafcaller/Viridian Acolyte: Fixing without mana advantage is mainly bad.
Healer of the Glade - Early Anti-Aggro. Niche.
Jukai Messenger/Marsh Boa/Rime Dryad/Shanodin Dryads/Weatherseed Elf/Willow Dryad/Zodiac Rabbit: These cards wouldn't even be good as sideboard cards.
Jaddi Offshoot: It can be fine when gotten out early against aggro, but other than that, it's too bad to be worth it.
Jungle Delver: The ability can be relevant in the late game but it's overcosted and the body takes a while to be relevant.
Krosan Wayfarer: The worse version of Elvish Pioneer.
Llanowar Elite: Flexibility is nice, but without kicker this card is terrible and cc9 is overcosted.
Loam Dryad: You don't want this kind of effect on a creature.
Martyr of Spores/Traproot Kami: Most limited decks are at least 2 colors.
Mossdog: There aren't many spells that want to target this creature and most that would want to target it would kill it.
Nafs Asp: This creature will simply not get through.
Nimble Mongoose: Even in Graveyard strategy decks, getting to Threshold fast is not easy. So, an untargetable 3/3 being the payoff is unlikely to matter by the time it comes online in its boosted form.
Oashra Cultivator: It can't deal any damage and the ability is overcosted.
Patron of the Wild: A terribly overcosted card.
Portcullis Vine - Wall of Blossoms this is not. 0/3 stops less and less, and the 2 mana it takes to draw a card makes this always cuttable.
Renowned Weaver: A chump blocker that can be turned into a 1/3 reach. Simply all but exciting.
Saruli Caretaker
Servant of the Scale: There are actually not enough ways to consistently put +1/+1 Counters on it to make this creature worth considering.
Simic Initiate/Spike Drone: These creatures are even worse than Battlegrowth.
Skarrgan Pit-Skulk: Bloodthirst can be a high restriction and this creature is terrible without.
Skyshroud Ridgeback: Simple card disadvantage without ever been a big threat is just bad.
Spore Frog: Without the Synergies constructed offers for this card, it's not much better than Fog.
Taunting Elf: This creature is a possible finisher, but it's very situative.
Wall of Vines/Wall of Wood: Really bad walls.
Wily Bandar: The ability is nice, but on a 1/1 it's pretty useless.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Darkthicket Wolf: A 2/2 creature with huge impact. It curves itself out.
Mire Boa/River Boa: Even without the landwalk, these creatures would be a staple. They are just super solid.
Wall of Roots: A very solid wall that ramps without having to tap for it. Absolutely great for every ramp deck.
Wild Mongrel: A 2/2 beater with a great pseudo evasion.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Acridian: A 2/4 is super solid at any time of the game. It's great on turn 2 even if it destroys your curve, preventing you from playing a cc3 creature the next turn.
Ambush Viper: One of the few playable green removal spells that have nice pseudo evasion as well.
Borderland Explorer: A 3/1 for 2 is always good. This also helps in fixing your mana and the drawback is irrelevant most of the times.
Dawntreader Elk: A solid 2/2, that can be turned into a land at any time.
Deadly Recluse: A solid green removal.
Drowsing Tyrannodon: If you don't open your curve with 1 mana ramp spell this can definitely be solid to have on turn 2 as green has a lot of good 4 power creatures or ways to pump this and turn it into a 4/4 itself, so it can attack asap.
Druid of the Cowl: This is a mana dude that can also block if you don't need the mana or you want to cast a combat trick.
Giltgrove Stalker/Rhonas's Stalwart: Solid 2 power bodies with evasion.
Ixalli's Diviner: A fine early blocker for midrange and control decks. Both modes are fine for those decks.
Kujar Seedsculptor: A 2/3 for 2 mana is already okay, but it is also able to split its power.
Nest Invader: This card is fine like it is, but it only becomes really exciting if you support a swarm theme.
Nightshade Peddler: Giving weak creatures the opportunity to trade later is nice and this creature has the opportunity to on its own as well.
Sakura-Tribe Elder: For ramp decks, this card can be interesting because it can prevent damage through chumping without making card disadvantage. It's only bad later.
Saproling Migration - flexible cost, and even as a 2cmc, it is fair.
Silhana Ledgewalker: The perfect carrier for equipment and auras. Without any it's a little bit unexciting, but with some its nuts.
Shinen of Life's Roar: A possible finisher that works great with combat tricks and auras, but isn't very exciting without any and is situative as a finisher.
Snapping Gnarlid: A bear that can attack for 3 on turn 3 is awesome.
Terrain Elemental: A 3/2 for just 2 mana is bigger than everything else you can get in pauper.
Thornweald Archer: Deathtouch gives a solid pseudo evasion to this creature, which is relevant with 2 power and reach grants the opportunity to trade with nearly any creature 1 for 1 by blocking.
Treetop Ambusher - flexible, and messed with combat math
Viridian Emissary: A 2/1 beater that makes card advantage when it dies is definitely interesting. The problem is just that a 2/1 beater really dies to everything and sometimes you can't get the land when you need it.
Voyaging Satyr: This card is pretty unique at cc2 for being able to untap any land and therefore fix your mana for double-color costs. In addition, this card goes nuts with land auras that produce additional mana when the land is tapped.
Wandering Wolf: 2 power and an interesting evasion, that works great with equipment and auras.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aquastrand Spider: Graft on a 2/2 body can be interesting, but the creature itself will become worse when the first Counter is taken.
Atarka Beastbreaker: Early creatures that also have an impact later in the game are normally good, but this one is simply too unimpressive during the early turns.
Bitterblade Warrior: A bear in normal mode and a deathtoucher in exert mode. That is not enough to be really exciting.
Boreal Centaur: For Snow cubes, this card is a staple.
Brindle Shoat: Only online common! Without enough sacrifice effects, this card is mainly not worth it.
Death-Hood Cobra: Reach and Deathtouch is a nice combination of abilities and sometimes the mana doesn't even have to be used, but when you are tapped out this creature loses a lot of its threat.
Deeproot Warrior/Hardy Veteran: Fine pseudo-evasive creatures, but green mainly has better options available.
Deepwood Drummer/Kithkin Daggerdare: Changing combat math can be very relevant, but these creatures are both unexciting.
Druid of the Cowl - Defensive body and ramp. It is passable.
Drudge Beetle: An ok 2/2 beater that has relevance later. It's simply a little bit unexciting as a 2/2.
Elvish Visionary/Sylvan Ranger: Creatures that include card advantage may seem interesting, but 1/1 bodies aren't exciting.
Feral Prowler: It replaces itself, but the body isn't very exciting.
Garruk's Companion/Swordwise Centaur: These are outclassed by Terrain Elemental.
Gemhide Sliver/Quirion Elves: These creatures can fix any color. Maybe interesting for 4 and 5 color support.
Gnarlid Pack: Multikicker can be interesting for green. The problem about this card is just that you don't want to play it for cc2 and always want to wait till you can make it at least 3/3.
Golden Hind/Leaf Gilder/Scorned Villager: Having Llanowar Elves, that are also relevant, when you don't need them anymore is interesting, but mainly you don't want Llanowar Elves for cc2.
Heart Warden: Even if this card is mainly outclassed by all the mana elves for G, this card is still interesting, because it can be cycled away from the board if you don't need it anymore.
Hinterland Logger: The backside is great, but the front isn't good.
Humble Naturalist: A 1/3 body + the ability to generate any type of mana is definitely quite nice, even though the "creature-only" clause definitely hurts a bit, even though in green not that much.
Ilysian Caryatid: Good for fixing and the 4 power clause can come in handy if you have mana sinks for the late game.
Initiate's Companion: A 3/1 can be decent and the ability can be nice to give one of your creatures pseudo-vigilance or to untap a land to help double-spell in a round.
Ixalli's Keeper/Oran-Rief Invoker: Bears with an overcosted upside.
Juvenile Gloomwidow: A quite big and solid blocker with a good combination of abilities, but it's simply not really worth GG.
Kraul Warrior: The +3/+3 pump is huge, but the ability comes very late and the 2/2 body is really unexciting until enough mana is available.
Kronch Wrangler/Territorial Boar - Supports the Temur large bodies strategy
Leafkin Druid - Swarm-desiring Ramp
Llanowar Scout - 1/3 Sakura-Tribe Scout
Maraleaf Rider: This is basically a 3/1 Vanilla with some additional flavour text.
Mother Bear - it does have reusability from the Graveyard. But it is 1) Sorcery, and 2) 2x 2/2s may not be what you need for 5 mana
Multani's Acolyte: 2 power for cc2 and draw a card would be too nice to be true. Even with Echo it would be cubeable, but it's not worth GG on turn 2 and that even twice.
Naga Vitalist: It's a nice ramp creature, but it doesn't fix and the body is just not big enough.
Narnam Cobra: A worse but better splashable Ambush Viper.
Orochi Ranger: The ability isn't bad, but unexciting.
Overgrown Battlement/Vine Trellis: Llanowar Elves with a relevant defensive body is great on first look, but you don't want to tap a wall during your main phase.
Primal Druid: It is a blocker with an upside, but it will never trigger when you need it to. Same Problems as Viridian Emissary, except that it is not threatening.
Quilled Wolf: It's a bear, but with enough mana, it can be a real threat during the late game.
Quirion Sentinel: A 2/1 beater for 1 mana, but cc2, that can fix mana. Not bad, but unexciting.
Satyr Wayfinder: Sylvan Ranger with self-mill for dredge or recursion spells.
Sauroform Hybrid - Adapt being instant speed is it's only saving grace as a late-game use grizzly
Scrounging Bandar: It can be nice to move the counter on other creatures, but often it is just a bear.
Snarespinner - it kills Flying bodies, but not much use otherwise
Stalking Drone: There aren't enough colorless mana sources in most cubes for this to be more than a bear.
Tangle Asp: The worse version of Deadly Recluse.
Thallid Shell-Dweller: A solid wall that can throw 1/1 Tokens. The problem is just that it's very slow in producing them.
Thornscape Familiar: Making about 50% of decks cheaper is nice, while the 2/1 body is acceptable, but not good.
Ulvenwald Captive: 2cc Mana-Acceleration is fine. It does not die to a ping and then in the late-game, it can become a reasonable body; Ulvenwald Abomination. All those things add up to a playable card.
Wall of Tanglecord: A huge wall, that's especially exciting, because it also has reach.
Werebear: Even if you don't want Llanowar Elves for cc2 mainly and Threshold is a big restriction, a 4/4 is simply huge and super relevant later.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ainok Guide: Only being able to tutor the land to the top of the library is not worth a nearly useless 1/1 body and the first option to be a bear isn't really making this creature more exciting.
Argothian Pixies/Carapace Forger/Citanul Druid/Nacatl Savage/Tel-Jilad Chosen: These cards would only be interesting for artifact-based cubes.
Ashcoat Bear: Flash isn't good enough without any further advantage.
Balduvian Bears/Barbary Apes/Bear Cub/Cylian Elf/Forest Bear/Grizzly Bears/Runeclaw Bear/Woodland Changeling: 2/2s for cc2 without any further advantage are simply outclassed by way too many better versions of them.
Bayou Dragonfly/Lynx/Rushwood Dryad/Somberwald Dryad/Zodiac Monkey/Zodiac Rooster: These cards wouldn't even be good as sideboard cards.
Blight Mamba: Infect doesn't work in pauper cubes.
Bosk Banneret/Dripping-Tongue Zubera/Elvish Vanguard/Muscle Sliver/Oran-Rief Survivalist/Petalmane Baku/Predatory Sliver/Priest of Titania/Quick Sliver/Spinneret Sliver/Warren-Scourge Elf/Wellwisher/Wirewood Herald: There are no playable tribals for pauper cubes.
Bull Aurochs/Harvest Wurm/Timberpack Wolf: Cards like these don't work in most cubes.
Copper Myr/Devoted Druid/Orochi Sustainer/Whisperer of the Wilds/Wirewood Elf: Unexciting overcosted versions of Llanowar Elves.
Corrosive Ooze: The effect is rarely relevant.
Curious Pair: You are effectively spending 5 mana to get a Temple Acolyte.
Devkarin Dissident: The ability is overcosted and it takes too long to get there.
Druid of the Anima/Harvester Druid/Quirion Explorer/Skyshroud Elf/Sylvok Explorer/Urborg Elf: The worse versions of Gemhide Sliver.
Elvish Hunter: The ability can be funny, but it's not good and the body is terrible.
Elvish Warrior/Nissa's Chosen: 2/3 bodies for cc2 without any further advantage are simply bad.
Emerald Dragonfly/Canopy Spider/Heartwood Dryad/Pygmy Razorback/Shelkin Brownie/Uktabi Faerie/Willow Faerie: Terribly weak creatures.
Essence Symbiote: There simply aren't enough mutate cards for this to be relevant.
Fa'adiyah Seer/Nantuko Tracer/Stonewood Invoker/Vitaspore Thallid: In most cases, these cards are really useless.
Garenbrig Squire: There simply aren't enough adventure cards.
Gatecreeper Vine/Greenside Watcher: There aren't enough gates.
Glade Watcher: A solid defensive body during the early stages of the game, but getting 5 additional power on the board can be quite challenging and this creature simply doesn't do much if your opponent removes each of your creatures but this and attacks you with a flier or only a 3+/4+.
Grappler Spider: The way worse version of Thornweald Archer.
Greenwood Sentinel - This is green, right?
Highland Game - Alliances called. They want their limited tech back.
Humble Budoka: Shroud can be nice, but a 2/2 is no threat that would be the target of removal.
Ironshell Beetle/Satyr Grovedancer/Timberland Guide: Being able to split up power is normally nice, but the remaining 1/1 body is nearly useless.
Llanowar Druid: Most limited decks are at least 2 colors.
Loam Larva: The ability is bad and the body isn't worth the cost.
Matsu-Tribe Sniper: There is a lot of better flying hate.
Moldgraf Scavenger: The restrictions are too high on this.
Nomadic Elf: Fixing without mana advantage is mainly bad.
Pollenbright Druid - still looking for that Counters-matter Cube
Pygmy Troll: A weak beater with a bad pseudo evasion.
Rime Tender - Snow
Sage of Shaila's Claim: There is no need for energy in most cubes.
Seeker of Skybreak: The ability is too situative.
Setessan Skirmisher: Your cube basically needs to be mono enchantments for this to be good.
Skola Grovedancer: Even in a graveyard centric deck, this would only be mediocre.
Ursine Champion - The ability is either not enough, or cost a whole lot.
Verdant Automaton: The ability can be relevant in the late game, but is overcosted.
Woodland Mystic - Overpriced ramp
Wyluli Wolf: The worse version of Kithkin Daggerdare.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Hungry Spriggan: A 4/4 trample for cc3 is absolutely nuts, even if it's fragile against any removal spell.
Llanowar Visionary: This creature does it all. Ramping, replacing itself and meanwhile having a decent body considering the cost the the abilities. It's great to have on turn 3 and never a dead topdeck, which is basically everything you can wish for.
Yavimaya Elder: This card is pure card advantage and flexibility. It has a solid 2/1 body that can trade for X/2 creatures while also producing 2 lands or when it's not needed as a 2/1, it can also be turned into card draw while still producing 2 lands.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aura Gnarlid: With at least 1 aura on the battlefield, this creature becomes really strong and 1 aura is not that hard to get.
Borderland Ranger/Civic Wayfinder: A solid 2/2 body in addition to card advantage in the form of lands is quite good for ramp decks.
Byway Courier: 3/2 for 3 is already somewhat ok and it even replaces itself.
Crocanura: On first look, this card may seem weak, but in fact, it nearly always triggers the next turn which mainly makes it a Giant Spider for cc3 that can still evolve further.
Excavation Mole: A 3/3 trample body for 2G is rock solid and the self mill can be an additional icing on the cake if you can get value out of it.
Grazing Gladehart: A solid 2/2 body, that can grant a huge amount of life.
Hooded Brawler: A solid body for the cost that can get huge if needed.
Mosscoat Goriak: 2/4 is a decent statline for a 3 drop and Vigilance works really well with these kind of stats.
Nantuko Vigilante: The green pendant of Kor Sanctifiers.
Phantom Tiger: 2 relevant bodies in one card. It can be enchanted as well because it can't be traded by damaged based removal in response.
Scion of the Wild: Even though there is the risk that this card is alone or nearly alone on the field, the impact this card has on a full board can be huge.
Simian Grunts: Putting a surprise 3/4 blocker on the board can kill a lot of creatures and is worth Echo.
Slaughterhorn: A flexible creature. The only problem is that 2 toughness is fragile on the board because of the big amount of 2/X creatures and combat tricks are always a fragile way of removal that can easily be disabled and turned into card disadvantage for you.
Springbloom Druid - Fetching 2 basics at the cost of 1 land is solid on many levels. It thins, fixes and is a body to be recurred.
Thriving Rhino: A 3/4 for 3 is a value creature. The drawback is not relevant most of the time.
Tishana's Wayfinder: Even though explore can sometimes be annoying in that you can't control the outcome, both modes are solid creatures that you would be happy to have in most decks, which makes this creature solid. You either get a Civic Wayfinder that grabs a random land you would have drawn or a Centaur Courser with scry 1 attached.
Trufflesnout: 3/3s for 3 are decent and having the added emergency effect to gain 4 life if necessary shouldn't be underestimated. A really decent and flexible 3 drop.
Trusted Forcemage: 4 Power and 4 Toughness for cc3, which is able to be split up is just a great card.
Villagers of Estwald: A solid 2/3 body that can grow into an incredible huge 4/6 is very good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arlinn's Wolf - Semi evasive, but at 3cmc it feels underwhelming
Battering Krasis: Evolve is a great ability for limited, but the card is overcosted by 1.
Bloodbriar: Appropriately costed with an upside you may not have to work too hard for. See Terramorphic Expanse
Centaur Courser/Harrier Naga/Nessian Courser: These creatures may seem a bit boring, but they are super consistent and good on the offense, as well as on the defense.
Colossodon Yearling: The defensive pendant of Alpine Grizzly. If you like to carry your green decks to the later stages of the game, this is a solid choice.
Daggerback Basilisk/Kraul Stinger: Deathtouch can be really solid, but it's it's a weak pseudo evasion since the 2/2 or 2/1 creatures that want to block it would die to it anyway, which makes this creature mainly just an acceptable blocker.
Elvish Rejuvenator - Can hit nonbasics. Can also wiff.
Ferocious Pup - Another double body. Better with recursion.
Fertilid: This creature can make card advantage in form of lands, but it's not that exciting without being able to give additional +1/+1 Counters to it.
Fierce Empath: This creature can help ensure that you have your fatties for ramp decks when you need them.
Frontier Mastodon: The option to become more relevant later in the late game is definitely nice, but played on curve, this is only a 3/2 body, which is quite unexciting, for trading with every 2/2 or 2/1 that only had a job during the early game or just triggered its etb-effect and would be happy trade with this creature.
Frostwalla - Snow and underwhelming unless you run ONLY Snow basics
Frostweb Spider/Netcaster Spider: Some Ok Reach creatures, but nothing more than Ok.
Giant Turtle: 2/4 bodies are huge for cc3 and very unique. The main problem with this card is the GG in the mana cost.
Gilt-Leaf Seer: When you are able to shuffle your library, this creature can grant a lot of card quality.
Gnarled Mass/Trained Armodon: GG in the mana cost is too problematic.
Guardian Shield-Bearer: This creature may have cc2 in the top right corner, but it's actually a 3 drop with the option to play it on turn 2 if really necessary. It's not bad and can work as a combat trick for another creature, but on its own, it's a little bit underwhelming with only 2 toughness. It's very likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield.
Highspire Artisan: It has reach and high toughness, but is way worse than Crocanura.
Hoof Skulkin: This creature can completely change combat math, but on its own, it's not really exciting.
Hunting Cheetah: Only online common! The ability isn't bad, but a 2/3 isn't very exciting and it will be hard to get it through.
Hyrax Tower Scout: Decent base stats, but the ability is not enough of an upside.
Invasive Species: You would need a lot of etb-effects to turn the drawback into an upside.
Jolrael's Centaur: Shroud can be very strong, but a 2/2 flanking is nothing that needs protection from removal.
Jungle Wayfinder - Courser that fixes mana is nice, helping the opponent is a gamble.
Jungleborn Pioneer/Scion Summoner: 3 power on 2 bodies for 3 is okay, but not exciting.
Lifespring Druid: It fixes mana, but not before turn 4.
Loathsome Chimera: Being able to recur this is nice, but 4/1 are a bit too fragile stats to begin with.
Lowland Basilisk: Deathtouch attached to bodies with bigger toughness is always interesting, but 3 toughness isn't much.
Matsu-Tribe Decoy: The ability isn't good, but 1 power isn't much and with just 3 toughness only creatures with 2/X can be provoked.
Miming Slime - usually bad on curve. But can be a big beater for low many in midgame.
Orchard Spirit/Treetop Rangers: Evasive green creatures are unique, but green doesn't really need them, especially not when they are overcosted.
Ornery Kudu: A 3/4 for 3 would be nice, but a 2/3 isn't.
Penumbra Bobcat: 2 2/1 bodies for cc3 aren't bad, but also not too exciting.
