I love hybrid mana. By my judgement, these are the best hybrid mana and split cards for cube. Any other opinions are quite welcome.
Between Shadowmoor block and three trips to Ravnica, the hybrid/split section is much more robust than it once was. It's now almost possible to fill an entire multicolor section with these cards without playing bad ones, or to have a section that is at least half split/hybrid. Poor Simic does lag behind a bit, though, and Orzhov isn't the strongest either.
I was always a huge fan of hybrid mana, and I think one of it's best qualities is how it changes evaluations during draft. To note, I left off the afterlife cards, although I like some of them (Reason // Believe is not terrible by the way). They require you to play the color of the front half, so I figured they didn't belong here.
I'm not necessarily suggesting that anybody should force themselves to fill a certain number of slots that must be hybrid, but I thought this would be useful if for reference if for nothing else. I know if I were building a new, smaller cube I'd want at least one hybrid card from each guild.
I tried to be pretty clear about what I have and haven't tried. Basically I've tried almost everything older than the new Ravnica block. I've tried some of the newer cards, but none of them extensively.
Azorius
Curse of Chains (I'm looking to cut it soon, but it's always been fine and never goes late.) Dovin, Hand of Control (I think of this as a better Minister of Impediments. Maybe that's wrong. I wanna cut curse of chains for this.) Godhead of Awe (I play this card and it's not bad. When it works it's pretty fun. What a weird and cool art and character.) Judge's Familiar (Totally fine card, but kinda boring) Depose // Deploy (I can't imagine this being particularly bad, though it's nothing to write home about.) Warrant // Warden ("removal" or a creature is a proven formula, and both halves are respectable.)
EDIT: Swans of Bryn Argoll (This is a high risk high reward card. It's also a very solid beater. Karshtakavaar was right that it belongs on this list. If you can get over the risk, this is a really cool build around with plenty of synergies. Pyroclasm is nice, but I'm all about that Pestilence lifestyle. I don't have this card, but I seem to remember it backfiring once in a friend's cube.)
Augury Adept (This is only worthwhile with a commandos archetype.) Mistmeadow Witch (Decent blink card, but it requires both U and W to be really worthwhile, so it's less for this list.) Plumeveil (This is efficient for a wall, but I don't think that's enough for very many people.) Worldpurge (Eight mana for a Jokulhaups of sorts. I've never tried this card, and it's super expensive, but a total reset is definitely not nothing)
Gruul
Boggart Ram-Gang (Boring, but efficient) Firespout (Not as flexible as it looks in my opinion, but still fine) Burning-Tree Emissary (I like this in my cube) Giant Solifuge (I was never a huge fan) Manamorphose (This got stupid expensive in real life, but it's a common, so I've got them. I like the card in cube.) Tattermunge Maniac (I don't like this guy, but a lot of people have played it.) Samut, Tyrant Smasher (One of the top ten four mana gruul planeswalkers. I jest, but I think the card is decent.) Thrash // Threat (Again, "removal or creature" is generally fine.) Armed // Dangerous (Armed is a dangerous card.) Assault // Battery (This is one of the better Shock variants, but it's hard to see playing this in a nonred deck.)
Vexing Shusher (Classic hate-bear. There's a cube for this somewhere.) Rosheen Meanderer (If Channel/Fireball becomes more of a supportable archetype, I like to think this could do a little somehting.)
Kulrath Knight (Good? No. Awesome? Yes.) Manaforge Cinder (This should probably get cut from my cube, and I wouldn't even mention it if (B/R) had more options.) Angrath, Captain of Chaos (He's one of the weaker hybrid planeswalkers, but he still seems decent to me.)
Dimir
Inkfathom Infiltrator (It's basically just a shadow creature, but that's not nothing, and it's pretty good for blue aggro.) Nightveil Specter (You can say you don't like it or have room for it, but you can't really say it's bad.) Oona, Queen of the Fae (If you're in the market for a Shivan Dragon type card, this is tops.) Connive // Concoct (I really missed out on GRN. I haven't tried these.) Discovery // Dispersal (I like this better than Connive // Concoct, but again I kinda missed that set.)
Ashiok, Dream Render (I'm really excited to try this card, but it's not for everyone. I have high hopes.) Far // Away (This is okay, but I think I cut it a while ago.)
Dominus of Fealty (If this doesn't get removed, it's game over. This is a nasty card in my cube. I remember losing to this in a blue black deck without any red sources, so that can be done.) Frostburn Weird (Decent but boring.) Fire // Ice (The original best split card is still great.)
Call the Skybreaker (This has been decent in my cube, but it's no better than decent.) Expansion // Explosion (People have mentioned this card, but it always seemed bad to me.) Nucklavee (As much as I like effects like this, I never tried this card. Maybe it's decent, but it's no Archaeomancer.) Turn // Burn (This would be a lot better if Fire // Ice never existed.)
Doomgape (This card is not amazing, but I would have expected it to warrant a cut by now. It is still putting in very good work.) Rendclaw Trow (It does just enough. It's not stellar, but persist can be useful in a few archetypes.) Slitherhead (I cut this, but it's not terrible.) Life // Death (Death is good, but life is not, making this kinda fail for this list.)
