I don't think you can ignore the plot text. Chances of not hitting your 5th land on turn 5 if you have 17 lands in your deck is about 45%. Being able to plot the Paladin in those cases can be very good. Moreover, the Paladin is easier to cast colorwise. Again, for example a deck with 9 forests has around 20% chance of only having 0 or 1 forests in play on turn 5. Those are not insignificant numbers and I think those two upsides are worth two life.
I agree that Prancer is probably better than both, but if I would play a second one is would be the paladin.
Edit: although marginal the plot abilty can also be relevant even if you will hit your 5th land when you just have no play on turn 4 otherwise.
Edit 2: made a stupid mistake in the probability of having 0 or 1 forests in that example so I changed it to the right percentage.
Going to add: Nurturing Pixie - Seems like a upgrade to Kor Skyfisher in most situations. Bouncing lands is cute but not often relevant. Losing 1 toughness does hurt but this cost 1 instead of 2. Shepherd of the Clouds - Not sure about this one. I cut Custodi Squire some time ago, but I am hopeful that vigilance and an extra power will be more of a plus than the restriction on what to return will be a minus. Requisition Raid - Also a more speculative add. Disenchants with an extra mode are definitely a thing I am looking for but the extra mode here is rather narrow. However, the fact this can two for 1 makes me want to try it. Lassoed by the Law - Comparing this with similar Oblivion Ring of 4 mana I think this one is the best as it will always leave a body behind. Harrier Strix - Fits better with Ninja's compared to Spectral Sailor. Slickshot Lockpicker - I have been impressed Halo Forager but the body is much worse here. Nevertheless, this is monocolored. Outlaw Stitcher - This seems very good. 3/6 worth of stats on a blue 4 drop is already very reasonable. Double spelling with this on turn 5 or 6 is just awesome. I think this better then Wing Splicer on average. Phantom Interference - Quench+(+) cards have become more and more relevant in my cube over the last few years as the games are getting faster and more tempo orientated. I probably don't want more than 2 or 3 of those in my cube, but this will be number 2 (or 3) depending if you count Lose Focus. Forsaken Miner - Goblin Bombardment anyone? Hollow Marauder - This seems reasonable for 5 and very good for 4. That seems doable. Cunning Coyote - Seems like a very good 2 drop in aggro with some late game relevance. Hardbristle Bandit - This seems like one of the better 2 mana creatures that can tap for mana we have access to. Spinewoods Armadillo - Also not sure about this one. Ward 3 is not really all that relevant on a 6 drop and a 6 drop that leaves no value if it's killed usually isn't what I am looking for but the cycling ability might just make up for it. Honest Rutstein - This seems very good. Returning a three drop on turn 5 and playing it that turn seems very good.
Considering:
Marauding Sphinx - Again, Ward 2 isn't really all that relevant on 5 drops and I am skeptical of a 5 drop that needs to stick around to gain value. Also, I am not even sure how often this would trigger in an average deck. Resilient Roadrunner - Another 2/2 haste dude for two. The coyote is better but this might still make the cut at some point. Prickly Pair - 3/3 of stats on two bodies is often quite decent. I like playing double strikers and that works well with the token. I just feel I prefer other red three drops that make multiple bodies and I don't want 4 of them. Demonic Ruckus - I think the plot cost for 1 is really relevant here and this might play better than it seems. Aloe Alchemist - I am still on the fence about this one. A 3/2 with trample for 2 in green isn't good enough but assuming you plot this and the damage goes through (which is somewhat likely as it gives trample) this is like a 3/2 with haste that gives itself a stun counter if it attacks the turn it came into play. Is that good enough? Throw from the Saddle - Ignoring the Mount stuff I think I prefer this to the instant speed versions without the pump, but I am not sold on those either. Trash the Town - I have a very hard time evaluating this card. I think it isn't very good but I might be completely wrong. Guess I will wait for other to test it.
Isn't Crafty Coyote mistranslated?
It says: "When Crafty Coyote enters the battlefield, another target creature you control gets +1/+1 and gains haste until end of turn." according to most sources now.
