Quote from GoodkingI guess you could call it a Pupgrade...
... I'll get my coat.
Quote from makenfunnyMaybe these guys aren't really considered artifacts to you guys, but in my cube the golem cycle (spire golem, etc) have all been very good. The red one (oxidia golem) is the worst but still very playable. Dross golem is a 3 power evasive beater for 3 usually. Razor golem will generally get cast as a 3/4 vigilance for 4, which is also above curve. Spire golem is good, don't really need to explain this guy who was even a constructed role-player (admittedly in decks with a ton of islands).
I also like how each reward monocolored decks by being very good in them, in addition to being solid in the average deck.
Dross Golem Oxidda Golem Razor Golem Spire Goem Tangle Golem
Again, going with the artifact but not really classified by a lot of people as such I have this cycle
healer's headress pewter golem hematite golem neurok stealthsuit horned helm
These are mostly role players rather than the most powerful cards, healer's headdress was always underrated in mirrodin block draft, and I really like it in my cube, it's particularly good in white where the ability to move it around at instant speed just creates an impenetrable barrier.
Pewter golem is pricey, but I like complete cycles. I'll admite he isn't the best though.
Hematite golem isn't as good as pyrite spellbomb, but my red is good enough as is without giving in another burn spell. This is a pretty good guy on offense and defense.
neurok stealthsuit is there because my cube has a lot of removal, no matter how much I try to trim it. This is a good sb card against those strategies and can really make the RBU removal.dec spells have fits. Again not the best card, but it fills a need in my cube.
Horned Helm is just solid equipment, always happy to play it.
This cycle might not have huge power, which may make some people not like it, but it really is a way to add cards that I think are needed to make a diverse play envoirnment. I'm trying to make powerful decks, but there is also the attempt to make a fun format. This also lets me add 3 equipment, I want a fair amount of equipment in my cubes, since it can easily be underrepresented in a common cube.
One last card is
This is just a solid flyer, it's at it's best in a pretty wacky archtype but it is also a decent curve filler if you can play for 3.
I agree with most of the cards in the previous posts. I actually don't run signets though, although I recognize they are very good. It's just that I don't want to add a cycle of 10 accelerants in the cube. I think if you add that many it kind of hurts aggro. Control is already really good in my deck and they were basically abusing signets way more than aggro could. It also makes the mana accel that remains in my cube more valuable because it's in smaller supply. It also gives green a distinct edge in fixing and acceleration by taking away non-green options.
If you want power in your cube, add signets by all means. It's just a tweak I made for gameplay's sake and I don't want to force anyone else to do it or insinuate that you are wrong to play signets.
These are the more unconventional things in my artifact's section. So i don't expect a lot of agreement, but they have really worked well for me.
Quote from NeradoxYeah, that´s right. When I built my first design of my cube, I was like "Wow, Llanowar, Fyndhorn, Arbor, Boreal Druid and Rampant Growth, Farseek, Explore, Harrow, and everyone and his mother can produce tons of mana. Well, let´s see... Havenwood Wurm, Krosan Tusker, Oakgnarl Warrior, Siege Wurm, Kavu Primarch... and there it stops. That sucks. "
So I did not include that much ramp in my cube, just the usual suspects. Llanowar Elves are good when they can power out 3-5cc cards one turn earlier, so they don´t have to focus on spitting out fatties.
Quote from NeradoxWell, I didn´t mean other Goblins, but cards that SUPPORT goblins.
Quote from FoggManatican autoinclude list would be nice.
Also, I've been noticing as I've been putting cards into my commons cube that I'm having trouble getting away from the ideas behind my regular cube. A lot of effects that are pretty meaningless in a 360 card cube with no restriction can be really good in a common cube, I'm just not sure what they are. So I guess, if anyone has any 'dark horse' commons they've found, let us know!
Quote from Huskie322Agreed.
So if we were to start with white creatures:
Steppe Lynx Blinding Mage Kor Skyfisher Amrou Seekers Aven Riftwatcher Ballyknock Cohort Kor Hookmaster Knight of Sursi Shade of Trokair
Please feel free to add or subtract
Quote from Huskie322The only card I have problems with as being bare essentials in that list is lacerator, it isn't what I think of as one of blacks first auto-ins. Something like hymn instead.
Quote from Huskie322Other Auto-Includes to add to Foggmanatic:
Ninja of the Deep Hour
Tendrils of Corruption
Sakura Tribe Elder
Wall of Roots
Quote from Huskie322I agree with the signets, and believe everything on Fredmasters should go in besides fists of ironwood, grim harvest, and javelineers. I think those go slighlty beyond staples, though I could be wrong.
@neradox: I totally agree, I just figure 20 or so per color would be a good starting point for all common cubes.