Boros
Boros Reckoner (A card so good that it's weaker cousin Spitemare is still pretty damn good.) Figure of Destiny (It's both good and iconic.) Hearthfire Hobgoblin (I play this. It's nothing earth-shattering, but efficient double strike stats like that are hard to come by. I'll note also that I find cards like this quite playable in certain nonred or nonwhite decks.) Response // Resurgence (I recently added this, but it hasn't been tested. Unlike Integrity // Intervention, you might play this in outside of RW, and I like that it's a playable Waves of Aggression effect.)
Duergar Hedge-Mage (The effect is definitely worthwhile, but you kinda need to be both red and white to get full value.) Nahiri, Storm of Stone (She's nothing to write home about, but she does her job.) Nobilis of War (I found this to be okay, but it didin't quite meet my expectations.) Rise of the Hobgoblins (I want this to be good, but XCC cards always have problems, and this is raisins if you cast it for two. Integrity // Intervention (The Intervention half is the one that's worth it, though a combat trick option is nice. You won't play this outside of RW.) Response // Resurgence (I recently added this, but it hasn't been tested. Unlike the above card, you might play this in outside of RW, and I like that it's a playable Waves of Aggression effect.) Wear // Tear (Gets the job done.)
Orzhov
Orzhov is a little lacking in its hybrid section.
Deathbringer Liege (The second best liege after Creakwood. I've had success with this card.) Debtors' Knell (If your opponent gets this going, you're toast.) Divinity of Pride (Let's just take a moment to remember how pushed Baneslayer Angel really is. This is weaker, but it's still powerful.) Stillmoon Cavalier (Double protections is no joke. I still play this and it's still good.) Unmake (Both black and white have better removal options, but this is still pretty effective.) Consecrate // Consume (Recently added. I think any black or white deck will be happy to have this in the sideboard.)
Cauldron Haze (This never worked for me, but it was a cool idea.) Gift of Orzhova (Don't knock it until you try it. This is solid.) Revival // Revenge (I can't see playing this outside of BW. I don't think anybody really needs this in their cube, but it's cool.
EDIT: Evershrike (This is unplayable without heavy archetype support, but with enough auras, this is a pretty cool and completely unique card for the archetype.)
Simic
Simic has a hard time of it as usual.
Kiora, Behemoth Beckoner (I'm excited to try this card. I think it'll play better for my cube than for most.) Snakeform (This is kinda filler, but it's decent for what it is.) Wistful Selkie (Filler.) Incubation // Incongruity (I wanna try this card. a nongreen deck won't play it, but I could easily see it in a nonblue deck.)
Cold-Eyed Selkie (I don't like this at all but I guess if you're into both voltron and commandos...) Gilder Bairn (No, it's not great, but it is the premier ouphe in a frog suit in the format.) Murkfiend Liege (This is a middling card for the "taps/ untaps" archetype that I enjoy in my cube. Unfortunately, it doesn't work with red pingers, and it only sorta works with mana dorks unless you have Vivien, Champion of the Wilds.) Slippery Bogle (I don't like this for cube, but if you want a Bogles archetype, you'll likely play the archetype's namesake.) Spitting Image (This card has had a damn good run in my cube. It's starting to seem like it should get cut, but it's done it's job respectably in it's time.)
RWUBG Rainbow GUWBR
Who/What/When/Where/Why (The only bad thing about this is that you can always tell when a person draws it by the way they look at it.)
Anything I missed?
What do you guys think is the best one in each guild?
I was always a huge fan of hybrid mana, and I think one of it's best qualities is how it changes evaluations during draft. To note, I left off the afterlife cards, although I like some of them (Reason // Believe is not terrible by the way). They require you to play the color of the front half, so I figured they didn't belong here.
I'm not necessarily suggesting that anybody should force themselves to fill a certain number of slots that must be hybrid, but I thought this would be useful if for reference if for nothing else. I know if I were building a new, smaller cube I'd want at least one hybrid card from each guild.
I tried to be pretty clear about what I have and haven't tried. Basically I've tried almost everything older than the new Ravnica block. I've tried some of the newer cards, but none of them extensively.
Azorius
Dovin, Hand of Control (I think of this as a better Minister of Impediments. Maybe that's wrong. I wanna cut curse of chains for this.)
Godhead of Awe (I play this card and it's not bad. When it works it's pretty fun. What a weird and cool art and character.)
Judge's Familiar (Totally fine card, but kinda boring)
Depose // Deploy (I can't imagine this being particularly bad, though it's nothing to write home about.)
Warrant // Warden ("removal" or a creature is a proven formula, and both halves are respectable.)
EDIT: Swans of Bryn Argoll (This is a high risk high reward card. It's also a very solid beater. Karshtakavaar was right that it belongs on this list. If you can get over the risk, this is a really cool build around with plenty of synergies. Pyroclasm is nice, but I'm all about that Pestilence lifestyle. I don't have this card, but I seem to remember it backfiring once in a friend's cube.)