Apparently, Leelue has some trouble with his password and has no access to the forum. He asked me to say and I quote:
"That I don't know how long I'll be gone and that browndog's taste in lands is gutter trash.
Also that I am completely abandoning the boring, zero skill "spell's matter" deck in izzet."
That feels like the same argument people used for Browbeat, but that's bad too. Regardless, maybe you are right. I guess I will order a copy to put in a binder and see what other people think of the card in ~6 months from now.
I feel like Craig Boone, Novac Guard will play worse than he seems. With punisher-style effects that let your opponent choose between two options that is almost always the case.
Ian the Reckless also works with +1/+1 counters so depending on your cube he might be reliable enough.
I have also been thinking about the equipment clues.
The green one is obviously unplayable in most peasant cubes, but the other four all seem reasonable.
Some have a variant without the sac part where the equip cost is one less (Wrench - Kor Halberd and Lead Pipe - Bonesplitter) and I did wonder whether the tempo loss is worth the ability to cycle it for essentially three mana (albeit it in two phases).
Ultimately, this feels like the same thing as cards with cycling and what I learned from playing them is that usually anything above cycling for 1 mana is not worth an additional mana for the regular version of the card and anything for cycling 3 is just not worth it at all unless the card itself is already good enough without the cycling ability. I will therefore not add any to my cube, but I will be interested in the opinions of people that do try them in half a year or so.
The thing about the Marauder compared to Necromass is that even if the Marauder is removed you still got value of of him and that makes up for a lot.
Well, that's a spicy change. I feel like Mana Leak is clearly the better card. Any reason for this switch?
I agree that Prancer is probably better than both, but if I would play a second one is would be the paladin.
Edit: although marginal the plot abilty can also be relevant even if you will hit your 5th land when you just have no play on turn 4 otherwise.
Edit 2: made a stupid mistake in the probability of having 0 or 1 forests in that example so I changed it to the right percentage.
Nurturing Pixie - Seems like a upgrade to Kor Skyfisher in most situations. Bouncing lands is cute but not often relevant. Losing 1 toughness does hurt but this cost 1 instead of 2.
Shepherd of the Clouds - Not sure about this one. I cut Custodi Squire some time ago, but I am hopeful that vigilance and an extra power will be more of a plus than the restriction on what to return will be a minus.
Requisition Raid - Also a more speculative add. Disenchants with an extra mode are definitely a thing I am looking for but the extra mode here is rather narrow. However, the fact this can two for 1 makes me want to try it.
Lassoed by the Law - Comparing this with similar Oblivion Ring of 4 mana I think this one is the best as it will always leave a body behind.
Harrier Strix - Fits better with Ninja's compared to Spectral Sailor.
Slickshot Lockpicker - I have been impressed Halo Forager but the body is much worse here. Nevertheless, this is monocolored.
Outlaw Stitcher - This seems very good. 3/6 worth of stats on a blue 4 drop is already very reasonable. Double spelling with this on turn 5 or 6 is just awesome. I think this better then Wing Splicer on average.
Phantom Interference - Quench+(+) cards have become more and more relevant in my cube over the last few years as the games are getting faster and more tempo orientated. I probably don't want more than 2 or 3 of those in my cube, but this will be number 2 (or 3) depending if you count Lose Focus.
Forsaken Miner - Goblin Bombardment anyone?
Hollow Marauder - This seems reasonable for 5 and very good for 4. That seems doable.
Cunning Coyote - Seems like a very good 2 drop in aggro with some late game relevance.
Hardbristle Bandit - This seems like one of the better 2 mana creatures that can tap for mana we have access to.
Spinewoods Armadillo - Also not sure about this one. Ward 3 is not really all that relevant on a 6 drop and a 6 drop that leaves no value if it's killed usually isn't what I am looking for but the cycling ability might just make up for it.
Honest Rutstein - This seems very good. Returning a three drop on turn 5 and playing it that turn seems very good.
Considering:
Marauding Sphinx - Again, Ward 2 isn't really all that relevant on 5 drops and I am skeptical of a 5 drop that needs to stick around to gain value. Also, I am not even sure how often this would trigger in an average deck.