Pouncing Cheetah: Strictly better King Cheetah, but Flash still isn't really good for this body.
Pridemalkin: An interesting card as it can put it's counter anywhere and also grants trample to every creature with a counter, but most big green creature already have trample and the fact that it's stats only total 3/2 makes it worse than other options unless you heavlily support a +1/+1 counter theme.
Ravenous Daggertooth: The body isn't overly exciting, but it can be a nice roadblock against aggressive decks.
Rootwalla: The overcosted version of Darkthicket Wolf, but still Ok.
Sacred Wolf: This creature is interesting for carrying auras and equipment, but otherwise it will die to everything that blocks it.
Sylvok Replica: A creature that can be turned into Naturalize when needed is interesting, but 1/3 bodies aren't really good.
Tajuru Stalwart: A 2/3 for 3 isn't impressive. A 3/4 for 3 is.
Thorn Thallid: Spot removal is very unique for green. Even if this creature is very slow, it's still interesting.
Twin-Silk Spider - Most valuable for double bodies
Ulvenwald Bear: Morbid is a high restriction for green and this creature is too bad without it.
Vivien's Grizzly - Underpowered body, expensive ability that only looks at 1 card. Luckily it is repeatable for flooded boards
Wildwood Patrol: 4 power and trample on a 3 drop sound nice, but with only 2 toughness this will trade down more often than not and the 2 damage that will trample over can't make up for that.
Yavimaya Sapherd - Acceptable double body, with sometimes relevant types
Yeva's Forcemage: Surprisingly turning a creature into a big threat can be interesting, but the 2/2 body on its own isn't exciting enough.
Bad: Don't cube this. It might look fine, but it's not worth it.
Advocate of the Beast/Axebane Guardian/Battlewand Oak/Elder Pine of Jukai/Elvish Branchbender/Grave Bramble/Horned Sliver (Only online common!)/Kami of the Hunt/Lys Alana Bowmaster/Timberwatch Elf/Winnower Patrol/Wirewood Savage: These cards are only considerable if you are heavily supporting the specific tribal.
Aetherstream Leopard: Trample is nice, but you can only pump it once, which makes it less exciting and otherwise it's only 2 power for 3 mana.
Ainok Artillerist/Elvish Ranger: 4 power on a 3-drop is a lot, but with only 1 toughness these are quite fragile to do anything and are outclassed by Alpine Grizzly.
Alpine Grizzly/Orazca Frillback: For people who like their green to be aggressive/midrange this may be a better choice than the 3/3 Vanillas, but with only 2 toughness it's quite fragile, because it's very likely that it will trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or while entering the battlefield.
Amphibious Kavu/Cat Warriors/Elite Cat Warrior/Glissa's Courier/Gorilla Pack/Leaf Dancer/Lurking Crocodile/Warthog: These cards would only be interesting as sideboard cards.
Anurid Barkripper/Krosan Avenger/Krosan Restorer: These creatures are too bad without Threshold.
Avenging Druid: A 1/3 will simply not get through.
Blossom Dryad/Goliath Beetle/Hornet Cobra/Juniper Order Druid/Land Leeches/Ley Druid/Llanowar Vanguard/Oran-Rief Recluse/Pradesh Gypsies/Silhana Starfletcher: Terribly weak and overcosted creatures.
Brindle Boar/Fyndhorn Druid: Even if it's nice to turn a creature into something useful when it should die, a 2/2 is simply too bad and it would be better to play something that doesn't die this easy.
Call the Scions: Two 1/1s for three mana is not good.
Cartographer/Nullmage Advocate/Stoic Builder/Tilling Treefolk: The effects are too situative in most cubes.
Cave Tiger/Chub Toad/Gibbering Hyenas/Gorilla Warrior/Norwood Warrior/Silt Crawler/Woolly Mammoths: The worse versions of Centaur Courser.
Court Archers: Exalted isn't worth a weak 1/3 Reach body.
Cystbearer/Rot Wolf/Sabertooth Cobra/Viridian Betrayers: Infect doesn't work in pauper cubes.
Dragon-Scarred Bear: An early creature with additional impact in the late game is normally good, but a 3/2 body for cc3 isn't very impressive because it's very likely to trade for any 2/1 or 2/2 that already did its job during the early turns of the game, or when entering the battlefield. Regenerate for 2 mana is also not such a huge upside, especially when your opponent can simply stop the ability by killing another one or two of your creatures.
Elf Replica: Only being able to handle enchantments makes the 2/2 body for cc3 not worth it.
Farhaven Elf/Wood Elves: Getting a land in addition to a body is nice, but a 1/1 body is simply too useless.
Fyndhorn Brownie: The way worse version of Seeker of Skybreak.
Generous Stray - Technically an upgraded design. But NEVER run this.
Giant Badger: A nice blocker, but nothing else.
Glass Asp: A 2/1 is very fragile and it will simply not get through.
Golgari Brownscale: Dredge isn't good without synergies.
Hitchclaw Recluse/Rib Cage Spider/Sporecap Spider/Whip Vine/Woolly Spider: Big, but unexciting blockers.
Horned Troll: The worse version of Mire Boa/River Boa.
Krosan Druid - Mediocre unkicked, ridiculously expensive kicked
Leaping Lizard: It's not worth investing mana for a bad flying creature.
Leery Fogbeast: This creature is terribly useless without the right synergies.
Leovold's Operative: A 3/2 for 3 isn't very good, but if you like the draft effect, you might want to add it.
Llanowar Envoy
Llanowar Sentinel/Skyshroud Sentinel: Cards like these don't work in most cubes.
Lone Wolf: The ability is no real advantage most times.
Marker Beetles: The possibility to turn this creature into a combat trick with card advantage doesn't make the 2/3 body better and +1/+1 is rarely enough.
Nexus Wardens: There aren't enough enchantmens ususally to make this good.
Oakheart Dryads: Constellation would only be interesting for an enchantment-heavy cube.
Pincer Spider: Flexibility is nice, but neither of the versions is really interesting.
Pincher Beetles: The worse version of Sacred Wolf.
Pyknite: The way worse version of Elvish Visionary.
Rosethorn Acolyte: You don't want your mana dogs to cost more than 2.
Rushwood Herbalist: The ability isn't bad, but very situative.
Setessan Oathsworn: Heroic is a really weak ability and this card is completely useless if it's not targeted.
Sidewinder Naga: The body is too bad without deserts and 1 power by itself isn't worth the restriction.
Silkweaver Elite: An overcosted bear that is almost impossible to trigger on turn 3.
Snapping Creeper: Even without the Landfall restriction, this card wouldn't be good.
Spike Worker: Interesting, but not good.
Sylvan Brushstrider
Tel-Jilad Wolf: This card would only be interesting for an artifact-based cube.
Thallid Devourer/Thallid Germinator: These creatures are simply way too slow and unexciting.
Viridian Joiner: You can't guarantee to push it and even if you do, it wouldn't be exciting.
Vivien's Crocodile - Where is she?
Wary Okapi
Woodland Patrol: 2 Toughness with Vigilance is not great. It is an aggressive option in a packed slot.
Yavimaya Granger: This card is simply not worth Echo.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Blastoderm: Attacking for 15 damage with a nearly unremovable body for just cc4 is absolutely nuts and wins a lot of games on its own.
Imperiosaur: A 5/5 is simply huge and on curve it's insane. Even if it can't come on turn 4, maybe because you have a nonbasic land, it would still be Hollowhenge Beast the following turn, which is still very solid for cc5.
Penumbra Spider: A 2/4 body with reach is solid, but 2 2/4 bodies with reach are simply great. This creature brings 4 power and 8 toughness on the field overall.
Trumpeting Herd: 2 bodies for 1 card, just not in the same turn.
Wickerbough Elder: A 4/4 body for cc4 without any disadvantage would already be great, but this creature can also get rid of artifacts or enchantments.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aerie Bowmasters: This creature is better than many other creatures when you hard cast it. In exchange the morph option is less interesting, but definitely an upside.
Baloth Gorger - Fleixble is nice. But kicked is a fortune.
Bellowing Elk: Green is a very creature heavy color so in an aggressive deck this can force through a bunch of damage for free.
Elephant Ambush: A 3/3 flash that can work as a combat trick is already interesting for cc4, but the possibility to play this card again, makes this card really attractive for ramp decks.
Emperor Crocodile: Very aggressively costed and that is required since it only works for decks with plenty of bodies. In aggressive decks, it is very good and being splashable makes it more tempting as an earlier pick.
Festerhide Boar: Even if Morbid is a quite high restriction, a 5/5 trample for cc4 is simply huge.
Fierce Witchstalker: A 4/4 trample for cmc 4 is already solid on it's own, but also getting the food token for free is definitely a nice little extra.
Jade Guardian/Primal Huntbeast: A 3/3 for cc4 wouldn't be exciting for cc4, but it's solid and with and annoying. With Equipment or auras, it's absolutely nuts.
Krosan Vorine: Provoke is a great ability and the second ability makes it even better. This creature may look a little bit weak because 3/2 bodies are fragile, but it works great with combat tricks and is often game-winning with auras or equipment.
Migratory Greathorn: There are a few things to keep in mind when thinking about putting this into your cube. Even though it sounds nice to have this as a 3/4 on the board on turn 3, that also ramps you, it does require setup and you simply don't always have a 1/1 non human you have no more use for lying around, especially not on turn 3. This can theoretically be played tapped on a mana elf on turn 2, but at that point you do definitely still have use for the elf and the land you might get only goes even and not +1. Also you are only adding 2 power and 3 toughness to the board if you "sacrifice" a 1/1 for it. Even though mutate can't "fizzle" if the target gets removed in response, but you won't get the land and the fact that your opponent can choose if he wants to kill booth creatures after mutating or give you a 3/4 vanilla makes this worse than it might seem, when you only think of the best case scenario.
Nantuko Shaman: A 3/2 for cc4, that doesn't even make card disadvantage is great. The only problem with this card is that it can't block the turn you play it.
Peema Outrider: A 4/4 with trample for 4 is already good, but this can also split it's power if necessary.
Solitary Hunter: The front side is good and the backside is really strong.
Thrashing Mossdog: A 3/3 reach body is really solid and the +3/+3 pump is huge but expensive and the creature needs to die first.
Voracious Typhon: 4/4 for 4 are decent stats and giving you an option to get value out of your graveyard in a color, that usually doesn't have much use for it is nice. It really misses trample though.
Wild Leotau: A 5/4 for cc4 with a minimal drawback is simply great.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aether Herder: 4 power for 4 mana is just okay and you need to attack to get the last point of power.
Ambassador Oak: 4 power and 4 toughness for cc4 is nice, and splitting power is also often very good, but the 1/1 is simply too unexciting.
Acorn Harvest: 4 1/1 tokens can be interesting, but cc6 and 3 life is a lot for that.
Bloom Hulk: Proliferate is not too relevant in most cubes, but if you highly support a counter theme a 4/4 is a good baseline to get this effect.
Brightwood Tracker - Flood Insurance with an acceptable body.
Bristling Boar - Mediocre evasion. But it will find an opening often enough
Bull Elephant/Endangered Armodon/Herd Gnarr/Jackalope Herd: A 4/4 or 4/5 bodies for cc4 are big, but they aren't worth high restrictions.
Cloudcrown Oak/Grazing Whiptail/Tangle Mantis: 3/4 bodies are solid and with Reach or trample they are interesting, but overall, these creatures aren't exciting.
Conifer Strider: It's usually better to have a creature with balanced stats to put your auras on, because a 5/1 without any kind of permanent pump is pretty useless and even pumped you really need to see how it's going to survive if the pump doesn't include evasion or additional protection.
Crowned Ceratok: An alright build-around card for decks and there are a decent amount of incidental +1/+1 counters in cubes lying around already.
Gaea's Protector - needs assistance, but can be a repeated edict
Garenbrig Carver: The comat trick is overcosted by 1, but a "free" 3/2 later on could make up for it, if it weren't for the fact the the trick can fizzle and effectively counter the 3/2.
Gorilla Chieftain/Skyshroud Troll: A solid body with regenerate. Good but always keeping 2 mana can be problematic.
Intrepid Provisioner: The effect often isn't relevant in most cubes and the body is unexciting.
Ivy Lane Denizen: +1/+1 counters can be great without card disadvantage, but most decks in limited are at least 2 colors.
Kavu Primarch: Mainly there aren't many creatures that can be used to pay for convoke.
Kessig Recluse: Deathtouch on solid bodies is interesting, but 3 toughness can't stand up to much.
Korozda Monitor: Scavenge is a nice ability for limited, but cc7 is a lot and a 3/3 trample for cc4 isn't the greatest front-end.
Llanowar Empath: Scrying and drawing cards are great, but you can't guarantee to have a creature in the top 2 cards.
Longshot Squad: The ability to grow later is an upside, but having to decide between attacking, blocking or pumping is a drawback.
Nantuko Disciple: This creature can change combat math a lot, but it comes really late.
Nylea's Disciple: A solid 3/3 body that has the chance to grant some life, but in limited it mainly won't much.
Oasis Ritualist: Ramp on a 4-drop is not needed in most cubes, but for a ramp archetype, it can be great.
Ondu Giant: 2/4 bodies are solid, but not exciting for cc4, not even with mana advantage.
Ornery Dilophosaur: It's not that hard to enable, but it can still fail and a 4/4 doesn't really need deathtouch. You will mostly want to run a straight up 4/4 over this for 4 mana.
Pharika's Disciple: You want to block it, but you don't want to block it. That makes it usable, but 4 mana is a bit too much.
Pheres-Band Tromper: This card is outclassed by Rumbling Baloth.
Prized Unicorn - Not the best Lure body, not the most overcosted. Getting it to survive is the key to breaking it.
Quarry Hauler: The body is just not big enough and the ability is useless most of the time.
Ravenous Leucrocota: Having an option for the later stages of the game is nice, but 7 mana is a lot and the 2/4 Vigilance is not that exciting.
Rootwater Alligator: 3 power and protection for cc0 seems nice, but the price is high.
Rumbling Baloth: A 4/4 for cc4 is incredibly solid. Even if it's a Vanilla, with such a big body it includes some abilities like "this creature can't be killed by a single damage-based removal spell that deals less than 4 damage". In addition to that, it's very hard to block this guy. Sadly it's outclassed by other 4/4s with upside.
Sabertooth Mauler: The effect isn't bad, but the fact that it can only triggers once during your end step is a bit too restrictive.
Sakura-Tribe Springcaller: A solid body, that can produce some mana. Interesting but slow.
Scab-Clan Charger: Flexibility is nice, but this card isn't very exciting in either mode.
Scarwood Treefolk: A very solid body, but the disadvantage can sometimes be very problematic.
Setessan Starbreaker: Only being able to hit auras is far too restricted.
Shaman of Spring/Striped Bears: Drawing a card in addition to getting a creature is interesting, but 2/2 bodies for cc4 aren't really exciting.
Slashing Tiger/Snorting Gahr: Solid bodies with a solid pseudo evasion. Interesting, but not exciting.
Sporeback Troll: Granting pump and regenerate to another creature is interesting, but it costs a lot of mana.
Springing Tiger: This creature is simply not good without Threshold.
Staunch-Hearted Warrior: If you have a really big amount of cards, that want to target this guy it's solid, but otherwise it's really bad.
Swift Spinner: Green's Nephalia Seakite. Reach is worse than Flying though. Not many non-Blue Flash creatures though.
Thicket Crasher - if the shares ability doesn't matter, it is BAD
Timbermaw Larva: This creature could attack very huge, but it's bad at blocking and dies to every burn spell, no matter how many forests you have.
Undergrowth Scavenger: The pauper version of Lhurgoyf. Only exciting for cubes with a graveyard theme.
Wildheart Invoker: 4/3 bodies are Ok for cc4 and the ability can be very interesting later, but cc8 is a lot and a simple 4/3 body isn't very interesting.
Wildslayer Elves: Wither is a strong ability, but 3/3 bodies for cc4 are only of small interest anyway.
Bad: Don't cube this. It might look fine, but it's not worth it.
Archers of Qarsi: A very aggressive blocker that can only trade 1 for 1. This is not meant for pauper cubes, but for a limited meta where X/5 fliers are more common, but even then, something like Deadly Recluse is nearly always better.
Argothian Swine/Axebane Beast/War Mammoth/Wild Elephant: The worse versions of Tangle Mantis.
Aurochs/Bog-Strider Ash/Burr Grafter/Elvish Pathcutter/Graypelt Hunter/Joraga Bard/Knight of the Stampede/Lys Alana Huntmaster/Reflex Sliver/Snarling Undorak: These would only be interesting with enough tribal support.
Backwoods Survivalists : Order of the Sacred Bell with an upside of Thundering Tanadon. Delirium is still hard to trigger.
Blightwidow/Marsh Viper/Tel-Jilad Fallen: Infect doesn't work in pauper cubes.
Broodhunter Wurm/Golden Bear/Nettle Swine/Order of the Sacred Bell/Rowan Treefolk/Southern Elephant: 3/4 and 4/3 bodies can be ok, but are unexciting without any ability.
Carnivorous Plant: 4/5 blockers are huge, but there are way less bad restrictions than defender for similar bodies.
Centaur Nurturer: You really don't want your ramp to cost 4 mana.
Centaur Rootcaster: This creature will simply not get through.
Emerald Oryx/Krosan Constrictor/Pygmy Kavu: These cards would only be interesting for sideboards.
Eyeless Watcher: 3 power and 3 toughness for 4 is not good.
Feral Deceiver: The restriction is too high.
Flowering Lumberknot/Greater Mossdog/Howling Wolf/Saruli Gatekeepers/Treefolk Mystic/Verdant Eidolon: Cards like these don't work in most cubes.
Formless Nurturing: A 3/3 for cc4 is outclassed by many creatures even if it has the small chance of hiding a creature.
Giant Caterpillar/Symbiotic Elf: Being able to turn a creature into something useful when it dies is interesting, but mainly it's better to play a creature that is harder to get killed.
Giant Mantis/Giant Spider/Krosan Archer/Norwood Archers/Towering Indrik: The worse versions of Cloudcrown Oak
Hungry Mist/Spiked Baloth: 2 toughness is simply too fragile.
Insatiable Souleater: Even if 5 power is a lot, especially with trample, 1 toughness is simply way too fragile.
Jadecraft Artisan: The buff this gives isn't enough to make it interesting for cc4.
King Cheetah: Flash isn't a big advantage without a solid body.
Kozilek's Predator: 2 Eldrazis in addition to a 3/3 body isn't bad, but it's doesn't make this creature good.
Krosan Drover: There aren't many playable creatures with cc6 or even more.
Living Totem: For cc4 this creature brings only 3 power and 4 toughness to the board, while you are forced to split it. Convoke is an upside, but not a big one.
Matsu-Tribe Birdstalker: The ability wouldn't be bad, but a 2/2 body for cc4 is very bad.
Menagerie Liberator: This is not very good in a duel with its body for cc4.
Mist Leopard: The way worse version of Primal Huntbeast.
Nantuko Calmer/Root Greevil/Viridian Scout: Without a target, these creatures are simply bad.
Norwood Riders/Stalking Tiger: The ability isn't a big enough advantage to make the 3/3 body for cc4 interesting.
Nylea's Huntmaster: If it could also grant trample it would be a lot more considerable.
Quirion Trailblazer: Lands attached to bodies are nice, but a 1/2 body is simply terrible.
Saddleback Lagac: This creature is overcosted for probably doing nothing.
Selvala's Enforcer: This ability won't work out in duels.
Simian Brawler: Being able to pump it doesn't make this creature so much better.
Skyshroud Cutter: A 2/2 body is simply not good and will have problems dealing 5 damage to the opponent.
Skyshroud Troopers/Stone-Seeder Hierophant: When you are able to play creatures with cc4, you don't need this much more mana.
Tel-Jilad Exile: The worse version of Skyshroud Troll.
Tel-Jilad Outrider: This creature would only be interesting for artifact-based cubes.
Uktabi Efreet: The way worse version of Wild Leotau.
Venomous Dragonfly: Deathtouch is mainly interesting on bodies that cost only a few mana or have a lot of toughness.
Wild Ceratok: Vanilla stats aren't enough. Without a good ability it's just bad.
Wild Wanderer: If you have to fix your mana on turn 4, you already have a big problem and this won't help you a lot.
Wolverine Pack: The ability doesn't make this creature really interesting.
Woodland Sleuth: Morbid is a high restriction and this creature is terrible without it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Silverback Shaman - Solid stats, and the added death cantrip is rare.
Sprout Swarm: On first look, a 1/1 Token for cc5 may seem uninteresting, but Instant-speed, Convoke and Buyback are an important combination of abilities. With instant speed, it can easily be played surprisingly or at the end of your or the opponent's turn. Any 5 untapped creatures and lands can be invested into it and if you have produced enough Tokens with it, those tokens can produce more token, even without haste. This is arguably the best common in limited of all.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bitterbow Sharpshooters/Sentinel Spider: These are green's pendants of Serra Angel. While there is a huge difference between Flying and Reach, Vigilance on a big body can be super important and against flying creatures, it's pretty much the same.
Entourage of Trest: A 4/4 that draws a card and then helps to defend your crown is just value.
Excavating Anurid: Pseudo-cantrip, and 5/5 Vigilance is threatening.
Garenbrig Paladin: Adamant makes this effectively cost 2GGG to get the full value which is doable in green, and the 4/4 version isn't too horrible if necessary. The evasion of dodgeing all 2/Xs is pretty strong and can outclass Trample in several cases.
Kavu Climber: A solid 3/3 body with card advantage.
Lifecraft Cavalry: A 6/6 trampler for 5 mana is huge, but you need to trigger Revolt somehow.
Nessian Asp: A super solid body for cc5, that even has reach and a great late game mana-sink. The only problem is, that it still dies to every hard removal and it feels really bad, once you've spend an absurd amount of mana into it.
Okina Nightwatch: A 7/6 is simply huge and you can decide when you want to play it, but sometimes it doesn't work and in those cases this card is bad.
Rampaging Rendhorn - Haste and green is not a common thing. And the cost is very fair.
Rhox Maulers: A big body with trample and the ability to get even bigger is just good.
Rubbleback Rhino: With enough Auras, this card is definitely cubeable, but without it's a little bit unexciting.
Stampeding Elk Herd: Hollowhenge Beast with an upside that's not a big one, but neither a useless one.
Tajuru Pathwarden: A big body with trample and vigilance is just value
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aerie Ouphes: A solid flying hate, but without a target, it's not good.
Arrogant Wurm: Only online common! With enough discard outlets this card is nuts, but otherwise, it's definitely not good.
Barkhide Mauler: Cycling is good for flexibility, but 5 mana isn't much and mainly you will wait till you have the mana and then it's just a 4/4 for cc5.
Charging Rhino/Ironhoof Ox(Only online common!): The ability isn't bad, but not really exciting.
Colossapede/Hollowhenge Beast: These may not seem interesting, but they're actually incredibly consistent.
Crabapple Cohort/Wildwood Geist: 5/5 creatures for cc5 are definitely good, but not worth any restriction.
Fangren Hunter/Game-Trail Changeling/Stampeding Rhino: Trample is not exciting enough with just 4 power, to make them as good as Hollowhenge Beast.
Geist Trappers: A 3/5 reach is able to handle nearly every flying creature and with granting Reach to another creature it's even more interesting, but without flying creatures, it's too bad.
Giant Dustwasp: A big green flying creature. It's very unique, but overcosted, even with Suspend.
Greater Basilisk: A really solid Deathtouch creature, but it comes very late.
Grizzled Outcasts: If this guy would have trample when it's flipped, it would be great.
Harbinger of Spring: This creature is well protected against creatures, but a 2/1 body isn't very big and it's very fragile against removal.
Kraul Foragers - can gain some to a bit of life. Needs repeated use to get the real value.
Nath's Elite: A 4/2 with Lure is interesting, but fragile.
Overgrown Armasaur: Requires some build around with other cards like pingers to worthwhile, but can potentially make a decent amount of saprolings.
Pheres-Band Centaurs: It's a huge defensive body, but it has too little power to be a relevant attacker.
Plated Spider: The worse version of Sentinel Spider.
Rhox Oracle - Has an important place in Ramp decks. But on curve, it is only so-so.
Riparian Tiger: A 4/4 with trample for 5 is not very strong, but the ability to attack for 6 damage once can be relevant.
Silverglade Elemental: Getting an untapped land with a solid body would be interesting, but lands become worse the later they come.
Snake of the Golden Grove: On first look, this card may seem good, but mind that your opponent can choose. If he has a hard removal in his hand a 7/7 won't be a problem and if even 4 life is completely useless at the moment, you will only gain a 4/4 for cc5.
Spike Colony: A solid 4/4 that can split its power among your creatures is interesting, but after splitting the power, there isn't much left.
Sporemound: A very interesting and unique ability, but this card is simply too weak and pauper has nothing like Overrun, to make a big amount of 1/1 that exciting.
Sporoloth Ancient: A solid 4/4 that can throw 1/1s every second turn is interesting but slow.
Tangle Hulk: 5 power for 5 mana and regenerate is simply good even if regenerate requires a lot of mana.
Territorial Baloth: A 6/6 would be huge for cc5, but landfall is a high restriction later in the game.
Thresher Beast: A solid beater with an interesting pseudo evasion.
Thundering Ceratok - can help push damage. And the body is durable.
Vastwood Zendikon: A 6/4 for cc5 that has haste when you play it with an additional mana is interesting and very unique for green, but it's really fragile against bounce.
Wardscale Crocodile - one of the meatier Hexproof bodies. Still needs help to dominate.
Watcher in the Web: It can save you, but most of the time it's a five mana Fog.
Winding Wurm: Having a 6/6 on turn 5 is huge, but this creature also binds almost all of your mana for the following turn as well.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adaptive Snapjaw: Evolve becomes worse the later on the creature is played and even if this creature evolves, it's still fragile and it needs to evolve at least twice to be not that fragile anymore.
Argothian Treefolk/Molder Beast/Tel-Jilad Archers/Yavimaya Scion: These creatures would only be interesting for artifact-based cubes.
Battlefield Scrounger: This creature is terrible without Threshold and it will end your Threshold fast.
Beacon Behemoth/Mosstodon: Even if Vigilance and Trample can be very important for fatties, toughness is also important and 3 toughness is way too small.
Berserk Murlodont/Everbark Shaman/Fiddlehead Kami/Venerable Kumo: There are no playable tribals for pauper cubes.
Blanchwood Treefolk/Feral Krushok/Meng Huo's Horde/Plated Wurm/Spined Wurm/Thornhide Wolves: 4/5s and 5/4s are solid, but not interesting without any further advantage.
Bog Gnarr/Zendikar Farguide: These cards would only be interesting as sideboard cards.
Bramble Creeper/Durkwood Boars/Ironroot Treefolk/Jungle Wurm/Moss Monster/Nema Siltlurker/Panther Warriors/Redwood Treefolk/Rotted Hystrix/Spitting Gourna/Stomper Cub/Vintara Elephant/Yavimaya Ancients: These creatures are outclassed by way too many better versions of them.
Bramble Elemental: There are more interesting targets for auras.
Deadly Insect: Shroud can be interesting, but this creature will simply become blocked to death by anything.
Flycatcher Giraffid: Though booth modes are useful in different board states and the body isn't horrible, there do exist alternatives which simply have booth keywords.
Folk of the Pines: Even if it can be nice to define the power of your creatures yourself, you need at least 6 mana to make it a 5/5, which is simply too much.
Garruk's Gorehorn: 3 toughness is way too few for a cmc 5 creature, especially without any further upside.
Ghor-Clan Savage: A 5/6 for cc5 would be great, but Bloodthirst can be a high restriction, especially later in the game.
Gnarled Sage: Green isn't really known for drawing cards and without the second ability there simply are a ton of better alternatives for this.
Gorilla Berserkers/Rabid Elephant: These creatures have great evasion, but 2 or 3 damage is simply terrible for a cc5 pseudo-evasive creature.
Haze Frog: Even if this creature can be an interesting combat trick, it's simply too expensive for that.
Kashi-Tribe Warriors: This creature is an interesting blocker, but it comes too late and is a little bit too weak for cc5.
Mammoth Spider - So many better options
Nylea's Forerunner: Granting trample to everything is nice, but 5/3 are way too bad stats.
Pheres-Band Thunderhoof: This card would only be interesting with a big amount of heroic support.
Plated Rootwalla: Sometimes it's nice to push a creature, only when needed, but this creature is simply too weak even when it's pushed.
Rabid Wolverines: Fatties don't want weak pseudo evasions.
Ronom Hulk: This card would only be interesting for snow cubes.
Sagu Archer: Morph doesn't change the fact that this creature is overcosted.
Sandsteppe Scavenger: 4 power and 4 toughness for cc5 is pretty underwhelming and Bolster can't even count as a strict upside.
Savage Thallid: 2 toughness is simply way too small and it takes way too long to be protected.
Scatter the Seeds: 3 1/1 Tokens aren't terrible, but also not really exciting for cc5 with Convoke.
Somberwald Spider: This card is very bad without Morbid and Morbid is a high restriction.
Spike-tailed Ceratops: The body is terrible and the ability won't be useful often enough
Tel-Jilad Lifebreather: Even if the ability can be interesting, the body itself is simply too bad.
Thornhide Wolves
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Brambleweft Behemoth/Colossal Dreadmaw: Strictly better Vulpine Goliaths.
Citanul Woodreaders: The body is unexciting, but it can block something the turn you are tapped out and 2 cards up in card advantage is good.
Elvish Aberration: A super solid body with the flexibility of forest cycling. It's still mainly worse in pauper cubes than in other cubes, because pauper doesn't have many good creatures for cc6+ that you would really need additional ramp from that point on.
Mold Shambler: A solid 3/3 body that can get rid of a lot of things.
Murasa Behemoth - big, tramples, but needs tricks to get huge.
Rampaging Hippo: A 5/6 with trample is already good and with the flexibility of cycling, it becomes great.
Vorstclaw - No evasion
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Durkwood Baloth: This creature is mainly interesting on turn 1 and even then it takes very long till it comes.
Oran-Rief Recluse: If you can find a target for the ability, it's Ok.
Pathbreaker Wurm: 6 power and trample is a lot, but with just 4 toughness, they are already fragile again. Can share trample with even Shrouded bodies.
Segmented Krotiq: This card is boring but fine when you hard cast it and also has the upside to be cast with an additional +1/+1 counter later in the game when cast as a morph early in the game.
Thundering Tanadon: For cc4 a 5/4 Trample is great, but the 4 Life drawback is a lot. For 5 mana and 2 life this creature is already not good anymore and for cc6 it's overcosted.
Tuinvale Treefolk: A decent body for 6 mana with some additional effect earlier on curve would be real nice, if it weren't for the fact, that the pump effect can fizzle and effectively counter the creature along with it.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alpha Tyrranax/Barbtooth Wurm/Canopy Gorger/ Cowl Prowler/Kessig Dire Swine/Kindercatch/Craw Wurm/Tusked Colossodon/Tyrranax/Vastwood Gorger: Solid bodies, but without trample or any further advantage, they are simply too unexciting.
Ambush Krotiq: For not containing a "may"-option in the ability, it will mainly be a drawback and a 5/5 trample for cc6 is simply not worth a drawback.
Aurochs Herd/Groffskithur: Cards like this don't work in most cubes.
Carnivorous Moss-Beast: Underpowered for the high mana cost and the ability is overcosted.
Centaur Veteran: No matter whether you can regenerate it or not, a 3/3 trample for cc6 is simply terrible.
Cowl Prowler: No trample.
Fangren Marauder: This creature would only be interesting for artifact-based cubes.
Feral Thallid/Malachite Golem: 3 toughness is simply way too fragile for cc6, no matter if it has trample or can be protected once in a while.
Giant Warthog/Moss Kami/Vulpine Goliath/Yavimaya Wurm Outclassed tramplers
Glowering Rogon/Nightsoil Kami/Scaled Hulk: There are no playable tribals for pauper cubes.
Honey Mammoth: Gaining for life attached a an ok body isn't bad, but you do usually would much rather have some kind of evasion on a big body like this.
Humbler of Mortals: Constellation would only be interesting in an enchantment-heavy cube.
Maze Behemoth: The worse version of Yavimaya Wurm.
Needleshot Gourna/Tangle Spider: 3 power is simply too little for cc6.
Nyxborn Colossus: An additional point of toughness doesn't outweigh not having trample and GGG and the fact, that it can be disenchanted makes this pretty bad.
Orchard Elemental: This is just way overcosted in a duel.
Primordial Wurm: A worse Vorstclaw
Tajuru Beastmaster: Without the right support, this creature isn't very strong.
Treespring Lorian/Woodcloaker: Even if Morph is an advantage sometimes, these creatures are simply overcosted.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Krosan Tusker: The flexibility is great. It can either be a great ramp spell with card advantage and instant speed or a solid fatty. There is no way not to play it.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Havenwood Wurm: Being a huge body and able to kill an attacking creature when flashed in is great. One of the best green fatties pauper offers.
Oakgnarl Warrior: Vigilance is extremely important for expensive creatures because you often don't have much life left when you have enough mana to play them and in that case, you wouldn't be able to attack without Vigilance.
Greater Sandwurm: 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.
Walker of the Grove: Even if cc8 is a huge amount of mana, the flexibility to be played as a 4/4 for cc5 negates that problem a little bit and if you can really hard cast it, it's a huge threat. The synergy with self-bounce or flicker effects is insane.
Wrecking Beast - Hasty, trampling beater. It does what a curve topper should. Getting there is the challenege.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Cytospawn Shambler/Rootbreaker Wurm: 6/6 Trample bodies for cc7 are overcosted and not very exciting.
Duskdale Wurm: A huge body with trample is solid, but by the time you get up to 7 mana you'll often prefer something a little extra like Oakgnarl Warrior's vigilance over the additional power.
Maul Splicer: 7 power and 7 toughness for cc7 split up very well may seem very nice, but the 1/1 body is only of small interest and the 3/3s can also be disabled very easy, especially because they die to bounce.
Horncaller's Chant: Two 4/4 trample creatures are a solid threat even if cc8 is a lot.
Tangle Golem: There are more interesting alternatives for this guy.
Vigorspore Wurm - Impactful, but 7cmc is hard to achieve reliably
Woolly Loxodon: A huge body that becomes way better from morph making it cheaper and a potential combat trick, but it's just a Vanilla, once it's flipped and can easily be chumped. It would become more interesting with options to flicker it.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ancient Brontodon/Axebane Stag/Scaled Wurm: These creatures are huge for their costs, but without any evasion, they're not really interesting.
Charging Binox
Crash of Rhinos/Titanic Bulvox: cc8 is way too much, especially with just fragile 4 toughness.
Groundshaker Sliver: Without any other slivers, this card is simply an overcosted Giant Warthog.
Hundroog: Even if cycling is a nice flexibility, a 4/7 Vanilla is simply terrible.
It of the Horrid Swarm: The 3 bodies are good for Swarm archetype and the variable cost is nice, but the two 1/1's are mostly fodder and coming along with a 4/4 seems outclassed unless it hits early with Emerge
Jungle Weaver: Cycling is a good flexibility, but a 5/6 Reach is not really the game-changing creature you want to ramp into at 7 mana.
Siege Wurm: Convoke is really weak in pauper cubes because there aren't many playable cards that can produce more than 1 creature.
Vine Kami: The evasion would be nice for a big finisher, but a 4/4 is far away from being a big finisher.
Wirewood Guardian: The way worse version of Krosan Tusker.
Wurmskin Forger: Only 5 power for cc7 is simply too little even if you are allowed to split 3 of it up as you want.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Hooting Mandrills: Delve can be a big upside for playing creatures earlier, but green is the weakest color for it for having the least instants and sorceries and it can also happen that you can't play this creature when you need it.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ivy Elemental/Slime Molding: These are great mana sinks for the late-game, but terrible in the early-game. There are different upsides for each one.
Bad: Don't cube this. It might look fine, but it's not worth it.
Nothing here.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Edited.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Rancor: This card should neither cost cc1 nor be common, but it is. It turns even the weakest creature into a threat and is very hard to get rid of. It wins a lot of games on its own.
Utopia Sprawl/Wild Growth: The noncreature pendants to Llanowar Elves. They basically have the same effect, with the difference, that the Sprawl can also fix.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Abundant Growth: A really solid fixing spell. It's Prophetic Prism for cc1 and is great in 2 and 3 colored decks.
Gather Courage: A solid combat trick that can be played surprisingly for cc0 if you have an untapped creature left.
Giant Growth: One of the most solid combat tricks green got. It's at its best when the opponent double blocks but it can also bring relevant damage through if needed.
Groundswell: Another solid combat trick, that is worse during the opponents turn, but it can bring even more damage through if needed.
Mutagenic Growth: A solid combat trick that can be played at any time, even if you are completely tapped out.
Prey Upon: A green spot removal that's unique, but it's still problematic. The opponent's creature needs to be weaker because even if it ties for the strength, this card will be a 2/1 trade and it's also fragile against spot removal in response.
Savage Swipe - Prey Upon is now obsolete. Also, this has more targets than you may know.
Sudden Spinnerets: A decent combat trick, that does everything it can you maximize the chance of catching your opponent off guard by giving a decent defensive pump, reach and untapping while also leaving the reach permanently behind.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons
Adventurous Impulse - Digs 3 cards and can get 2 relevant types..
Avoid Fate/Mending Touch/Ranger's Guile/Withstand Death: Protecting creatures for cc1 is interesting, but you don't always have it when you need it or you might not have always one mana open.
Bequeathal: Drawing 2 cards for cc1 would be nuts, but this card has high restrictions. For green, it's sometimes really hard to kill creatures on purpose.
Briar Shield: This aura gives a permanent push in addition to work as a combat trick. The only problem is that it doesn't protect from hard removal.
Burst of Strength: +1/+1 is often not enough for a combat trick, but untapping the creature and the fact that it remains around makes this card a little bit interesting.
Carapace: Auras that can protect their enchanted creature are often good, but +0/+2 is no relevant push.
Elvish Fury: A solid combat trick that works with buyback as often as you want. It's interesting, but you mainly don't want to play this card without buyback and combat tricks are easy to fizzle, which would make buyback useless.
Hunger of the Howlpack: A single +1/+1 counter is only very situative interesting, but when morbid should trigger, a permanent +3/+3 is simply huge.
Implement of Ferocity: It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
Ornamental Courage: It's like Vines of the Recluse, but trades reach for 1 toughness, which makes it much worse.
Prey's Vengeance: It's a fine combat trick that can do its job and then come back the following turn with Rebound. During the rebound turn, it's likely to either force through a lot of damage or to force your opponent to make a somewhat ideal or less ideal chump to stop a big chunk of damage.
Rosethorn Halberd: Non-human is a lot of possible targets and so the first cast is usually pretty decent, but the reequip cost is pretty overcosted.
Seal of Strength: Even if the "Seal-effect" can be really interesting to change combat math, combat tricks are still at their best, when they come surprisingly.
Spider Umbra: Totem Armor is a nice protection, but +1/+1 doesn't turn creatures into a big threat.
Stinging Shot: Even if it doesn't kill the creature, it weakens it very much. But the restriction is high.
Take Down: This is a sideboard card at best and green has better removal available.
Unbridled Growth: Color fixing in the early game and it replaces itself at any time, but often it is just a green cantrip with no additional effect.
Vessel of Nascency: The green Impulse that's more expensive and can't take instant or sorceries.
Vines of the Recluse: One of the most flexible combat tricks out there, especially for only 1 mana.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aerial Volley: This is a sideboard card at maximum and not even the best of its kind.
Ancient Stirrings/Crumble/Mirran Mettle/Rust/Turn to Dust: These cards would only be interesting for artifact-based cubes.
Arbor Armament - green can do better. Reach is not the best ability to tack on.
Aspect of Hydra/Explosive Growth/Hunt Down/Joint Assault/Kodama's Might/Might of the Masses/Mobilize/Scent of Ivy/Shed Weakness/Shrink/Silk Net/Snare the Skies/Subdue/Unnatural Predation/Viridescent Wisps/Vitalize: These combat tricks, that are simply outclassed, by too many better versions of them.
Attune with Aether: A strictly better Lay of the land, but energy doesn't do anything in most cubes.
Battlegrowth: The worse version of Burst of Strength.
Blossoming Wreath/Fruition/Life Goes On/Viridian Harvest: Only getting life with card disadvantage is simply terrible.
Canopy Claws/Crossbow Ambush/Frog Tongue/Hidden Spider/Leaf Arrow/Whip Silk/Wing Puncture: Ok flying hate spells, but without a target, they are useless.
Caravan Vigil/Lay of the Land: Unexciting fixing spells.
Commune with Dinosaurs/Glyph of Reincarnation/Wirewood Pride: There are no playable tribals for pauper cubes.
Commune with Nature/Crop Rotation/Rofellos's Gift: Cards like these are mainly only interesting for constructed decks.
Confront the Unknown: Just +1/+1 isn't enough and it's barely more in most cubes.
Divergent Growth/Lush Growth/Metamorphosis: Card disadvantage just for fixing is terrible.
Dryad's Favor/Primal Frenzy/Urban Burgeoning: Terribly weak auras.
Earthlore: Giving a land the opportunity to change combat math is interesting, but mainly you don't want to keep tapping a land for it.
Elven Fortress: A really unexciting enchantment.
Emerald Charm/Healing Leaves/Seedling Charm/Vitality Charm: Flexibility is nice, but if every possibility is situative or unexciting, it's worthless.
Fog: Fog is a terribly situative card.
Font of Fertility: The green enchantment version of Wayfarer's Bauble. It's simply outclassed in green.
Forced Adaptation/Gift of the Woods/Predatory Hunger/Primal Cocoon/Spider Climb/Street Savvy: These auras aren't interesting enough, to be worth the risk of card disadvantage.
Hornet Sting: Even if spot removal for green would be great, 1 damage is simply way too situative.
Lifespark Spellbomb: Animate Land is no good card and the flexibility to turn it into a card from the top doesn't change much about that.
Magnify: A really weak mass-pump.