Resilient Roadrunner - Another 2/2 haste dude for two. The coyote is better but this might still make the cut at some point.
Prickly Pair - 3/3 of stats on two bodies is often quite decent. I like playing double strikers and that works well with the token. I just feel I prefer other red three drops that make multiple bodies and I don't want 4 of them.
Demonic Ruckus - I think the plot cost for 1 is really relevant here and this might play better than it seems.
Aloe Alchemist - I am still on the fence about this one. A 3/2 with trample for 2 in green isn't good enough but assuming you plot this and the damage goes through (which is somewhat likely as it gives trample) this is like a 3/2 with haste that gives itself a stun counter if it attacks the turn it came into play. Is that good enough?
Throw from the Saddle - Ignoring the Mount stuff I think I prefer this to the instant speed versions without the pump, but I am not sold on those either.
Trash the Town - I have a very hard time evaluating this card. I think it isn't very good but I might be completely wrong. Guess I will wait for other to test it.
It says: "When Crafty Coyote enters the battlefield, another target creature you control gets +1/+1 and gains haste until end of turn." according to most sources now.
"That I don't know how long I'll be gone and that browndog's taste in lands is gutter trash.
Also that I am completely abandoning the boring, zero skill "spell's matter" deck in izzet."
Knight of Dusk's Shadow > Butch DeLoria, Tunnel Snake
Ordruun Mentor > Crimson Caravaneer
Judge's Familiar > Gary Clone
Also really want to add Craig Boone, Novac Guard but still not sure whether to cut Fallaji Vanguard or Heroic Reinforcements.
9 DMU full arts
9 of each of the two NEO full arts
9 individual lands with art I really like, which are:
Plains
Islands
Swamps
Mountains
Forests
If I ever get around to it and want to spend a lot of money I would love have the John Avon lands from Double Masters or the Unhinged lands.
Butch DeLoria, Tunnel Snake
Seems like an easy swap with Knight of Dusk's Shadow.
Craig Boone, Novac Guard
I've come around with this card. Although with a two card guilds I have no idea what to swap with it.
Gary Clone
I like this, but also not sure what to swap. Battle Screech?
Crimson Caravaneer
And again no idea what to swap with it.
Ian the Reckless also works with +1/+1 counters so depending on your cube he might be reliable enough.
Kor Hookmaster seems like an easy cut for Wall of Omens, Resolute Reinforcements or Raffine's Informant.
In blue you also have Riftwing Cloudskate and Watcher for Tomorrow as notable omissions.
The green one is obviously unplayable in most peasant cubes, but the other four all seem reasonable.
Some have a variant without the sac part where the equip cost is one less (Wrench - Kor Halberd and Lead Pipe - Bonesplitter) and I did wonder whether the tempo loss is worth the ability to cycle it for essentially three mana (albeit it in two phases).
Also, when looking at Candlestick it does compare unfavorable to something like Curious Obsession.
Ultimately, this feels like the same thing as cards with cycling and what I learned from playing them is that usually anything above cycling for 1 mana is not worth an additional mana for the regular version of the card and anything for cycling 3 is just not worth it at all unless the card itself is already good enough without the cycling ability. I will therefore not add any to my cube, but I will be interested in the opinions of people that do try them in half a year or so.
Also, for instance, Cankerbloom is much better if you support green aggro.
If I have to make a ranking based on my cube (disenchant effect will not always find a target, environment without Skullclamp, Sol Ring etc, supports green aggro):
Cankerbloom
Acidic Slime
Reclamation Sage
Stormkeld Vanguard
Thrashing Brontodon
Kappa Tech-Wrecker
Wickerbough Elder
Foundation Breaker
Haywire Mite
Cathar Commando
Citizen's Crowbar
Leonin relic-warder (mainly based on combo with Animate Dead & co)
Westfold Rider
Kor Sanctifiers
Also for red card selection/draw rank the following three:
Faithless Looting
Demand Answers
Reckless Impulse