Mortal Wound: A really bad removal that doesn't even kill the creature on its own.
Mutant's Prey: Cards like these don't work in most cubes.
Natural State: It's a sideboard card at best and can't get rid of a lot of stuff.
Nature's Claim: Even if it's flexible, 4 life can be a lot.
Nature's Panoply: The instant version of Thrive.
Open the Gates - better if you run Gates. But it still only brings it to hand.
Reclaim/Salvage: Putting cards only on the top of your library is card disadvantage.
Run Afoul: It's usually better to pay 1 additional mana in order to choose the creature you want to kill, unless you are struggeling with a lot of flying hexproof creatures, but even then it would still need to be the only creature with flying.
Sandstorm: 1 damage is simply not much and that makes this spell very situative.
Shape the Sands: A very uninteresting combat trick that is outclassed by a huge amount of comparable spells.
Shed Weakness
Simplify: Only being able to handle enchantments is way too restricted.
Stony Strength
Vineweft: This card isn't direct card disadvantage when the enchanted creature dies, but in the end, this is nothing else than a terribly overcosted Leonin Scimitar.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Sylvan Might: While it is still 'just' a pump spell, it is reusable and it grants the ever important Trample. The 4cc of the Flashback is affordable and often sits in the graveyard threatening a bad trade for the opponent.
Symbiosis: This combat trick has really good chances to trade 2 for 1, but it's restricted to 2 targets.
Vines of Vastwood: Perhaps the best combat trick green offers. It's simply both a combat trick and removal protection in one card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aim High: Untapping and granting reach pretty much guarantees that this trick will catch your opponent by surprise when he is attacking you.
Edge of Autumn: When you have too few lands, this card ramps and later, when you don't need more lands, it can turn 1 into a card from the top.
Epic Confrontation: A very consistent fighting spell. +1/+2 will often be enough to kill the targeted creature if the opponent doesn't have an instant speed removal.
Farseek/Fertile Ground/Rampant Growth: Ramping on turn 2 isn't bad for the following turn, but apart from turn 2, these cards are slow and later in the game they can become a terrible topdeck.
Moment's Peace: Fog is bad, but Flashback is strong. An interesting card for ramp/control decks.
Predator's Strike: Trample can be interesting for combat tricks.
Ram Through: Instant speed cmc 2 + the fact that this is a one-sided fight all make this quite viable if you are looking for green removal. It still suffers from the same risk of trading badly against opposing instant speed removal, but it's probably the best in the business in that regard. As a little bit of icing on the cake there is also the trample clause, which is a keyword, which is quite common in green and come in handy, because your opponent usually doesn't expect direct damage from green.
Savage Punch: This is less consistent than Epic Confrontation, but the additional power can be relevant, especially when you want to attack after fighting.
Tangle: Only online common! Known as one of the best Fog-like cards, this card is definitly cubeable.
Utopia Vow: A mix of Path to Exile and Pacifism. It might be the best green removal.
Wilt: Probably the best non-creature Naturalize-effect due to the fact that it can be played in the main deck and simply be cycled away if not needed.
Winding Way - Better than Mulch. Being able to choose between 2 very valid needs, makes this spell always matter for getting to fuel or business.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Broken Bond - unique and if it finds a target early enough it will swing leads a little
Elemental Uprising: It's situational, but can kill a lot of stuff.
Evolution Charm: Flexibility is nice, but mainly none of this possibilities are really interesting.
Fell the Pheasant: If you want to play anti-air only sideboard cards this is fine, I guess.
Fists of Ironwood: Giving Trample wouldn't that relevant on its own, but getting 2 creatures for cc2 is interesting. Mainly 1/1 Tokens are not good enough for limited.
Forced Landing/Plummet: A really solid flying removal, but sometimes you won't find a target for it.
Gift of Growth - It is just OK, but there are far better, and far worse, pump spells. The Untap ability is the sole saving grace.
Gift of Strength: Reach can be interesting for combat tricks, but it's not worth an additional mana.
Gleeful Sabotage/Naturalize/Quiet Disrepair/Seal of Primordium: These cards are good if you find a target, but sometimes you will simply not find one. They are really critical to be played mainboard.
Grapple with the Past: It does so much at any point in the game. It's a splashable instant that can either fix your mana or be a Raise Dead.
Into the North: Only good for snow cubes.
Larger than Life: +4/+4 and trample is huge, but Sorcery speed kills this card.
Lead by Example: This can easily be a 2-for-1, but without creatures, it doesn't do anything.
Leeching Bite: A green combat trick that can kill X/1 creatures for sure and is maybe even able to trade 2 for 1, but with just +1/+1 it's really situative.
Lignify: Even if it's not good to turn creatures into big walls, this is a green removal and unique enough to be played.
Night Soil: An interesting card, especially because it can also take creatures from your opponent's graveyard, but it's very bad early in the game.
Pounce/Titanic Brawl: Instant speed Prey Upon. instant speed definitely improves the type of effect, but there are better alternatives.
Rabid Bite: Only dealing damage instead of fighting can allow you to attack the same turn and you don't get blown out of your opponent has an instant speed pump for his creature.
Regeneration: Protecting your important creatures can be really nice, but regenerate is simply no good protection.
Return to Nature - most versatile Naturalize. In Sealed in 2HG, this is Maindeck material.
Savage Surge: A fine combat trick, that even works, when all your creatures are tapped.
Setessan Training: Replacing itself in addition to granting a more or less relevant buff is what can make an aura good, but the danger of fizzleing and not drawing the card is still there.
Sheltering Word/Wrap in Vigor: Protecting your creatures against hard removal can be very important, especially for green.
Steady Aim - surprise trick that catches most problems.
Survivors' Bond: A Raise Dead-type of card, that can potentially bring back 2 creatures, which is nice. Even though green isn't that stacked with humans you are usually not mono colored, so that the other color can provide the graveyard with humans to return.
Talons of Wildwood - Recursive boost has its uses. And this is cheaper than Vinewheft
Track Down: Not the worst green 2 Cantrip with a very low chance of fizzleing.
Warbriar Blessing: A fight spell that leaves a buff behind. If you want some green removal in aura form this is considerable.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aether Web/Armor of Thorns/Dragon Fangs/Ferocity/Fortitude/Karametra's Favor/Nature's Kiss/Treetop Bracers: These auras aren't worth the risk of card disadvantage.
Aggressive Urge/Ancient Animus/Earthbrawn/Echoing Courage/Feral Instinct/Fistful of Force/Jolrael's Favor/Mortal's Resolve/Provoke/Resounding Roar/Strength in Numbers/Terrifying Presence/Titanic Growth/Tread Upon/Wild Might: These combat tricks are outclassed by too many better versions of them.
Clip Wings: This effect isn't relevant in most cubes.
Commencement of Festivities/Defend the Hearth/Druid's Deliverance/Fog Patch/Haze of Pollen/Heavy Fog/Lull/Respite/Tanglesap: Fog effects are simply bad.
Commune with the Gods/Mulch/Muscle Burst/Reality Anchor/Repopulate: Cards like these don't make much sense in most cubes.
Crown of Vigor/Moonmist/River Heralds' Boon: There are no playable tribals for pauper cubes.
Deglamer/Glissa's Scorn/Natural Obsolescence/Tribute to the Wild(Only online common!)/Wear Away: The way worse versions of Naturalize.
Dissenter's Deliverance: This is a bad sideboard card. Cycling doesn't make it better.
Earthen Arms: Two counters for two mana is nice, but Sorcery speed is a downside and the Awaken ability is one mana overcosted.
Elven Rite: Only online common! If you put both Counters on the same creatures it's very fragile against removal and if you split up the counters, +1/+1 is not a relevant enough pump in most cases to be worth a card.
Explore/Khalni Heart Expedition: Apart from turn 2, these cards are often very bad.
Feed the Clan/Nourish/Toil to Renown/Vital Surge: Only life is not worth card disadvantage.
Fork in the Road: You don't care about lands in your graveyard in most cubes.
Gaea's Touch/Land Grant/Nature's Lore/Three Visits: Most decks in limited are at least 2 colors.
Grounded/Whiteout: Really bad flying hate spells.
Growth Cycle: Cubes usually don't run multiples.
Highspire Infusion: If you don't have a use for the energy, it is just an overcosted Giant Growth.
Insatiable Appetite: There simply aren't enough food token producers.
Mantle of Webs: Auras are always risky and this effect is far from being worth the risk.
Monstrous Growth/Phytoburst/Wielding the Green Dragon: Sorcery speed makes these cards simply terrible.
Nylea's Presence: The worse version of Abundant Growth.
Pierce the Sky
Regenerate: This card is easily outclassed by Wrap in Vigor and many other cards.
Revive: Just getting back a green card is not really enough to make this playable.
Rites of Spring: The only cards you would like to discard to this card are mainly lands you don't need anymore.
Root Snare - bad 2cmc Fog grouping
Seek the Wilds: There are better ramp spells than this.
Serene Heart/Spring Cleaning/Tranquil Domain: Terribly restricted cards.
Swell of Growth: Just +2/+2 for 2 isn't good and the land drop is very situational.
Tel-Jilad Defiance: This card would only be interesting for an artifact-based cube.
Urban Utopia - Cantrip color FIXING; not Ramp
Waxing Moon: Worth noting it gives ALL your creatures Trample. It is very limited in effectiveness since there are not that many playable Werewolves
Wildwood Rebirth: Evolution Charm without flexibility.
Weather the Storm - Anti-Storm card
Woodweaver's Puzzleknot: 5 mana for just 6 life is terrible and you don't have very much use for energy in most cubes.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Elephant Guide: A strong Uncommon that is not less good at common rarity. +3/+3 is huge and a 3/3 is a fair exchange if the enchanted creature should be killed.
Moldervine Cloak: Even if Dredge is mainly not a limited ability, this card is simply insane. Most Dredge cards are mainly worse than what you could have in your topdeck and are more focused on a high mill. This card isn't really made for Dredge decks, it's way more of an insane limited card because limited decks have a way worse curve than constructed and you don't want about 80% of your possible topdeck. An Oakenform is always a huge threat and there is a limited number of times that your opponent can handle it
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.#
Ambuscade: This card is simply nuts. The fact that it's an instant speed one-sided fight spell that also grants an extra power is amazing, especially because of the opportunity for a 2-for-1.
Band Together - Usually a true instant speed kill spell
Cartouche of Strength: A buff that gives the creature evasion AND can be a removal spell is worth the risk of card disadvantage.
Cultivate/Kodama's Reach: For ramp decks with a high curve, these spells are really good. They can ramp with card advantage and fix as well. The only problem is that they are easily a terrible topdeck when you already have enough lands.
Feral Invocation: A green Burrenton Bombardier. It's both a combat trick and a permanent pump aura at the same time. Really interesting.
Overgrowth: The land enchantment alternative of Cultivate, but without fixing.
Pulse of Murasa: 3 mana for recursion is much, but instant speed and 6 life shouldn't be underestimated.
Savage Silhouette/Trollhide: Huge auras that can turn creatures into big threats and protect them as well. You mainly have to count cc5 for them, but that's still really balanced.
Snake Umbra: +1/+1, a really strong effect and totem armor is an interesting bunch of effects for cc3.
Wildsize: +2/+2 is the minimum for a combat trick to be solid and trample can be nice as well. Drawing a card is great in addition to it, but the more a combat trick costs, the worse it gets and cc3 is very much for it.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ancestral Mask: WIth enough Hexproof creatures and auras, this card can be really strong.
Appetite for the Unnatural/Natural End: Free life attached to useful effects is interesting, but the effect is still situative.
Arachnus Web: A green removal spell that handles most creatures and activated abilities which can also be very important. The main problem is that it's really easy to disable with any kind of pump.
Beneath the Sands: A Rampant Growth for an extra mana more isn't great, but the flexibility of cycling not making it a dead card later in the game makes it interesting.
Benefaction of Rhonas: With an enchantment theme this card can really shine, but without, it is too expensive.
Broken Fall: A permanent and flexible protection for you creatures can be really interesting.
Combo Attack - Slower Band Together
Courage in Crisis - It does give a permanent boost, but Sorcery. Can do more in the right build with Adept, Monstrous, and Simic bodies
Crushing Canopy/Crushing Vines: 2 situative effects that become interesting through the possibility to choose between them.
Ferocious Charge: A big but overcosted combat trick, that becomes interesting through Scry.
Gift of the Gargantuan/Lair Delve: Solid green card draw spells. The main problem is that you often also want noncreature spells from the top.
Gift of Paradise: It fixes, gives you life and ramps you, but just for one.
Gnaw to the Bone: Even if life is normally not worth a card, this card can make such a huge amount of life in the late game that it could be considered.
Grow From the Ashes - Pauper Explosive Vegetation; untapped too!
Harrow: This card is no card advantage, it's a 2 for 2 trade, that mainly fixes.
Horizon Spellbomb: Drawing a card in addition to getting a land for cc3 is quite interesting, but without the flexibility of Krosan Tusker it's way worse.
Hunter's Ambush: One-sided Fogs are Ok, but only being one-colored in addition to that, makes this card very mediocre.
Invigorate: Even if 3 life isn't nothing, a surprising +4/+4 pump can be interesting.
Kruphix's Insight: This card digs deep, but only for enchantments. It's also interesting for cubes with a graveyard theme.
Lead the Stampede: A fine card-advantage spell to refill with, in the late-game.
Map the Wastes/New Horizons: A ramp spell with an included pump is definitely unique, but it's questionable if the pump is equal to the second land Cultivate gives.
New Horizons - Overgrowth that for some reason also boosts a creature. So more broad than most ramp cards.
Oakenform: +3/+3 is huge, but this card is still really fragile against hard removal.
Omen of the Hunt: Being instant speed and having an additional upside is kind of interesting, but only getting 1 land for 3 mana is not a great ratio.
Presence of Gond: Being able to produce a lot of tokens is interesting, but the aura will die with the creature if it gets removed.
Relentless Pursuit: A solid dig spell, that can generate card advantage in green and also fills the graveyard.
Scout the Borders: A fine card to enable card quality in green, but it's only good when you have a graveyard-theme in your cube.
Serpent Skin: Flash is nice, but mainly this is the worse version of Trollhide.
Spidersilk Armor: Pumping all your creatures' toughness permanently wouldn't be good enough on its own, but this card is also a really good flying hate card.
Thornado - Sideboard cards having cycling doesn't always make them maindeckable
Thwart the Enemy: One-sided Fogs are a lot better than symmetric ones. Even though the effect is very situational it can definitely catch your opponent off guard and be devastating to the extend, that it wins you the game.
Time to Feed: An overcosted Prey Upon with life gain. Life gain attached to useful effects is really interesting, but without instant speed, this card is simply too bad.
Treefolk Umbra - Umbra that may boost for a lot
Bad: Don't cube this. It might look fine, but it's not worth it.
Aerial Predation/Pistus Strike/Shredding Winds/Squall: Solid flying hate, but without a target they're useless.
Alluring Scent: The effect is only situative good.
Awaken the Bear/Crash the Ramparts/Falling Timber/Foxfire/Inner Calm, Outer Strength/Lace with Moonglove/Refresh/Roar of Jukai/Serpent's Gift/Spidery Grasp/Tiger Claws: These combat tricks are simply outclassed by way too many better alternatives.
Beastmaster's Magemark/Sound the Call/Surging Might: Cards like these don't work in most cubes.
Blinding Fog/Vine Snare: These are just very bad Fogs.
Clinging Mists/Revealing Wind: 3-mana Fogs without a really good upside are simply terrible.
Culling Mark: The chance that this effect does what it's supposed to do is really low because your opponent can block with any creature he has.
Deconstruct/Essence Filter/Tranquility/Verdigris (Only online common!): Only beeing able to deal with artifacts or enchantments is way too restricted.
Elvish Guidance: There are no playable tribals for pauper cubes.
Fade into Antiquity/Rending Vines/Sundering Vitae: The worse versions of Naturalize.
Far Wanderings/Growth Spasm/Journey of Discovery/Primal Growth/Search for Tomorrow/Sheltered Aerie/Spoils of Victory/Sprouting Vines/Verdant Haven: These ramp spells are outclassed by too many better alternatives.
Favor of the Woods/Luminescent Rain/Predator's Rapport: Only getting life is not worth a card.
Fully Grown: Combat tricks get exponentially worse the more mana they cost and 3 is definitely too much. Event though leaving trample permanently behind is nice it's simply too expensive.
Gaea's Bounty: Most decks in limited are at least 2 colors.
Gilt-Leaf Ambush: Clash is a very high restriction.
Natural Connection: In most cubes, there are not enough upsides for a ramp spell to be instant. You will always want the cheaper version.
Nissa's Pilgrimage: This ramp is outclassed by Cultivate because it only fetches forests.
Pack's Favor - Overcosted
Pause for Reflection
Petrified Plating/Savage Hunger/Seton's Desire/Venom/Venomous Fangs: These auras aren't worth the risk of card disadvantage.
Root Out: A sideboard card at best and Sorcery speed is bad.
Spore Cloud: The 3 mana version of Tangle.
Thermokarst: Land destruction is really bad in limited.
Trip Wire: There aren't enough playable creatures with Horsemanship for pauper cubes.
Unnatural Aggression: There are better fight spells.
Wanderlust: A really weak enchantment.
Woodcutter's Grit: Vines of Vastwood's splashable brother, but it's overcosted in comparison.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Return to the Earth: This is a card that contains 3 situational effects which make it this way pretty flexible overall. As a trade-off for the huge amount of options, it has cc4.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Claws of Wirewood: Online Only With cycling, this card is a main-boardable flying hate card that could also be used as a kind of Lava Spike to finish off the opponent.
Dragonscale Boon: A fine combat trick, but very expensive for cc4.
Leafcrown Dryad: +2/+2 is a relevant push and with the relevant 2/2 reach body you get when it fizzles or the enchanted creature dies, it's definitely interesting.
Reclaiming Vines: The land destruction is overcosted as are the other two modes, but all options in one card makes it playable.
Roots: As Green's Sleep Paralysis, it's green spot removal, but cc4 is a lot and flying is often a problem.
Bad: Don't cube this. It might look fine, but it's not worth it.
Beast Hunt: Green card draw seems nice, but it depends on luck and with the high land count in limited you will only get between 1 or 2 creatures on average.
Blunt the Assault/Hunters' Feast/Invigorating Falls/Joyous Respite/Living Destiny/Rejuvenate/Taste of Paradise: Only getting life is simply not worth a card.
Break Asunder: Flexibility through Cycling is great for situative cards, but cc4 is a lot for the effect if you find a target.
Calming Verse/Hush/Multani's Decree/Reverent Silence: Only being able to handle enchantments is simply way too situative.
Chameleon Blur: Fog effects for cc4 are aweful.
Chorus of Might/Heal the Scars/Sudden Strength: These combat tricks are outclassed by way too many better alternatives.
Dawn's Reflection/Market Festival: These cards are nice fixers, but at cc4 they come very late. They would only bee good with multiple land untappers.
Desecration Plague/Mwonvuli Acid-Moss/Ranger's Path/Reap and Sow/Skyshroud Claim/Uproot: These ramp/land destruction spells come way too late.
Elven Cache/Gloomwidow's Feast: These cards are terribly overcosted.
Entangling Vines: A really bad spot removal.
Equestrian Skill: This is overcosted and not worth the risk of card disadvantage.
Feral Contest: A really bad way to handle a creature.
Hunter's Edge: The strictly better alternative over Hunt the Weak, but still 4 mana sorcery speed is simply too much, considering that this still has the same risk of fizzleing to instant speed removal.
Hunt the Weak/Wild Instincts: Big Prey Upons. They're overcosted, but a pump can often make a big difference.
Inspire Awe: Fog effects are mostly bad, especially for 4 mana.
Might Beyond Reason: Just 2 counters for 4 mana is not beyond reason.
Monstrify: Ratrace can be very nice, but Sorcery speed makes this card way worse.
Outmuscle: Hunt the Weak with pseudo upside.
Reins of the Vinesteed: There are no playable tribals for pauper cubes.
Springsage Ritual: 4 life is not worth 2 extra on Naturalize.
Tall as a Beanstalk: There are a lot of better auras, which grant the same boost for less mana. Also reach isn't an upside, because you definitely don't want to slam this on a creature just to start playing the defensive role.
Venomous Vines: A terribly restrictive card.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Nyxborn Wolf: Compared to Oakenform, this card is not just overcosted by 2, but also has 2 toughness too few. The 3/1 you get in exchange could outweigh the additional mana, but a problem about this card is that with only 1 additional toughness, the enchanted creature remains really fragile.
Bad: Don't cube this. It might look fine, but it's not worth it.
Accelerated Mutation: Combat tricks for cc5 are simply terrible.
Bountiful Harvest/Dosan's Oldest Chant/Natural Spring/Spring of Eternal Peace/Sylvan Bounty: Only getting life is not worth a card or binding a huge amount of mana for it.
Pinion Feast: Not the worst card to deal with fliers, but cc5 is a lot and only being able to deal with fliers is highly restricted.
Relic Crush: It's already hard to find one target for Naturalize effects. This card is very very situative.
Rootgrapple: There are not enough playable treefolk for pauper cubes.
Soul's Might: This pump isn't worth the risk of card disadvantage.
Tranquil Path: Only being able to handle enchantments is simply terrible.
Wolfkin Bond: Green's Knightly Valor. It gives 4 Power over 2 bodies for 5cc, but Green is more efficient than that.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Nothing here.
Bad: Don't cube this. It might look fine, but it's not worth it.
Choking Vines: Fog combined with Sandstorm. It doesn't make one of the effects better by combining them.
Molder: Often just the worse version of Natural End.
Stream of Life: Only getting life is simply not worth a card.
Thrive: Swarm doesn't work in pauper cubes.
Untamed Might: Mainly just a really bad combat trick.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Shield Sphere: Only online common! A huge wall that costs you no tempo at all and can block a big amount of damage. The only problem is that this wall doesn't like to block 1/1s.
Brago's Favor: This card can be really interesting with buyback or ccX spells.
Immediate Action: Solid for aggressive decks or cards with tap abilities.
Muzzio's Preparations: Free pump is never bad and you can essentially make any creature with persist indestructible.
Secrets of Paradise: Turning a one-drop into Birds of Paradise can be game deciding.
Sentinel Dispatch: Great against aggressive Decks.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Accorder's Shield/Cathar's Shield: cc0 seems few, but equip 3 isn't. +0/+3 and Vigilance are not bad, but additional power would be more threatening.
Bone Saw: A worse Shuko and only +1/+0 is simply not enough.
Lotus Petal: Mana advantage and fixing for every color can be nice, but the card disadvantage can hurt a lot.
Bad: Don't cube this. It might look fine, but it's not worth it.
Fountain of Youth: Only life is simply not worth a card.
Herbal Poultice: Keeping 3 mana ready, for the situation when you really need it is simply too much.
Ornithopter/Phyrexian Walker: Without the right synergies, these cards are extremely useless.
Spidersilk Net: Only +0/+2 and reach is not really worth an equipment and especially not equip 2.
Tormod's Crypt: Your cube would need to be extremely specialized to have a use for graveyard hate and even in that case, this card makes card disadvantage.
Welding Jar: The better version of Herbal Poultice for artifact cubes.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Bonesplitter: The perfect equipment to turn weak or evasive creatures into huge threats.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Adventuring Gear: Even if landfall can be problematic later, early this equipment can create a huge threat for very little mana.
Flayer Husk: Not just a 1/1 body that can attack early and easily chump later, but it's also a Leonin Scimitar later.
Gingerbrute: Not amazing in any way, but simply a fine early aggressive, hasty, evasive creature, that can theoretically be put into any deck and also be used to gain some life in case of emergency.
Sylvok Lifestaff: 1 power may seem small, but this card is super cheap and keeps you alive for a long time when you are behind on the board.
Viridian Longbow: 3 mana to equip is a lot, but the effect is great, especially colorless.
Wayfarer's Bauble: A colorless Rampant Growth for 3 mana overall.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Arcum's Astrolabe: This is great in snow cubes.
Blazing Torch: A colorless Shock for 2 mana and tapping a creature. Solid, but not exciting.
Bloodtallow Candle - Seemingly expensive to use. But for color combos that do not have actual creature removal, this is a way for all colors to have a -5/-5 effect; albeit costly.
Bonded Construct: It's a colorless but worse Jackal Familiar.
Brass Man: Only online common! Even if a 1/3 body may seem huge for cc1, it's still no exciting body.
Chromatic Sphere/Chromatic Star: Fixing with a cantrip. Interesting, but mainly not worth the 1 mana to play it.
Copper Carapace: +2/+2 is huge and not being able to block would be an acceptable problem, but 3 to equip is a lot.
Darksteel Axe: Indestructible on Bonesplitter isn't worth the doubled equip cost and the indestructibility will be an irrelevant line of text most of the time.
Explorer's Scope: An interesting effect that could make a lot card advantage by preventing you from drawing too many lands.
Explosive Apparatus: A different version of Vial of Dragonfire.
Glasses of Urza: For blue control decks, this card could be interesting.
Inventor's Goggles: A fairly costed Riot Gear, but still not very exiting.
Leonin Bola: Turning a creature into Gideon's Lawkeeper seems nice on first sight, but you need to use the creature as well, too. It's twice of the price the Lawkeeper needs, that can tap on its own.
Leonin Scimitar/Honed Khopesh/Short Sword - Leonin Scimitar reprint: +1/+1 isn't much, but it's cheap and often relevant.
Neurok Hoversail: A solid permanent evasion, but cc3 can sometimes be a lot.
Renegade Map: Fixing your mana can be nice, but it is a really bad topdeck.
Scalding Cauldron: A somewhat decent removal for every color.
Shriekhorn: This card would only be interesting for a cube with a mill topic.
Universal Automaton - Creature Type-matters cube likely need as many Changelings as possible.
Whispergear Sneak: The ability can be strong, but the body is simply terrible.
Bad: Don't cube this. It might look fine, but it's not worth it.
Arcbound Worker/Gremlin Mine: These cards would only be interesting for an artifact-based cube.
Ashnod's Transmogrant: A colorless version of Battlegrowth.
Barbed Sextant/Terrarion: The worse versions of Chromatic Sphere.
Bladed Bracers/Hedron Blade/Runed Stalactite/Skyblinder Staff: Overcosted versions of Leonin Scimitar most of the time.
Brass Gnat: Flying Men is already bad without a disadvantage.
Bronze Sword: The equip cost is too expensive.
Clockwork Beetle/Metallic Sliver/Myr Moonvessel/Soldevi Sentry: Terribly weak creatures.
Conjurer's Bauble: A nearly useless effect that is mainly only for thinning out the library.
Expedition Map: Being able to search for non-basics is mainly only interesting for constructed decks.
Feldon's Cane/Ghoulcaller's Bell/Library of Leng/Relic of Progenitus/Squee's Toy: Mainly useless effects for limited.
Golden Urn/Tablet of Epityr/Tanglebloom/Urza's Chalice: Lifegain isn't worth a card.
Keeper of the Lens: Even with a critical amount of morphs, this card is still bad.
Lightning-Core Excavator: An 0/3 body isn't that great and 5 mana is way too much for the effect.
Locthwain Gargoyle: The initial body as well as the ability are bad and - and - doesn't make + in this case, but rather --.
Mana Cylix: Fixing without mana advantage isn't worth a card.
Myr Servitor: Cards like this don't work in most cubes.
Mysterious Egg: Even if there existed a lot more mutate creatures, this would still be horrible.
Navigator's Compass - Not worth the slot
Prying Blade: It could be alright on an early evasive creature, but otherwise it just terrible with granting only 1 power.
Razorgrass Screen: A really fragile wall that could only be interesting on turn 1.
Roterothopter: A possible 2/2 flying creature played on turn 1 may seem nice, but it's definitely not worth investing 4 mana in it.
Scroll of Avacyn/Scroll of Griselbrand: There are no playable tribals for pauper cubes.
Shard of Broken Glass: The pump is bad and the effect is irrelevant in most cubes.
Slagwurm Armor: This equipment can make one of your creatures a huge blocker, but without a single power, it's only of small interest.
Sparring Construct - Maybe for Counters matter
Springjaw Trap: 5 mana total for a Lightning Strike is simply too much.
Springleaf Drum: You don't want to tap creatures for mana.
Steel Wall: A big wall for turn 1, but unexciting.
Traveler's Amulet/Wanderer's Twig: Only adding lands to your hand is simply too weak.
Universal Solvent: 7 mana is way too much to destroy stuff.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Azorius Signet/Boros Signet/Dimir Signet/Golgari Signet/Gruul Signet/Izzet Signet/Orzhov Signet/Rakdos Signet/Selesnya Signet/Simic Signet: Colorless cmc2 ramp and fixing for every color combination can smooth out the decks a lot and help control and 3 color decks.
Perilous Myr: A colorless Shock for cc2 that is able to kill X/3 creatures when blocking.
Vulshok Morningstar: The best equipment pauper offers for limited. +2/+2 is simply huge and can turn every creature into a solid game-winner.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aeolipile: Only online common! A colorless Seal of Fire for 3 mana over all. Overcosted, but solid.
Armillary Sphere: A colorless ramp spell, that makes card advantage.
Crashing Drawbridge: A 0/4 for 2 is a decnt blocker and being able to be also used aggressively is definitely nice.
Cobbled Wings: Flexible giving flying to any creature for only equip 1 is interesting.
Darksteel Pendant: Scry 1 for 1 mana each turn is very interesting for control decks.
Guardian Idol/Mind Stone: The ability to ramp early and be turned in for something useful when no longer needed is great, but these still only produce colorless mana.
Kitesail: Evasion and an additional power can be very strong, but binding 4 mana is a lot.
Neurok Stealthsuit: Shroud is extremely strong and with being able to attach it to another creature, it can also work as Hexproof.
Prismatic Lens: This card can ramp and fix. It's very solid.
Sphere of the Suns: Even though it's limited to 3 uses and enters the battlefield tapped, it's still very solid at what it does.
Vulshok Gauntlets: Equip 3 is a lot, but +4/+2 is simply huge.
Wings of Hubris: A slightly better Cobbled Wings. You rarely need it, but it doesn't hurt to have unblockable clause once if the air happens to be stalled.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Alchemist's Vial: It replaces itself and does a Pacifism for one turn, but it's very situative.
Amorphous Axe- bit costly, but +3/+0 is huge in pauper, and all types has a place in type-matters
Bladed Pinions: When a creature is flying it doesn't need First Strike and vice versa. The flexibility on the other hand is a small upside.
Blight Sickle: Wither can be really strong, but 4 mana is a lot and 1 power isn't.
Cranial Plating: Even if this card would be better in an artifact-based cube, it's so powerful that it would already become interesting with a second artifact in play.
Eager Construct: This is reasonably costed and can be put in every deck, but your opponent scries too and this can be a problem.
Executioner's Hood: Intimidate is solid evasion, but binding for 4 is a lot.
Fellwar Stone/Star compass: Mana stones for 2 mana are never bad, but the fixing these provide aren't great. Stone relies on your opponent for fixing and compass only fixes for cards with two mana symbols of one color.
Fleetfeather Sandals: Haste and flying for each creature that enters the battlefield is really interesting, but cc2 is a lot in addition to the normal casting cost and if you equip it later, haste becomes redundant and this card becomes a worse version of Cobbled Wings.
Fractured Powerstone/Thought Vessel: Mana Stones for 2 mana are never bad, but these are outclassed by too many better options that at least have some kind of relevant upside.
Golden Egg/Guild Globe: If this wouldn't sacrifice itself after the first use, it could actually be decent fixing.
Hedron Crawler: The little bit worse version of Manakin.
Horned Helm: It's overcosted for the amount of power it gives, but with trample, it's more viable to equip bigger creatures.
Jousting Lance - Surprisingly valid with certain creatures. Deathtouch and Trample work well with the boosted + First Strike. It does cost a lot for repeated equipping. Midrange is where this is best.
Manakin: It's worse than the color producing Myrs, but colorless ramp for cc2 is never bad.
Pentad Prism: It's pretty good to ramp and fix, but with only 2 charges it's emptied too early and you already need 2 colors to make it work.
Prismite - Fair costed body. Filters mana. It has a place, but often it is just there
Prophetic Prism: Fixing without card disadvantage. It's interesting, but binding 2 mana without being ramped can be problematic.
Skyshaper: Only online common! The colorless and slightly better version of Falter.
Sky Skiff: This is easy to crew and has evasion, but it doesn't have a lot of power.
Torch Gauntlet/Marauder's Axe: A fairly costed Bonesplitter, but that makes it way worse.
True-Faith Censer: Many creatures are Humans, but if not, it isn't good.
Vial of Dragonfire: This is not bad, but outclassed by the strictly better Aeolipile.
Veteran's Sidearm: A worse version of Leonin Scimitar.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alpha Myr/Battering Ram/Bronze Sable/Field Creeper/Hedron Scrabbler/Hovermyr/Myr Sire/Omega Myr: Terribly weak creatures.
Amulet of Kroog/Echo Circlet/Elven Lyre/Galvanic Key: Terribly weak or overcosted effects.
Arcane Signet: This has no effect in cube.
Arcbound Stinger: This card would only be interesting for artifact-based cubes.
Chainbreaker/Fractured Powerstone/Ichor Wellspring/Jhoira's Timebug/Kaleidostone/Mycosynth Wellspring/Wall of Forgotten Pharaohs: Without the right synergies, these cards don't work in limited.
Consulate Skygate/Gleaming Barrier: Walls that block a lot with small upsides can be nice, but 0 power and not being able to attack is a serious drawback.
Elsewhere Flask/Pili-Pala: Weak fixing.
Healer's Headdress/Riot Gear/Sparring Collar/Vanguard's Shield/Vorrac Battlehorns/Wooden Stake: These equipments are too weak to be worth the tempo disadvantage.
Heart-piercer Bow - Does NOT interact with Deathtouch
Ichorclaw Myr: Infect doesn't work in pauper cubes.
Jousting Dummy: 3 is way too expensive for the ability and doesn't make a 2/1 good.
Pendulum of Patterns: The life gain is almost useless and the ability overcosted.
Razortip Whip: Only being able to deal damage to players makes this card really bad.
Runed Servitor: The ability is neither really an upside nor a drawback and 2/2 creatures for cc2 without an upside are simply bad.
Sleeper Dart: Unless you can get value out of having a 2 mana artifact, that draws a card on etb, e.g. by bouncing it, there is simply no reason to run this, because the sacrifice effect definitely doesn't justify it.
Tyrant's Machine: The effect is overcosted. It would need cost cc4 and cc2 for tapping a creature to be good.
Vial of Dragonfire - way too many better options
Voltaic Servant - Not many interactions in average cube
Walking Atlas: The overcosted version of Sakura-Tribe Scout.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Renegade Freighter: Also known as Freighterhoof Behemoth, this is a real problem for your opponent and easy to crew.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cathodion: The ability is pretty much useless, but a 3/3 vanilla for cc3 is extremely solid in every color.
Pristine Talisman: Lifegain attached to something useful is always nice and this card can be very important for recovering from low life totals in control decks.
Sickleslicer: A 2/2 creature for cc3 with a lot of late game impact.
Tumble Magnet: This card can grant a lot of time. It's very interesting for control decks.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Abzan Banner/Jeskai Banner/Mardu Banner/Sultai Banner/Temur Banner: These cards are better than the Obelisks from Shards for beeing able to sacrifice them, when they are not needed anymore.
Armored Transport: The ability is very unique and makes this creature a great carrier for even the most offensive equipment.
Bonder's Ornament: If you are looking for 5c fixing this is probably the best 3 mana rock for that to this point, with it's build in mana sink.
Bottle Gnomes: Only online common! A blocker and a way to recover some life. Both things are pretty unimpressive, but together it's not bad. This card was better back then when damage went on the stack.
Cogwork Spy: The ability is not that strong and 2/1 fliers for cc3 aren't the best creatures.
Cultist's Staff: A fairer version of Vulshok Morningstar.
Iron Bully - Not great. But it has Menace, and can give a counter where needed. Better in heavier Equipment builds.
Azorius Locket/Boros Locket/Dimir Locket/Golgari Locket/Gruul Locket/Izzet Locket/Orzhov Locket/Rakdos Locket/Selesnya Locket/Simic Locket: The non-Green, non-Blue ones have more value to Midrange/Control builds. They are slower ramp/fixing. But drawing 2 later is valuable for the combos that have problems with draw or ramp.
Mana Geode: 5 color fixing with small upside.
Mobile Garrison: You can attack with 3 power and untap either a mana dork or a blocker and the 4 toughness makes it hard to kill, but you have to tap another creature to do anything with it.
Moonglove Extract: A colorless Seal of Fire for cc3. Overcosted but solid.
Opaline Unicorn: The worse version of Scuttlemutt.
Orazca Relic: A 3-mana rock that only produces colorless mana isn't exciting but being able to turn it into a card and 3 life, once it's no longer needed, is pretty nice.
Patchwork Gnomes: Being able to discard lands or bluff to discard lands to create a very hard to kill 2 power creature for cc3 is not the worst, but also not too impressive.
Phyrexian War Beast: 3/4 bodies are extremely solid and for cc3 it's quite huge. It's worth the possible drawback.
Pilgrim's Eye: Getting a land attached to a body is nice, but a 1/1 flying body is only of small interest.
Skittering Surveyor - Play Pilgrim's Eye first. But a 2nd copy is keepable.
Skyscanner: A 1/1 flying isn't the best body, but replacing itself is nice.
Strider Harness: Global Haste and pump for each creature, the turn it enters the battlefield are nice, especially for aggressive decks, but cc3 can be a lot and it slows you down.
Wall of Spears: A fine blocker, but not overly exciting.
Whispersilk Cloak: Unblockable and Shroud is great, but 5 mana is a lot.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aesthir Glider/Coiled Tinviper/Onulet/Yotian Soldier: Overcosted creatures.
Alloy Myr/Scuttlemutt: Manalith on a 2/2 stick.
Altar of the Pantheon/Darksteel Ingot/Manalith: Solid fixing and ramping for decks with 3 or more colors, but cc3 can be a lot.
Ashnod's Altar: These effects are mainly useless for limited without the right synergies.
Astrolabe: An overcosted fixing.
Azorius Cluestone/Boros Cluestone/Dimir Cluestone/Golgari Cluestone/Gruul Cluestone/Izzet Cluestone/Orzhov Cluestone/Rakdos Cluestone/Selesnya Cluestone/Simic Cluestone: A combination of the Signets and Mind Stone for cc1 more is way worse than the single cards.
Baton of Courage/Suntouched Myr: These cards need more than 3 colors to be interesting.
Battered Golem/Jangling Automaton/One-Eyed Scarecrow: The bodies aren't exciting enough to be worth any restrictions.
Bone Flute/Ebony Horse/Myr Landshaper/Necrogen Censer/Reinforced Bulwark/Scale of Chiss-Goria/Tooth of Chiss-Goria: Terribly weak effects.
Commander's Sphere: Unless you support some kind of Commander draft, this card produces no mana.
Consulate Turret: Colorless damage is nice, but this is just too slow for limited without other energy sources.
Custodian of the Trove: This card should either not have defender or not enter the battlefield tapped, but as is, it's bad.
Dragon Engine: Only online common! This creature needs at least 4 mana to be interesting.
Farfinder: Pilgrim's Eye exists and Flying is no doubt better than Vigilance on a 1/1.
Fountain of Ichor - If Guaedian Idol wasn't enough, this is just more costly.
Golem Foundry/Myr Adapter/Snapsail Glider/Thermal Navigator/Training Drone/Workshop Assistant: These cards would only be interesting for artifact-based cubes.
Graven Abomination: The body is mediocre and the ability will rarely be relevant.
Guardians of Meletis: The overcosted version of Wall of Tanglecord.
Heavy Mattock/Pirate's Cutlass/Stonework Puma: There are no playable tribals for pauper cubes.
Henge Walker: Cathodion exists.
Hierophant's chalice: The minor upside doesn't make up for the fact that it's a worse Manalith
Lens of Clarity: Even with a lot of Morph, this card is terrible, because it has no way to manipulate the top card and is simple card disadvantage.
Luxa River Shrine: There is no reason to play this card. Lifegain by itself is irrelevant.
Mana Prism(Only online common!)/Obelisk of Bant/Obelisk of Esper/Obelisk of Grixis/Obelisk of Jund/Obelisk of Naya/Sol Grail: The strictly worse versions of Manalith.
Powerstone Shard - Read it.
Night Market Guard: With just 1 toughness, it literally dies to everything.
Phyrexian Digester: Infect doesn't work in pauper cubes.
Seer's Lantern: The Scry ability is interesting, but only producing colorless is setting it back.
Thaumaturge's Familiar: Overcosted by 1.
Vessel of Endless Rest - Manalith with only a slight upswing, it case hose a single card of a Graveyard-Based strategy
Wicker Witch: It can fit in any deck, but the body is still overcosted.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Serrated Arrows: A single -1/-1 or +1/+1 counter can sometimes be enough to change a game, but 3 total -1/-1 counters make this card simply one of the best and most flexible removal spells. It's a kind of colorless Arc Lightning with Wither.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cogwork Librarian: The impact on the draft can be fun, while a 3/3 for cc4 is really bad and will mainly not make it into decks.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Clay Statue: The regenerate ability weights out the lack of toughness and with 3 power this can threaten to kill a lot of things without dying itself.
Guardian Automaton: With the ability as an enter-the-battlefield effect it would be better.
Irontread Crusher: A 6/6 vehicle is nice, but crew 3 is a high cost.
Peace Strider - Can fit into most Sideboards or Maindecks of slower decks. Gaining 3 and possibly killing an X/3 is helpful.
Pierce Strider - Having the range to finish off an opponent is cool. Especially if reused. But in Aggro where you really want it, 4cmc is for bigger bodies
Primal Clay: Flexibility is nice, but all the options of this card are overcosted and not really exciting.
Warden of Geometries: A mana ability on a Vigilance creature is okay, but the power isn't very exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ancestral Statue: A 3/4 Body for cc4 is not exciting enough to be worth any drawbacks.
Arcane Spyglass: Turning excess lands into cards from the top is nice, but this card is simply way too slow.
Anvilwrought Raptor - Costly and underwhelming without boosts
Arcbound Hybrid/Chrome Steed/Drill-Skimmer/Frogmite/Rusted Relic/Rusted Slasher: These cards would only be interesting for an artifact-based cube.
Clockwork Condor/Dross Scorpion/Millennial Gargoyle: Terribly weak creatures.
Clockwork Swarm/Flying Carpet/Goblin War Wagon/Grapeshot Catapult/Hedron Rover/Myr Quadropod/Tawnos's Wand: These cards are simply overcosted. They would only be of small interest for cc1 less.
Corpse Cur: Infect doesn't work in limited.
Filigree Crawler: The body is overcosted and even the Thopter isn't worth it.
Forgotten Sentinel: A 4/3 body isn't that bad, but not being able to block when you play it is an unnecessary downside.
Gilded Sentinel: This card is outclassed by several better options
Living Armor: Only pumping toughness doesn't protect the creature from hard removal and it's not worth the risk of card disadvantage this way.
Mightstone: This card counts for your opponent as well.
Saheeli's Silverwing - Terribad
Scaretiller: Once you have 4 lands already, there will usually not be many more in your hand and unless you have a heavy self mill theme lands mostly don't end up in the graveyard.
Scrapbasket/Staff of Zegon: Terribly weak and nearly useless effects for limited.
Signpost Scarecrow: If the ability would have costed 1, this might have been somewhat interesting.
Sisay's Ring/Ur-Golem's Eye: Even if these cards are a mana advantage, it's often useless with only colorless mana and if you are already able to play cc4 spells.
Telethopter: Only online common! Tapping an additional creature during your main-phase just to create an attacking 3/1 flier for cc4 is not really worth it.
Weapon Rack: Even though this might read somewhat similar to Serrated Arrows it's a million times worse, since it can't kill creatures and can't even be used to mess with combat, due to the sorcery speed restriction.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Lurking Automaton: A 5/5 vanilla for 5 is pretty decent. Everything above that is pretty nuts.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aradara Express: This vehicle is really big and evasive, but it can be a huge blowout if your opponent removes it during combat.
Kozilek's Channeler: Your deck needs to be incredibly mana hungry to be interested in ramp for 5 mana and the problem is that you won't have access to the mana during your turn if you still want to block or attack with this guy.
Self-Assembler - can fetch Changelings and their spells
Bad: Don't cube this. It might look fine, but it's not worth it.
Adaptive Shimmerer: A colorless flash creature is definitely not something your opponent will expect out of non-blue decks most of the time. If you can in addition to that make use of the +1/+1 counters this isn't actually that bad.
Adarkar Sentinel: A 3/3 for cc5 is very bad even if it can grow its toughness.
Anodet Lurker: Even if it's interesting to turn creatures into something useful when they die, it's often better to play creatures that die less easily. It's also a strictly worse Guardian Automaton.
Arcbound Bruiser: This card would only be interesting for an artifact-based cube.
Foundry Assembler: Even in artifact heavy cubes, this creature is just mediocre.
Guardians of Koilos - maybe in Artifact cube
Narstad Scrapper: Being able to grow later doesn't make a 3/3 body for cc5 less fragile.
Prizefighter Construct: 5 mana is a lot for a creature that dies to Shock.
Reservoir Walker: Energy is useless in most pauper cubes and otherwise it's overcosted.
Soldevi Steam Beast: 4 power and regenerate seems solid, but this creature deals only 2 damage, even if it gets through and that is simply way too less for cc5.
Stone Golem: Without an ability, this is just plain bad.
Venser's Sliver: A terribly overcosted card.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Nothing here.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Accomplished Automaton: It's big and can also split its power if needed, but it has no evasion.
Eldrazi Devastator/Ulamog's Crusher/: On the one hand these creatures are going to end every game if not handled very fast, but on the other hand, cc8 is a huge amount of mana and it's not that hard to get rid of these creatures.
Pardic Wanderer - playable in colors without access to these stats
Ruin Processor: This creature is big and must be handled, but it has no evasion and the processing is almost irrelevant.
Scion of Ugin: It's slightly overcosted for the body, but still fine.
Bad: Don't cube this. It might look fine, but it's not worth it.
Hand of Emrakul: The way worse version of Ulamog's Crusher.
Hexplate Golem: There are better alternatives, like Ruin Processor.
Kozilek's Pathfinder: There aren't enough colorless mana sources in most pauper cubes.
Obsianus Golem/Phyrexian Hulk: A 4/6 and 5/4 for cc6 are solid, but unexciting without any further advantage and overcosted by 1.
Prophet of the Peak: A 6 mana creature with unimpressive stats, that can be disenchanted doesn't become good, just because it can Scry 2.
Razorfield Rhino: This card would only be interesting for artifact-based cubes.
Roving Keep: This creature is sooo incredibly bad, you would think it is from Legends.
Runesword: A terribly useless artifact that is terribly overcosted as well. One of the worst cards that have ever been printed.
Scour from Existence: It can get rid of anything and fits in every deck, but 7 mana is way too much.
Will-Forged Golem: A 4/4 Vanilla for cc6 doesn't become much better if you can tap all your creatures to make its cost acceptable.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
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I have no experiences with Moment's Peace, but I have problems to believe, that it's really interesting.
Harrow is +-0. I'm not sure if it's interesting, just as fixing and situative ramping. I wonder how few people are playing Abundant Growth, that's a really solid fixing spell and never a terrible topdeck.
Green creatures are already finished. Sometimes it's complicated to keep the overview, thanks for the hint, that I rated Scatter the Seeds at the wrong category of my system.
Edited
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
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Draft it on Cubetutor!
I also think armor of thorns is better than you've rated it, making up for card advantage by also being playable as a combat trick. Battlewand oak is another - sure, you probably aren't playing many treefolk, but it also has forest only landfall.
Armor of Thorns: I thought about it for a while and it seemed interesting at first, but you nearly never want to play it as a permanent aura, because it's way too easy to trade the creature and that makes the flexibility nearly redundant. It will mainly be an overcosted combat trick.
Battlewand Oak: As you said: "Forest-only". The most decks in pauper are 2 colored. Forest-only is no acceptable restriction, only if you want to support mono colored decks, but than you can also play Tendrils of Corruption and Corrupt.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
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Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Curse of Chains: A solid hard removal for cc2, that can be played in each of its colors, which is especially interesting for blue.
Deft Duelist: This card sure does a lot. With Shroud the 1 toughness doesn't really matter at all, which basically makes this card a one man army, that can hold off any X/2, that tries to attack into it.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Azorius First-Wing: A 2/2 flying for cc2 is super solid, but not too exciting.
Court Hussar – Anticipate tacked onto a 1/3 vigilant body is perfectly acceptable for 3CMC.
Deputy of Acquittals: A better Whitemane Lion, with the possibility to be played as an Ashcoat Bear.
Dismantling Blow: Either an acceptable priced Disenchant or a 3 for 1 trade. After Orim's Thunder, it may be the best Disenchant-like card in pauper.
Esper Cormorants: 3/3 Flying creatures for cc4 are extremely unique and super solid.
Feeling of Dread: Only tapping 2 creatures may look weak on first sight, but with Flashback this becomes Frost Breath with the huge upside of being way more flexible. This card can be used very aggressively, but it can also be used to slow down aggro a lot.
Hussar Patrol: A 2/4 vigilance body is very solid and flash especially can be very important for control decks that want to keep mana up for counters. This card can also be used as a solid combat trick.
Lawmage's Binding – An instant speed Arrest. Can really surprise your opponent and mess up their plans.
Momentary Blink: Blinking creatures can protect them from removal and retrigger etb-effects. Normally it's not that exciting just to trade your opponent's removal, but with Flashback, this card can make card advantage.
Silkbind Faerie: Even if 1/3 flying bodies aren't really interesting, they are not useless and with a kind of vigilance and the Gideon's Lawkeeper-effect included it's very interesting.
Silver Drake: 3/3 flying creature for cc3 are extremely solid and the self-bounce can sometimes even be an advantage.
Stormscape Apprentice: A blue/white Gideon's Lawkeeper.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aethertow: Putting 2 creatures on the top of their owners' library is really solid, but cc4 is a lot for such a restrictive removal.
Azorius Knight-Arbiter - Good combo of keywords that allows for a clock, but very slow and costly
Cloudheath Drake: Vigilance can be very important for big creatures, but a 3/3 flying for cc5 isn't very exciting.
Coastline Chimera: A huge defensive body with flying. It would just need at least an additional power to become really interesting.
Disciple of Kangee: Giving flying to creatures of your choice for an acceptable price is interesting, but not too exciting because you need to tap the creature for it.
Ethercaste Knight: Being able to attack as a 2/4 for cc2 is interesting, but only 2 toughness can easily be blocked and the 1/3 body for blocking isn't interesting enough for exalted.
Hindering Light: A UW version of Confound, that is also able to counter spells that target "you". It's always interesting to get card advantage for just cc2, but these cards are quite restrictive and this way, not too exciting.
Minister of Impediments: The ability is solid, but cc3 is a lot for it, with such a weak body.
Overrule: An interesting and very flexible version of Syncopate-like Counters, but the additional white mana can be very problematic.
Plumes of Peace: This card wouldn't be interesting as a worse Claustrophobia, but the Forecast opportunity is really interesting, even if it's highly restricted.
Senate Griffin – 3 powered flier that scrys is decent, but that can be found mono-colored. And because of the 2 toughness it’s better in aggressive decks, which may not want this for their top end.
Soulsworn Jury: A solid wall that can be turned into Remove Soul when needed is interesting, but not too exciting.
Stormcaller's Boon: Cascade is extremely strong and this card can be an interesting finisher, but cc4 is a lot and sometimes you are really unlucky with cascade.
Stormscape Familiar/Sunscape Familiar: Making your spells cheaper can be very nice, but only half of your deck is a little bit too less and not worth an unexciting 1/1 flying or 0/3 defender body.
Talon Trooper: 2/3 flying creatures for cc3 are very solid, but not too exciting.
Watchwing Scarecrow: A 2/4 Flying Vigilance for cc4 would be great, but the restriction is high. It will mainly be a 2/4 flying or a 2/4 vigilance. Both are solid, but not exciting enough on their own.
Bad: Don't cube this. It might look fine, but it's not worth it.
Adarkar Unicorn: There are only a few playable cards with cumulative upkeep.
Arenson's Aura: Only being able to handle enchantments is way too restricted.
Barrenton Cragtreads/Galina's Knight/Vedalken Outlander: These cards would only be interesting for sideboards.
Civic Guildmage/Sunscape Apprentice: Being able to put creatures on the top of your library can protect them, but it's card disadvantage.
Daring Leap: cc3 is simply way too much for such a bad combat trick.
Dramatic Rescue: An overcosted bounce, with a nearly redundant life advantage.
Elite Arrester - White has better tappers
Ethersworn Shieldmage/Glassdust Hulk: These cards would only be interesting for an artifact-based cube.
Glimmering Angel: The way worse version of Aven Fleetwing.
Jedit Ojanen/Tobias Andrion: Terribly overcosted cards.
Kjeldoran Pride: Reattaching an aura to another creature seems interesting because that way the aura could maybe not die with the creature and it also changes combat math, but keeping cc3 for it is too much.
Mirror Wall: 3/4 bodies for cc4 are simply not exciting enough, not even without the disadvantage.
Ocular Halo: The enchanted creature isn't protected from being handled by any removal.
Offering to Asha: Gaining 4 life in addition to useful effects can be very nice, but cc4 is simply way too much for a counter that isn't even a hard-counter.
Sanctum Plowbeast: Flexibility is nice, but this creature is simply way too bad if you hardcast it and landcycling isn't the best effect.
Saving Grasp/Turn to Mist: The way worse version of Momentary Blink.
Search Warrant: Life is simply not worth a card.
Senate Courier - not as a Guild card
Shaper Guildmage: Just First Strike without additional power is only too situationally good.
Sighted-Caste Sorcerer: Exalted isn't worth such a bad body.
Soldevi Heretic: The ability would already only be of small interest without the card disadvantage, but granting the opponent cards is simply terrible.
Somnomancer: This creature would be way more interesting with flash.
Sphinx's Insight - Not enough to warrant playing at Sorcery speed. Underwhelming.
Steel of the Godhead/Thistledown Duo: There aren't enough multicolor cards in most cubes and without both effects, these cards are simply too unexciting.
Tower Drake/Vassal Soul: These creatures are too unexciting most of the time.
Whip-Spine Drake: 3/3 flying bodies are solid, but this creature is simply overcosted, no matter if played for 5 mana or 6 with morph.
Wings of Hope: This aura is simply not worth the risk of card disadvantage.
Zealous Guardian: An Eager Cadet with Flash is still an Eager Cadet on the board.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Agony Warp: Removal spells that give -3 toughness for cc2 are already very good, but this removal also has a solid opportunity for card advantage or at least preventing damage.
Dinrova Horror: Recoil attached to a 4/4 body is extremely strong, because it's a relevant threat and can also be flickered or brought back from the Graveyard for more value.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cavern Harpy: On first look, this card definitely has it's drawbacks, but sometimes it's absolutely bonkers. Being able to retrigger etb-effects as often as you want is a great late game-option and it can also be a great blocker that turns every X damage from one creature into just 1 damage while being removal immune.
Consult the Necrosages: Mind Rot is sometimes to situative and the possibility to use this card as Divination later is solid.
Deathcult Rogue: A solid Phantom Warrior.
Dimir Guildmage - is a bit fragile but has huge potential to draw cards or to shred opponents hands apart. Good at basically any stage of the game.
Parasitic Strix: Bloodhunter Bat for cc3 is extremely solid, but the restriction can be hard sometimes, especially for turn 3.
Probe: 2 decent cards combined in a single card. If you are not playing against a super aggressive deck, this much card advantage and quality can easily win you the game.
Sedraxis Alchemist: Man-o'-War is an extremely strong card, but it's questionable if it's worth such a restriction.
Recoil: A really strong bounce spell. It's on the same power level as Repulse.
Soul Manipulation: Often the better version of Exclude. Instead of Drawing a card you got Disentomb included.
Tidehollow Strix: A 2/1 flying for cc2 is already solid, but with Deathtouch it's even better, especially for the late game.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Architects of Will: This card is solid, but cycling is mainly good for cards that are either only good in the very early or very late stages of the game. You rarely want to cycle this card.
Brainbite: Distress with card advantage is interesting, but cc4 is a lot for that.
Brine Shaman: Turning every creature into Remove Soul and changing combat math is interesting, but [maan]1UU[/mana] is a lot for that and the 1/1 body on its own is really bad.
Deny Reality: Cascade can be really strong, but cc5 at sorcery speed is simply a too high risk to be unlucky with Cascade.
Dimir Infiltrator: A solid but unexciting beater. This card is mainly interesting for carrying equipment.
Forbidden Alchemy: This card has a lot of quality and with flashback, it even makes card advantage. The only disadvantage is that it's quite expensive.
Induce Paranoia/Memory Sluice/Paranoid Delusions/Pilfered Plans/Psychic Strike: These cards would only be interesting for cubes with a mill topic.
Krovikan Sorcerer: This card can grant a lot of quality, but it comes 1 turn later than Merfolk Looter.
Loch Korrigan: Hybrid shades are way better than mono-colored shades for limited, but a 1/1 at first is extremely fragile and unexciting without investing a lot of mana.
Mortus Strider: A nearly unremovable creature seems interesting, but cc3 is a lot for that.
Mystical Teachings: 2 tutors in one card is interesting, but this card is simply way worse in limited than in constructed.
Nightscape Familiar/Stormscape Familiar: Reducing the mana cost of your spells can be very strong, but a 1/1 regenerate or a 1/1 flying body isn't very exciting.
Norritt: The first ability is extremely situative, but the second one is solid.
Notion Rain – A worse Read the bones. But does support graveyard matters themes.
Phantasmal Fiend: An interesting combination of abilities, but it's not really exciting anyway.
Reap the Seagraf: Card advantage in form of creatures is always interesting, but cc3 aswell as cc5 is a lot for unexciting 2/2 tokens.
Returned Phalanx: A solid blocker during the early game and a relevant possible attacker later.
Whisper Agent – A Hired Blade with an additional “scry” makes this interesting. But it still trades down most of the time.
Bad: Don't cube this. It might look fine, but it's not worth it.
Artful Takedown – Two powerful effects on one card. But Dimir as powerful cards and Agony Warp does it better for 2CMC.
Darkblade Agent - Not enough Surveil. Really want instant speed Surveil too.
Drowned/Metathran Zombie: Regenerate is solid, but these cards are not more than good blockers.
Etherium Abomination/Gravelgill Axeshark/Vectis Agents: Even if the abilities are interesting, the bodies are simply too bad for cc5.
Horror of the Dim: A 3/4 Hexproof is solid, but simply overcosted for cc5.
Fate Transfer: This card only works in constructed decks.
Gravelgill Duo/Helm of the Ghastlord: There aren't enough multicolor spells in most cubes to make these cards playable.
Jhessian Zombies: Flexibility through cycling is nice for expensive creatures, but a 2/4 Fear for cc6 is simply terribly overcosted.
Lurking Informant: The ability is very situative and expensive.
Malicious Advice: A possible finisher, but for a high price.
Nightscape Apprentice/Shadow Guildmage: Being able to put creatures on the top of your library can protect them, but it's still card disadvantage for you.
Oona's Gatewarden: A solid blocker for turn 1, but later it's unexciting.
Perplex: Discarding the whole hand seems nice on first look, but giving your opponent the choice is mainly bad and this card is simply overcosted early in the game and is an easy choice later when your opponent might have an empty hand.
Ramirez DePietro: Even if 4 power and First Strike is big and 3 toughness isn't too fragile, this card is still easy to get rid of and cc6 is a lot.
Roofstalker Wight: 2 power flyers for cc2 are good, but they are definitely not worth a 2 mana investment every time.
Scarscale Ritual: An additional card is not worth a -1/-1 Counter.
Sivitri Scarzam: A terribly overcosted creature.
Shaper Guildmage: Only +1 power is not relevant most of the time.
Shore Snapper: This card would even be overcosted as a sideboard card.
Stormscape Apprentice: It's not worth investing 1 mana each round, just to let the opponent lose 1 life.
Tattered Drake: cc5 is simply way too much for a weak 2/2 flying creature.
Torpor Dust: Just an uninteresting combat trick.
Urborg Phantom: Without being able to block, or to prevent non-combat damage as well, this card is simply bad.
Vectis Silencers: A 1/2 deathtouch body is simply way too bad for cc3.
Vedalken Ghoul: 4 damage may seem like a lot, but mainly this creature is simply the worse version of Tormented Soul.
Vodalian Zombie/Wanderbrine Rootcutters/Zombie Outlander: These creatures would only be interesting for sideboards.
Wingrattle Scarecrow: Even without the restrictions, a 2/2 flying persists for cc3 would only be of small interest.
Zuran Enchanter: This card is way too slow and bounds way too much mana to be interesting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Strangling Soot: Most creatures in pauper don't have more than 3 toughness and 2 for 1 trades with board impact are mainly awesome.
Terminate: An extremely solid hard removal for just cc2 and without any restriction.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Blightning: A Mind Rot that includes a "free" Lava Spike. It's a very strong card but doesn't clearly belong to a specific archetype.
Dark Temper: A decent hard removal.
Fires of Undeath: The overcosted version of Firebolt, but still solid.
Goblin Deathraiders/Rakdos Shred-Freak: Extremely solid 2 drops.
Henchfiend of Ukor: A 3/2 Haste for cc4 with a hybrid shade ability. It's really flexible.
Lava Zombie: A really solid body for cc3, that can retrigger etb-effects of creatures.
Nightscape Familiar: Reducing the mana cost of 50% of your spells and also being a solid blocker is definitely a solid mix.
Shadow Guildmage: Fireslinger played on turn 1 is extremly solid.
Spike Jester: A 3/1 with haste for 2 can be a beating, that needs to be answered.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Auger Spree: A solid removal that can also be used as a push, but there are a lot of better alternatives.
Agonizing Demise: This removal is very interesting for the late game, but cc6 is a lot.
Blistering Dieflyn: Hybrid shades are way better than mono-colored shades for limited and this one also has evasion. The only problem is that it starts with such a weak body.
Cultbrand Cinder: A solid body with an interesting etb-effect seems nice, but cc5 is too much for it.
Deathbellow Raider: Better Erg Raiders through Regenerate, but
still not more than Ok.
Footlight Fiend – Devils are interesting, in that they are better than they look on the surface. But it’s easy to ignore a 1/1 attacker also.
Gobhobbler Rats: This card is really strong with Hellbent, but simply not good without.
Igneous Pouncer: Flexibility through landcycling is very strong and the body is really strong when your opponent is tapped out.
Kathari Bomber: Dealing 2 damage to a player in addition to getting 2 1/1 Tokens wouldn't be this good, but with Unearth this creature is interesting.
Keldon Mantle: Protection and additional power. This card is interesting, but not too exciting.
Monstrous Carabid: A really solid body, but it's not too exciting, not even with Cycling.
Morgue Burst: 2 for 1 trades can be nice, but cc6 at sorcery speed is a lot. This card is only interesting if highly support BR control.
Thunderscape Familiar: Reducing the mana cost is nice, but 1/1s are bad, with First Strike or not.
Pestilent Kathari: Deathtouch, First Strike, and Flying make this creature a really strong blocker, but for 3 mana per block.
Rakdos Ickspitter: A solid effect, but for cc3 it comes a little bit too late.
Rakdos Trumpeter - it has Menace at 2cmc, and an overpriced Firebreathing. It is passable. Just not great.
Rattleblaze Scarecrow: Especially persist is a really strong ability and combined with haste this creature is a really solid finisher, but the restriction is high.
Soul Burn: Being able to spend hybrid mana for Drain Life makes this card interesting, but cc3 in front of the X is very much.
Spawn of Rix Maadi: A 6/4 for cc5 is really solid, but not being able to block can be a huge problem.
Suicidal Charge: A possible mass-removal, but it's really situative and expensive.
Wrecking Ball: Flexibility is nice, but Land destruction for more than cc3 is mainly useless and a hard removal for cc4 is overcosted.
Bad: Don't cube this. It might look fine, but it's not worth it.
Agent of Stromgald/Manaforge Cinder: Really solid fixing, but without mana advantage, it's simply bad.
Armorer Guildmage: Only +1 power is mainly useless.
Barbarian Outcast: Without any further advantage, a 2/2 for cc2 is simply bad.
Barktooth Warbeard/Lady Orca/Plague Spores/Poison the Well/Undead Leotau/Viashino Skeleton/Volcano Imp: These cards are terribly overcosted.
Bone Shaman: A terribly useless ability.
Breath of Malfegor/Skull Rend: These cards would only be interesting for multiplayer games.
Bump in the Night: Lava Spike with flashback is way better than the normal version, but burn, that only hits players is way too situative.
Burnt Offering: A 2 for 0 trade, just for some mana.
Caldera Kavu: 2 mana just for +1/+1 is quite much.
Demonic Dread: Cascade can be really strong, but for just cc3 and with a weak effect it's not worth it.
Deviant Glee: The better version of Unholy Strength, but still not good enough.
Emberstrike Duo/Fists of the Demigod: There aren't enough multicolor spells in most cubes, to make these cards playable.
Enslaved Dwarf: This creature can change combat math, but only for being sacrificed.
Firescreamer: Monocolored shades aren't very good.
Get the Point - Not Annihilate
Goblin Outlander/Shivan Zombie/Sootwalkers: The cards would only be interesting for sideboards.
Hooded Kavu: A 2/2 Fear for cc3 would be solid, but it's not worth investing a mana each turn.
Kill-Suit Cultist: This creature can change combat math and support burn spells, but with the first ability it's simply way too fragile.
Marsh Goblins: This creature would even be terrible for sideboards.
Mire Kavu: A 4/3 for cc4 is solid, but not good without any further advantage.
Nettling Curse: An interesting aura, that could deal a lot of damage, but the creature is not handled at all.
Nightscape Apprentice: First Strike without additional power is only situative good.
Orcish Farmer/Slimy Kavu: Fixing your mana or messing with the opponent's can be interesting, but it remains situative.
Rafter Demon - Overpriced on both sides
Rakdos Roustabout - Not gonna live long enough for ability be be great
Riot Spikes/Scar: -1 toughness is simply too little in most cases.
Scarred Puma: The body is not worth such a high restriction.
Singe-Mind Ogre: This card is gambling, not to hit a cheap spell or a land and a 3/2 body for cc4 is not worth gambling.
Sootstoke Kindler: Giving Haste to each creature that enters the battlefield can be interesting, but the 1/1 body on its own is simply bad.
Thunderscape Apprentice: 1 damage per round is not worth investing 1 mana each time.
Traitor's Roar: This card is simply overcosted and unexciting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Branching Bolt: There are a lot of flying creatures in most cubes, which gives this card a good chance to trade 2 for 1.
Kird Ape: A 2/3 on turn 1 is simply huge.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Burning-Tree Emissary: If played into another 2-drop, this can be huge, but if not, it's a free bear.
Colossal Might: A solid combat trick, that can bring a lot of damage through.
Ember Weaver: A 3/3 First Strike for cc3 is extremely solid and Reach makes it even better.
Frenzied Arynx – Already a 4/4 trample for 4CMC, or a 3/3 trample, haste as a baseline. But then being able to pump it for extra trample damage makes this a powerful card with a lot of versatility.
Giantbaiting: On first look, this card is card disadvantage, but in fact, not many people are able to take 8 damage against aggressive colors like green and red and this way this card mainly trades at least 1 for 1 and deal at least 4 damage to a player.
Granger Guildmage: Fireslinger for cc1 is very strong.
Ground Assault: The removes almost any creature.
Horned Kavu: Even if it can be hard to find a target in turn 2, a 3/4 is simply extremely solid at any time of the game, and simply huge for cc2.
Manamorphose: A good fixing spell for cc0, that also works as an empty slot in the library.
Orcish Lumberjack: Turning forests into Black Lotus can be interesting for ramp decks, but it's a little bit fragile.
Pit Fight: The better version of Prey Upon, that is extremely good for green, but red doesn't need it mainly, because it got burn spells.
Scab-Clan Mauler: A 3/3 trample for cc2 is incredible, but for this to be really effective you need to have a onedrop.
Scuzzback Marauders: A big threat, that can be a pain to deal with for some decks.
Wild Hunger: A solid combat trick, that can bring through a lot of damage.
Wild Nacatl: A 2/2 for cc1 is simply extremely solid.
Zhur-Taa Druid: Llanowar Elves and Goblin Fireslinger in one card. It can ramp and give some range to aggressive decks.
Zhur-Taa Swine: A +5 power out of nowhere can win the game and a 5/4 for 5 is not horrible. Booth modes are only ok on their own, but the flexibility is nice.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Burning-Tree Bloodscale: A flexible creature, but Bloodthirst can be a high restriction later, which makes this creature not really exciting.
Deadshot Minotaur: If you find a good target for the etb-effect, this creature is very strong and if not, you can still cycle it very cheap.
Disciple of the Old Ways: First Strike doesn't need to be given in many cases. A really solid 2 drop.
Foxfire Oak/Gorger Wurm/Streetbreaker Wurm: Solid fatties.
Gruul Nodorog: The evasion is solid, but a 4/4 body is a little bit too less for cc6.
Hull Breach: A really solid artifact and enchantment hate.
Morselhoarder: A solid fatty, but it's unexciting to be able to ramp when you are already able to play creatures for cc6.
Rhox Brute: A 4/4 for cc4 is extremely solid and surprisingly unique.
Rip-Clan Crasher: A 2/2 with haste for cc2 is solid, but unexciting and outclassed by too many alternatives.
Rubblebelt Runner - If you REALLY support swarm, this is a fair anti-card
Savage Smash - Sorcery. But ok.
Satyr Hedonist: Beating early and ramping later. It's not bad, but not really exciting neither.
Thornscape Familiar/Thunderscape Familiar: Reducing the mana cost of your spells can be very interesting, but the bodies aren't very interesting.
Thunderscape Apprentice: This creature can change combat math really solid.
Tinder Wall: A solid wall, that can Shock what it blocks and also be used to ramp, when needed.
Tin Street Hooligan: Solid artifact hate attached to an acceptable body.
Toxic Iguanar: Typhoid Rats don't become better with a restriction.
Undergrowth: This card is either Fog or a kind of Save Passage.
Violent Outburst: Cascade can be a strong ability, but with just cc3 there aren't many interesting things to get for cc2.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ancient Grudge: Flashback doesn't change the problem of finding a target.
Armorer Guildmage: The worse version of Thunderscape Apprentice.
Battle Frenzy: Only +1/+1 is simply too little in most cases.
Blazethorn Scarecrow: This card would even be overcosted by 1 without the restrictions.
Caldera Kavu: Changing the color is totally useless in most cases.
Cavern Thoctar: Without trample, even a really big amount of power can simply be blocked away.
Exploding Borders: This card too expensive early and bad later.
Fire Sprites/Wild Cantor: Without mana advantage just fixing is unexciting.
Frenzied Tilling: Land destruction for more than cc3 is simply terrible.
Godtracker of Jund: There aren't many playable creatures with 5 power or more.
Gravel-Hide Goblin
Gruul Scrapper: A restriction doesn't make Vulshok Berserker better.
Jerrard of the Closed Fist/Loamdragger Giant/Ruination Wurm: These creatures are huge, but too unexciting without any further advantage.
Kavu Recluse: Fixing your own lands or disfixing you opponent can be interesting, but it's extremely situative.
Keldon Mantle: Only some power isn't worth the risk of card disadvantage.
Liberated Dwarf: This creature can change combat math, but it has to be sacrificed for it.
Mudbrawler Raiders/Nacatl Outlander/Yavimaya Barbarian: These cards would only be interesting for sideboards.
Primal Visitation: Haste is totally useless on an aura that needs 5 mana to be cast in addition to the creature.
Rubble Slinger - Mono options available.
Runes of the Deus/Tattermunge Duo: There aren't enough multicolored creatures in most cubes to make these cards playable.
Savage Offensive: This card would only be interesting with instant speed.
Scarred Puma: The body isn't worth such a high restriction.
Scarwood Goblins: A 2/2 for cc2 is simply bad without any further advantage.
Scuzzback Scrapper: Wither can give weak creatures a lot of more relevance, but a 1/1 is simply too bad.
Serpentine Kavu: This creature is simply overcosted.
Shambling Strider: Flexibility is nice, but this flexibility is too expensive.
Stone Kavu: Additional power can be nice, but a 3/3 for cc5 is simply too less.
The Lady of the Mountain: This creature is simply overcosted by 1.
Thornscape Apprentice: Without additional power, First Strike alone is simply not enough.
Thorn-Thrash Viashino: This creature becomes huge very easy, but Devour has a high risk of card disadvantage.
Valley Rannet: Flexibility through cycling is interesting for expensive creatures, but a 6/3 for cc6 is simply way too fragile.
Viashino Grappler: 1 toughness is simply too less for cc3.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Armadillo Cloak: One of the only auras that have such a high impact, that it's definitely worth the risk of card disadvantage.
Qasali Pridemage: One of the best 2 drops pauper has.
Travel Preparations: This card is incredibly flexible. Mainly you want push creatures, but you want to evade the risk of card disadvantage. This card can be a lot. It can either give up to 4 creatures +1/+1, 2 creatures +2/+2 or +2/+2 to one creature and +1/+1 for 2 other creatures. It simply fits perfect in the most game situations.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Avacyn's Pilgrim: A really solid version of Llanowar Elves that can also fix.
Call of the Conclave: A Watchwolf in pauper is just useful.
Centaur Healer: An extremely solid 3 drop.
Knight of the Skyward Eye: A solid 2 drop.
Rhox Meditant: A solid body with card advantage.
Selesnya Evangel: Producing a 1/1 token every turn for just 1 mana can be very strong, but this card needs a lot of time.
Sigil Blessing: A solid combat trick, that can also make card advantage and works as a finisher.
Thornscape Apprentice: A GW Gideon's Lawkeeper.
Thrill of the Hunt: A solid combat trick, that can flexibly change combat math, when it's in the graveyard or make card advantage.
Wild Nacatl: A solid 2/2 for cc1.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Armored Wolf-Rider: A really solid 5 drop, but Vanilla.
Barkshell Blessing: A solid combat trick, but Conspire is a high restriction for such a weak spell.
Captured Sunlight: Life attached to useful cards can be nice, but you can also be very unlucky with Cascade.
Centaur Peacemaker – a worse Centaur Healer, but can help stabilize you.
Common Bond: A permanent push that can also be used as a combat trick. The main problem is that combat tricks are always problematic, especially for more than cc3.
Coursers' Accord: 2 3/3 tokens for cc6 are solid, but not exciting.
Gerrard's Command/Seeds of Strength: Solid, but unexciting combat tricks.
Grizzled Leotau: This creature is a huge wall that can attack, but just with 1 power it's not exciting.
Guardian of Vitu-Ghazi: Vigilance is great for fatties, but cc8 is too much and Convoke is very hard to enable in limited.
Kelsinko Ranger: This creature can change combat math without even being tapped and can give multiple First Strike, but the 1/1 body on its own isn't exciting.
Leonin Armorguard: A solid 3/3 for cc4, that has Glorious Charge included. Solid, but unexciting.
Pale Recluse: Cycling is interesting for expensive creatures, but a 4/5 reach isn't very exciting for cc6.
Rosemane Centaur – If you can convoke it early, it can be a decent card. But most of the time it’s a bit overpriced for the stats
Rune-Cervin Rider: A hybrid shade that is solid, but unexciting.
Safehold Elite: A solid 2 drop, but when it dies once, it's very unexciting as a 1/1.
Setessan Griffin: An overcosted Assault Griffin, but it can be turned into a 5/4 flying and this way one of the biggest finishers pauper grants.
Shield of the Oversoul: Even if only a few creatures are Green and White, the Green effect of this card is extremely strong.
Steel Leaf Paladin: Self-bounce is sometimes really good and a 4/4 First Strike body is solid, but cc6 is a lot for that.
Steward of Valeron: A solid 2 drop that also works as a Llanowar Elves, but it's unexciting for cc2.
Sumala Woodshaper – Many times it’s a 2/1 draw a card. But it’s fragile and over costed, and bad if you miss. Good for Hexproof Aura builds.
Sundering Growth: A solid artifact/enchantment removal. The problem is just that populate is mainly useless in most cubes.
Sunscape Apprentice: This card can change combat math, but it's not really exciting.
Sunscape Familiar/Thornscape Familiar: Reducing the mana cost of your spells can be really nice, but the body has to be worth it.
Thornwatch Scarecrow: A 4/4 body with Vigilance isn't really exciting for cc6, with or without Wither.
Transluminant: A solid 2 drop, that can be turned into a Flying Man, when it dies, but you need to have mana ready for it.
Bad: Don't cube this. It might look fine, but it's not worth it.
Centaur Safeguard: The way worse version of Centaur Healer.
Civic Guildmage: Only 1 toughness is mainly useless.
Dire Wolves: Banding is a really bad ability.
Dryad's Caress/Folk Medicine/Vigorous Charge: Life is not worth a card.
Elvish Healer: This card would be way better if it didn't need to be tapped.
Elvish Hexhunter/Ray of Revelation: Only being able to handle enchantments is simply a too high restriction.
Godtoucher: There aren't many playable creatures with power 5 or greater.
Granger Guildmage: First Strike without additional power is too situative.
Llanowar Knight/Raven's Run Dragoon/Valeron Outlander: These cards are only interesting for sideboards.
Llanowar Cavalry: A 1/4 is simply too bad for cc3.
Medicine Runner: The ability is useless in most situations.
Nature's Chant - not a bad card. But both colors already have one, and there is a better hybrid.
Old Ghastbark/Sigiled Behemoth/Sir Shandlar of Eberyn/Torsten Von Ursus: Overcosted fatties.
Rampant Elephant: This creature is often just a bad Shock.
Rhox Bodyguard: Life attached to a body is mainly good, but a 2/3 body for cc5 is simply terribly overcosted.
Safehold Duo: There are not enough multicolor spells in most cubes to make this card playable.
Safewright Quest: This card is only a worse Lay of the Land for pauper cubes.
Selesnya Sentry: cc6 is simply way too much for such a regeneration on such a weak body.
Sigil of the Nayan Gods: This aura is mainly not worth the risk of card disadvantage.
Stone Kavu: This creature needs at least 3 mana, just to be on the same stats as Old Ghastbark.
Vernadi Shieldmate
Votary of the Conclave: This creature is not even a good blocker, because you would need to keep up 3 mana for it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Kingpin's Pet: Extort attached to a solid flying body on it's own.
Pillory of the Sleepless: Hard removal, with a free Curse of the Pierced Heart included.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Blind Hunter: A Bloodhunter Bat, that drains for 8 overall.
Castigate: A discard spell, that is very unlikely no to hit and the exile clause can be relevant.
Gift of Orzhova: Buff plus evasion and lifelink are worth the possible card disadvantage of auras.
Shrieking Grotesque: Liliana's Specter without the disadvantage of needing to pay BB on turn 3.
Tithe Drinker: 2 good abilities on a decent body for only cc2 is pretty good.
Unmake: A really solid hard removal.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Darklit Gargoyle: A solid 3/1 flying creature for cc2, that just needs 1 mana per round to beat for 3.
Dega Disciple: Decreasing the power each round can prevent some damage and change combat math, but it's not too exciting.
Dutiful Thrull: A solid blocker, but nothing more.
Grasping Thrull – A 3/3 flier for 5 is a little over costed, but the drain is solid. It’s a slightly bigger Blind hunter, but that’s not necessarily a good shift.
Harsh Sustenance: Lifegain attached to a useful effect is normally very good, but this card has a huge variance, ranging from being completely useless to ending the game. Overall, it's better to have a consistent spell, rather than one that is such high variance.
Harvest Gwyllion: A huge and scary blocker that can easily prevent every non-flying creature with 3 or less power from attacking and even bigger creatures can easily be made worthless by this creature.
Imperious Oligarch – An interesting card that can be good for aggressive or controlling decks. But a little body leaving behind a 1/1 spirit isn’t anything new.
Manacles of Decay: This removal is not bad, but outclassed by too many better alternatives.
Purge the Profane: A Mind Rot that grants life. The problem is still that it's situative, without choosing or at random.
Putrid Warrior: A solid 2 drop that is just a little bit too unexciting.
Scholar of Athreos: A solid blocker with an interesting ability, but it's only really worth it in multicolor rounds.
Vizkopa Vampire - Black and White have more efficient Lifelink
Bad: Don't cube this. It might look fine, but it's not worth it.
Beckon Apparition: 1/1 flying creatures are simply uninteresting.
Edge of the Divinity/Nightsky Mimic: There aren't enough multicolor spells in most cubes to make these cards playable.
Final Payment - Orzhov Terminate leaves much to be desired for a gold card
Executioner's Swing: A solid removal, but with a really high restriction.
Mardu Hateblade/Twilight Panther: The strictly worse version of Typhoid Rats.
Mourning Thrull: Without equipment, this creature is simply too weak and not worth cc2.
Mournful Zombie: The ability isn't worth such a bad body.
Necra Disciple: Just preventing 1 damage is really weak.
Nip Gwyllion: Eager Cadet with Lifelink is still Eager Cadet.
Ostiary Thrull: The body has no sense with a bigger expensive body than Gideon's Lawkeeper.
Soul Link: Life is not worth a card.
Unyielding Krumar: A 3/3 First Strike for cc4 shouldn't need a permanent investment of mana.
Vectis Dominator: Giving your opponent the choice is mainly bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Consume Strength: An extremely solid combat trick that has a good chance to trade 2 for 1.
Putrid Leech: A 4/4 for cc2 is simply nuts, even if it deals half of it's damage to you. This card wins a lot of games and is nearly immune to burn spells.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Desecrator Hag: A worse Gravedigger, but still solid.
Elves of Deep Shadow: Llanowar Elves that can fix are always solid, even with a small disadvantage.
Erstwhile Trooper - Semi-Putrid Leech. Enables discard strategies, does gain Trample. So decent backup to the Leech.
Grim Contest: A fight spell with instant speed that depends on the creature's toughness. Definitely interesting.
Grisly Salvage: Solid card selection, but it only really shines with graveyard synergies.
Rendclaw Trow: Wither and Persist is an interesting combination of abilities, but after dying once, this creature becomes unexciting.
Sluiceway Scorpion: This creature is overcosted by 1, but for that point, the Scavenge costs are really cheap. Overall, this creature brings a solid 1 for 1 trade and 4 power and 4 toughness on the battlefield.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ana Disciple: Decreasing the power each round can prevent some damage and change combat math, but it's not too exciting.
Archers' Parapet: A blocker that can be used to deal some damage over time.
Canker Abomination – A high variance card, but on average still a good body. And with a lot of removal (or an opponent misstep) this could of great rate.
Rhizome Lurcher – In a graveyard/sacrifice themed cube it has to the potential to be large. But you may not want to cast on curve. It takes a lot of work and doesn’t have trample.
Loathsome Catoblepas: A kind of Pitchburn Devils for cc6 with a small upside, that could enable a 2 for 1 trade.
Mortipede: Even if this creature could possibly trade 2 for 1, the 1 toughness is extremely fragile.
Pitiless Gorgon – Flexible creature with good blocking potential. But it’s filler.
Stonefare Crocodile: Lifelink on a solid body is interesting, but 3 mana for the ability is a lot.
Undercity Uprising - Fight staples onto mass Deathtouch. It will force some damage through, and some trades. Sorcery keeps it fair.
Bad: Don't cube this. It might look fine, but it's not worth it.
Blightsoil Druid/Llanowar Dead: The worse versions of Elves of Deep Shadow.
Dark Heart of the Wood: Life is not worth a card and especially not multiple cards.
Drain the Well: Land destruction for more than cc3 is simply terrible.
Drown in Filth: A terribly bad removal that depends on luck.
Gaze of the Gorgon: A solid, but way too overcosted, combat trick.
Gift of the Deity/Woodlurker Mimic: There aren't enough multicolor spells in most cubes to make these cards playable.
Golgari Longlegs/Golgari Rotwurm: Solid, but unexciting fatties.
Kheru Dreadmaw: Without defender, this would be a fine card.
Necra Disciple: Only fixing without mana advantage is not really exciting. This card could only be interesting, for decks with more than 2 colors.
Odious Trow/Trestle Troll: Solid blockers, but nothing else.
Quagmire Druid: Only being able to handle enchantments is simply too restricted.
Shambling Shell: Dredge is simply not a good ability in limited.
Strength of Night: There are not enough playable Zombies for pauper cubes to make this card playable.
Woodwraith Strangler: The protection is solid, but a 2/2 body for cc4 is simply too less.
Wormwood Dryad: This card would only be interesting for sideboards.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Snakeform: A really solid combat trick with card advantage. It can even handle Guardian of the Guildpact.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Aeromunculus – A solid flier for 3CMC, with a threat of activation ability can be very powerful.
Beetleform Mage: Either a 2 power beater with a solid pseudo evasion or a huge 4/4 flying finisher.
Coiling Oracle: The better version of Elvish Visionary with the option to ramp you.
Ethereal Ambush: 2 2/2 bears with Flash for cc5 and the upside of manifest and a decent chance, that at least one of them hides a creature is definitely an interesting and strong card.
Frilled Oculus: Darkthicket Wolf with a little bit different stats.
Gaea's Skyfolk: A solid 2/2 flying beater for cc2.
Growth Spiral: An instant speed Explore.
Shambleshark: This 2 drop will nearly always be a 3/2 on the following turn. If you can't evolve it, it can still work as a combat trick to trade with an X/2 creature. It also fits into every control deck with flash.
Temporal Spring: A Time Ebb that can target any permanent. It can grant you some time, but it's often very problematic because of the sorcery speed.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Agent of Horizons: A 3 power unblockable beater for cc3 would be awesome, but cc3 for each attack is a lot of mana.
Ana Disciple: Giving flying to your creatures for only 1 mana is interesting, but the 1/1 body on its own is not exciting enough.
Applied Biomancy – It’s possible for this to win a combat and bounce one of their creatures. But it will be hard to set up both at the right time.
Assault Zeppelid: A 3/3 flying for cc4 is extremely solid, while trample is not really needed.
Embodiment of Spring: An early blocking Rampant Growth. Fine, but mainly not worth a multicolor slot.
Drakewing Krasis: 3 power and evasion for cc3 is solid, but 1 toughness is extremely fragile.
Living Airship: A 2/3 protected flying body for cc4 is solid, but not too exciting because you need to keep 3 mana open to protect it.
Shielding Plax: Hexproof is very strong and there aren't many cards in pauper that can give it, especially not without card disadvantage.
Silkwing Scout: This card can either be a solid 2 power flying beater for cc3 or a ramp spell. Some flexibility, but not really exciting.
Vigean Hydropon: Without even being able to block, this card is just an interesting enchantment that pushes the next 5 creatures.
Winged Coatl: A solid combat trick, but it's not really interesting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Bioshift: Cards like this only work in constructed decks.
Ceta Disciple: Only fixing without mana advantage is not really exciting. This card could only be interesting for decks with more than 2 colors.
Favor of the Overbeing/Shorecrasher Mimic: There aren't enough multicolor spells in most cubes to make these cards playable.
Grazing Kelpie: The ability is mainly totally useless.
Hydroform: This card is either Lava Spike or a risky combat trick. Keep in mind that you need 3 untapped lands for this card to work.
Scuttlegator - it already costs too much... Why Defender? Et tu WotC?
Simic Ragworm: A 3/3 body is a little bit too weak for cc4, with or without Vigilance.
Slippery Bogle: This card is simply too bad without equipment or auras.
Smoke Teller: This card could only be interesting with a lot of Morph cards.
Steeple Creeper - Good idea, WAY overcosted ability
Trapjaw Kelpie: Persist and Flash are both nice abilities, but a 3/3 is simply way too small for cc6.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Frostburn Weird: An extremely solid and flexible 2-drop.
Jilt: A bounce spell that makes card advantage in the form of an included Shock.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Goblin Electromancer: Reducing the mana costs of instants and sorceries for control decks is interesting, especially with a solid body.
Fire//Ice – Two decent effects on one card. The flexibility of this instant is really good.
Hypothesizzle – Card filtering and damage spell in one. Better than Cunning strike it can take out larger creatures and be cast on an empty board in a pinch.
Izzet Chronarch: cc5 is a lot and the spell is not paid already, just through reviving it, but the 2/2 body is solid and the ability can revive a lot of powerful cards.
Noggle Bandit: A solid hybrid Phantom Warrior.
Quicksilver Dagger: Only being able to deal the damage to players is simply too less.
Razorfin Hunter: Fireslinger without the drawback is simply solid.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bloodfire Mentor: A fine blocker with an overcosted loot ability.
Ceta Disciple: 2 additional power for a creature can be interesting to turn weak creatures into solid blockers or bring damage through when needed.
Chemister's Trick: Either a bad combat trick or a possible mass-removal. Interesting, but extremely situative.
Crackling Triton: Even if the 2/3 body is better than 1/3, this card is mainly going to be the worse version of Steamcore Weird.
Cunning Strike: This card looks quite good on first sight for having 2 targets, instant speed, and card draw, but cc5 is a lot and 2 damage isn't, neither to the opponents face nor a creature. This card is simply not really good, no matter if your opponent is on low health and you need to burn through the missing damage, nor to get rid of a threatening creature because the most of them have more than 2 toughness.
Glacial Crasher: An Ok finisher for control decks, but not too exciting for being a Multicolor card.
Leap of Flame: Either a combat trick or a possible finisher. Interesting but not really good.
Nivix Cyclops/Wee Dragonauts: Bigger Kiln Fiends with evasion. It's only interesting with enough support for the Archetype.
Ogre Savant: Voidwielder with a better body, but cc5 is still a little bit too much.
Piston-Fist Cyclops – A different take on Nivix Cyclops. Only interesting with enough support for the archetype.
Pursuit of Flight: This aura can have a high impact, but like the most auras it's risky.
Raka Disciple: Giving flying to your creatures for only 1 mana is interesting, but the 1/1 body on its own is not exciting enough.
Steamcore Weird: Shock attached to bodies is great, but cc4 is a lot and a 1/3 body isn't very exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Clout of the Dominus/Riverfall Mimic: There aren't enough multicolor spells in most cubes to make these cards playable.
Desperate Ravings: When Flashback is used, this yields +1 Net card. But since the discarding is random, it is unpredictable. Not useful enough for the few slots Blue/Red has
Essence Backlash: cc4 is simply way too much for a counter.
Inside Out: This effect is way too situative.
Kavu Glider: A worse Wind Drake.
Magefire Wings: This aura is not a big enough threat to be worth the risk of card disadvantage.
Noggle Bridgebreaker: The ability is only interesting with the right synergies.
Petrahydrox: The effect protects it from removal, but also slows you a lot.
Scaldkin: An overcosted flying body with the overcosted option to turn it into a Shock.
Sonic Assault - 2 uses of an Overpriced/Underwhelming card is not a deal.
Stream Hopper: A worse Flying Men.
Torch Drake: Later it can be interesting to give additional power, but 2 mana for 1 power is a lot and a 2/2 flying for cc4 at first is also overcosted by 2.
Tundra Kavu: Fixing your own lands or disfix your opponent can be interesting, but it's really situative.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Goblin Legionnaire: This 2 drop is pure flexibility. It's not just a solid 2/2 beater, but also a Seal of Fire and it can change combat math by protecting bigger creatures.
Rally the Peasants: Double use Trumpet Blast in a color combo that supports swarm. Yes, please.
Wojek Halberdiers: A 3/1 for cc2 would already be good, but a 3/2 for cc2, that can even get First Strike is just great.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Orim's Thunder: Maybe the best Disenchant-like card in pauper. If it finds a target, it's mainly always card advantage and quality for just cc4.
Skyknight Legionnaire: A 2/2 flying haste is totally Ok. On curve a 2/2 flying for cc2 is better, but this card is a better topdeck.
Squee's Embrace: One of the few auras in pauper that don't make card disadvantage. +2/+2 is huge and the upside can be a blowout. It's only fragile against removal in response to the enchant and bounce.
Viashino Firstblade: Mainly a better Inner-Flame Acolyte, but with the same problem of becoming unexciting after the first attack.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Boros Fury-Shield: An interesting combat trick, that reflects the damage.
Cerodon Yearling: A 2/2 Haste Vigilance for cc2 is definitely solid.
Dega Disciple: 2 additional power for a creature can be interesting to turn weak creatures into solid blockers or bring damage through when needed.
Fire at Will: Splitting 3 damage upon any number of creatures can be really strong, but the restriction is high.
Fresh-Faced Recruit - if you really need another Youthful Knight
Kranioceros/Ordruun Commando: Solid beaters, but you need to keep a lot of mana open to keep them alive.
Manacles of Decay: This removal is not bad, but outclassed by too many better alternatives.
Martial Glory: A solid, but unexciting combat trick.
Thundersong Trumpeter: Often this creature is just an overcosted Gideon's Lawkeeper.
Towering Thunderfist: Vigilance on big bodies can be very important and a 4/4 for cc5 is not exciting, but also not too bad.
War Flare: The multicolored version of Inspired Charge. It's only good if you are highly supporting a RW swarm theme.
Bad: Don't cube this. It might look fine, but it's not worth it.
Angelfire Crusader: This creature needs at least 3 red mana, to be worth the high mana cost.
Battlegate Mimic/Scourge of the Nobilis: There aren't enough multicolor spells in most cubes to make these cards playable.
Boros Recruit: This creature is only slightly better than Eager Cadet.
Double Cleave: Without additional power, this combat trick isn't very interesting.
Duergar Assailant: The worse version of Frostling.
Firehoof Cavalry: A one-drop with the option to become relevant later is fine, but a 1/1 is simply too irrelevant during the first turns.
Garrison Sergeant - Even if it is active, it likely never will be, there needs to be more stats to be good.
Hammer Dropper – It’s a 4CMC that will trade with any 1 or 2 drop creature/burn/kill spell. Even if you get one trigger off this, it’s not worth it.
Hobgoblin Dragoon: 1 power is simply too less for a beater with cc3.
Kavu Glider: The worse version of Kjeldoran Outrider.
Leaping Master: A weak 2-drop with the terribly overcosted option, to gain flying.
Raka Disciple: Only preventing 1 damage isn't enough in many cases.
Rally the Righteous: This card is often just the worse version of Fortify.
Priest of Iroas: A really bad one-drop with a terribly situative and overcosted ability.
Screeching Griffin: An overcosted evasive beaterthat got another often useless evasion.
Shattering Blow: Only being able to handle artifacts is simply too restrictive.
Tundra Kavu: Fixing your own lands or disfix your opponent can be interesting, but it's really situative.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Wild Nacatl: Working with 50% of its combinations, this can easily be played in your green section. With either White or Red, it's a 2/2 for cc1, which is incredibly strong, especially at common rarity. The option to become a 3/3 is unnecessary for the power of this card.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Abomination of Gudul: A strong finisher in the right colors.
Abzan Guide: Lifelink on a 4/4 that can attack on turn 5 is a solid card.
Crystallization: A really solid hard removal.
Efreet Weaponmaster: Unmorphing this creature could easily lead to a 2 for 1 trade.
Kederekt Creeper: An interesting creature that works as a beater with a solid pseudo-evasion and a great blocker.
Nightscape Familiar: The only familiar with a decent utility body attached to the familiar ability.
Opaline Bracers: The big brother of Vulshok Morningstar.
Ponyback Brigade: A really strong card with a good effect, but it's in a 3-color combination that will rarely be together.
Sangrite Backlash: A solid spot removal.
Sewn-Eye Drake: 3 power flying and haste is definitely nice.
Viashino Slaughtermaster: This card is easily strong enough, even without the second ability, that you can play it on your red section if you want. On its own, it doesn't look too impressive, but every kind of pump easily reaches absurd dimensions.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Baton of Courage: This is an interesting combat trick. It can give the needed push to kill a creature and still change combat math, but cc3 is a lot for a combat trick.
Carrion Thrash: An interesting creature, but you need to keep 2 mana open.
Stormscape Familiar/Sunscape Familiar/Thornscape Familiar/Thunderscape Familiar: The abilities are nice, but the bodies aren't very interesting.
Pentad Prism: A pseudo Black Lotus for cc2, that can be split up however it's needed.
Rakeclaw Gargantuan: Not a bad fatty, but often additional power is better than First Strike.
Samite Pilgrim: This creature can change combat math, but it's not too exciting.
Skyreach Manta: This creature is solid with 3 colors, but only really interesting with at least 4 colors.
Snowhorn Rider: A fine finisher and combat trick through Morph, but worse than the other cards from the cycle.
Suntouched Myr: A colorless Nessian Courser.
Trace of Abundance: The worse version of Utopia Sprawl.
Wandering Goblins: This creature can grow to a very big threat, but it needs a lot of mana to become at least a little bit interesting.
Waveskimmer Aven: Exalted is mainly not worth overcosted bodies.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abzan Runemark/Jeskai Runemark/Mardu Runemark/Sultai Runemark/Temur Runemark: None of these auras has enough impact to be worth the risk of card disadvantage.
Arsenal Thresher/Windwright Mage: These cards would only be interesting for artifact-based cubes.
Aven Trailblazer: Even with 3 basic land types, it would just be a Chapel Geist.
Bant Sojourners: The worse version of Origin Spellbomb.
Bant Sureblade/Esper Stormblade/Grixis Grimblade/Jund Hackblade/Naya Hushblade: There aren't enough multicolor spells in most cubes to make these cards playable.
Drag Down/Exotic Curse: In most cases, these cards are worse than Dark Banishing.
Esper Sojourners: Mainly just the worse version of Crippling Chill.
Gaea's Might/Might of Alara: In most cases, these cards are just Giant Growth with a restriction.
Grixis Sojourners: Graveyard hate is mainly useless in limited.
Heliophial: No matter how good a colorless Lightning Bolt is, it's definitely not worth 7 mana.
Jund Sojourners: Zap is already very bad.
Kavu Scout: The worse version of Wandering Goblins.
Matca Rioters: Mainly this creature is just a restricted Nessian Courser.
Naya Sojourners: A unique effect, but mainly it's just the worse version of Burrenton Bombardiers ability.
Sawtooth Thresher: This creature needs at least 4 colors to be interesting.
Strength of Unity: This aura is mainly just the worse version of Oakenform. It's not really worth the risk.
Tribal Flames: Even with 3 basic land types, it would just be a Volcanic Hammer.
Wandering Stream: Life is not worth a card.
Worldly Counsel: Even with 3 basic land types, it would just be an overcosted Ponder.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
I'm actually not completly finished. I still have to reorganize some things.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Ash Barrens: A better Evolving Wilds/Terramorphic Expanse most of the time.
Azorius Chancery/Boros Garrison/Dimir Aqueduct/Golgari Rot Farm/Gruul Turf/Izzet Boilerworks/Orzhov Basilica/Rakdos Carnarium/Selesnya Sanctuary/Simic Growth Chamber: These lands are not just fixing, but also mana advantage.
Bloodfell Caves/Blossoming Sands/Dismal Backwater/Jungle Hollow/Rugged Highlands/Scoured Barrens/Swiftwater Cliffs/Thornwood Falls/Tranquil Cove/Wind-Scarred Crag: The common version of the Refuges.
Evolving Wilds/Terramorphic Expanse: For 2 colored decks these cards are slightly worse than the Guildgates, but for 3 colored decks they are the first choice.
Desert: This is one of the best Aggro stoppers pauper offers. It can get rid of so many things, inter alia Porcelain Legionnaire, Stormfront Pegasus and Dauthi Marauder.
Quicksand: A land, that can be traded for a lot of X/2 creatures is simply great.
Thriving Bluff/Thriving Grove/Thriving Heath/Thriving Isle/Thriving Moor: Amazing for cube. They only take up 5 slots and cover 10 different color combinations. These will rarely end up as a last pick in a pack.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Azorius Guildgate/Boros Guildgate/Dimir Guildgate/Golgari Guildgate/Gruul Guildgate/Izzet Guildgate/Orzhov Guildgate/Rakdos Guildgate/Selesnya Guildgate/Simic Guildgate: The worse version of the Khans of Tarkir lands.
Barren Moor/Forgotten Cave/Lonely Sandbar/Secluded Steppe/Tranquil Thicket: This lands include a lot of flexibility, similar to Mind Stone, though they can't be played first and be sacrificed later for a card.
Cinder Barrens/Forsaken Sanctuary/Foul Orchard/Highland Lake/Meandering River/Stone Quarry/Submerged Boneyard/Timber Gorge/Tranquil Expanse/Woodland Stream: Pretty much the same as Guildgates except they don't have the Guildgate-specific synergies with certain cards.
Fieldmist Borderpost/Firewild Borderpost/Mistvein Borderpost/Veinfire Borderpost/Wildfield Borderpost: The are basically tapped lands with some interesting utility purposes, but sadly there are only 5 of them.
Halimar Depths: With only very few shuffle effects in pauper the effect only simply restacking is pretty mediocre.
Khalni Garden: An 0/1 for "free" can be good if you find additional use for it, like sacrificng it or using for for convoke.
Looming Spires/Sandstone Bridge/Teetering Peaks/Turntimber Grove: Getting a small pump in can allow you to attack, where you previously weren't able to or push through some additional damage.
Mortuary Mire: The ability to recur a creature with a land drop is strong, but it's useless in the early game.
Mystic Sanctuary: Even though the effect is highly color restricted, the effect is still strong enough, that you might want to consider this.
Haunted Fengraf: Trading a land for one of your creatures can be really strong later in the game.
Sejiri Steppe/Smoldering Spires/Soaring Seacliff: These will often allow you to get one "free" swing in.
Skyline Cascade: The targeted creature has to be tapped already, but on a land, it's still a potentially strong effect, that can buy you time.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bant Panorama/Esper Panorama/Grixis Panorama/Jund Panorama/Naya Panorama: These lands are great for fixing 3 colored decks, but for 2 colored decks they are mainly too slow.
Bojuka Bog: You need to play a lot of graveyard-related cards to make this card worth it.
Cave of Temptation – A land that can tap for colorless right away, and can be cashed in later for another effect is on par with borderline lands (like Cradle of the Accursed) and filters (like Shimmering Grotto). This has both effects, but it’s just not enough to make it cubeable
Cradle of the Accursed: It doesn't produce colored mana, but can turn into a creature if you have enough lands.
Desert of the Fervent/Desert of the Glorified/Desert of the Indomitable/Desert of the Mindful/Desert of the True: Unless you have Desert matters cards in your cube, these are even worse than Drifting Meadow and friends, but still acceptable.
Drifting Meadow/Polluted Mire/Remote Isle/Slippery Karst/Smoldering Crater: The worse versions of the cubeable cycling lands, but still acceptable.
Dwarven Mine/Gingerbread Cabin/Idyllic Grange/Witch's Cottage: The effects are all fine, but not that much better than the alternatives without the high color restriction.
Fertile Thicket: This card fixes in the early game and is bad in the late game.
Hickory Woodlot/Peat Bog/Remote Farm/Sandstone Needle/Saprazzan Skerry: These lands can ramp on their own with a small tempo disadvantage. The problem is that they can only be used twice and have no alternative, but fixing.
Holdout Settlement/Survivors' Encampment: They make one of your creatures into a Birds of Paradise, but you need creatures to get them to work.
Kabira Crossroads/Piranha Marsh: The effects of these lands are a little bit weak and not really worth entering the battlefield tapped.
Radiant Fountain: Different from Kabira Crossroads in that can this can enter the battlefield untapped, but being colorless is an equal drawback.
Rupture Spire/Transguild Promenade: If you are desperatly in need for 5 color fixing, this is the best option at common.
Shimmering Grotto/Unknown Shores/Painted Bluffs: This type of land has no tempo disadvantage, but it's expensive to fix with it and that can end up being at least the same tempo disadvantage over time.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abandoned Outpost/Ancient Spring/Bog Wreckage/Geothermal Crevice/Irrigation Ditch/Ravaged Highlands/Seafloor Debris/Sulfur Vent/Timberland Ruins/Tinder Farm: These lands are not good enough to be worth entering the battlefield tapped.
Ancient Den/Darksteel Citadel/Great Furnace/Seat of the Synod/Tree of Tales/Vault of Whispers: These lands would only be interesting for an artifact-based cube.
Cloudpost/Command Tower/Glimmerpost/Opal Palace/Path of Ancestry/Seraph Sanctuary/Urza's Mine/Urza's Power Plant/Urza's Tower: Cards like these don't work in most cubes.
Crumbling Vestige: It fixes when it enters, but then it doesn't even produce colored mana.
Oasis: A weak effect, that blocks the land drop without even producing mana.
Sunscorched Desert: 1 damage isn't enough to counter the effect of colorless mana, but at least it enters untapped.
Warped Landscape: 3 mana and sacrificing a land is too high of a cost for getting a basic.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)