Mistmeadow Witch (Decent blink card, but it requires both U and W to be really worthwhile, so it's less for this list.)
Plumeveil (This is efficient for a wall, but I don't think that's enough for very many people.)
Worldpurge (Eight mana for a Jokulhaups of sorts. I've never tried this card, and it's super expensive, but a total reset is definitely not nothing)
Gruul
Firespout (Not as flexible as it looks in my opinion, but still fine)
Burning-Tree Emissary (I like this in my cube)
Giant Solifuge (I was never a huge fan)
Manamorphose (This got stupid expensive in real life, but it's a common, so I've got them. I like the card in cube.)
Tattermunge Maniac (I don't like this guy, but a lot of people have played it.)
Samut, Tyrant Smasher (One of the top ten four mana gruul planeswalkers. I jest, but I think the card is decent.)
Thrash // Threat (Again, "removal or creature" is generally fine.)
Armed // Dangerous (Armed is a dangerous card.)
Assault // Battery (This is one of the better Shock variants, but it's hard to see playing this in a nonred deck.)
Rosheen Meanderer (If Channel/Fireball becomes more of a supportable archetype, I like to think this could do a little somehting.)
Rakdos
Murderous Redcap (Good card. Lots of uses.)
Rakdos Cackler (It's fine. I don't love it though.)
Rakdos Shred-Freak (Efficient and completely brain dead.)
Manaforge Cinder (This should probably get cut from my cube, and I wouldn't even mention it if (B/R) had more options.)
Angrath, Captain of Chaos (He's one of the weaker hybrid planeswalkers, but he still seems decent to me.)
Dimir
Nightveil Specter (You can say you don't like it or have room for it, but you can't really say it's bad.)
Oona, Queen of the Fae (If you're in the market for a Shivan Dragon type card, this is tops.)
Connive // Concoct (I really missed out on GRN. I haven't tried these.)
Discovery // Dispersal (I like this better than Connive // Concoct, but again I kinda missed that set.)
Ashiok, Dream Render (I'm really excited to try this card, but it's not for everyone. I have high hopes.)
Far // Away (This is okay, but I think I cut it a while ago.)
Selesnya
Elvish Hexhunter (I play it and like it.)
Kitchen Finks (Great card.)
Oracle of Nectars (I never tried this, but it's probably fine for what it is.)
Oversoul of Dusk (This card is good in my cube. It's pretty damn resilient)
Growing Ranks (I like this as a build around.)
Huatli, The Sun's Heart (Archetype specific.)
Rhys the Redeemed (This is real world expensive or I would have tried it. I like Oviya Pashiri, Sage Lifecrafter, so I'm sure I'd like this too.)
Safehold Elite and Vernadi Shieldmate (These are both damn efficient for commons.)
Sundering Growth (This may be my favorite Disenchant variant. That doesn't make it the best though.)
Izzet
Frostburn Weird (Decent but boring.)
Fire // Ice (The original best split card is still great.)
Expansion // Explosion (People have mentioned this card, but it always seemed bad to me.)
Nucklavee (As much as I like effects like this, I never tried this card. Maybe it's decent, but it's no Archaeomancer.)
Turn // Burn (This would be a lot better if Fire // Ice never existed.)
Golgari
Find // Finality (I like Wander in Death, so I bet I'll like this too.)
Sapling of Colfenor (Card draw and indestructible make this decent.)
Status // Statue (It can't be bad, but you won't play it outside of BG.)
Rendclaw Trow (It does just enough. It's not stellar, but persist can be useful in a few archetypes.)
Slitherhead (I cut this, but it's not terrible.)
Life // Death (Death is good, but life is not, making this kinda fail for this list.)
Boros
Figure of Destiny (It's both good and iconic.)
Hearthfire Hobgoblin (I play this. It's nothing earth-shattering, but efficient double strike stats like that are hard to come by. I'll note also that I find cards like this quite playable in certain nonred or nonwhite decks.)
Response // Resurgence (I recently added this, but it hasn't been tested. Unlike Integrity // Intervention, you might play this in outside of RW, and I like that it's a playable Waves of Aggression effect.)
Nahiri, Storm of Stone (She's nothing to write home about, but she does her job.)
Nobilis of War (I found this to be okay, but it didin't quite meet my expectations.)
Rise of the Hobgoblins (I want this to be good, but XCC cards always have problems, and this is raisins if you cast it for two.
Integrity // Intervention (The Intervention half is the one that's worth it, though a combat trick option is nice. You won't play this outside of RW.)
Response // Resurgence (I recently added this, but it hasn't been tested. Unlike the above card, you might play this in outside of RW, and I like that it's a playable Waves of Aggression effect.)
Wear // Tear (Gets the job done.)
Orzhov
Deathbringer Liege (The second best liege after Creakwood. I've had success with this card.)
Debtors' Knell (If your opponent gets this going, you're toast.)
Divinity of Pride (Let's just take a moment to remember how pushed Baneslayer Angel really is. This is weaker, but it's still powerful.)
Stillmoon Cavalier (Double protections is no joke. I still play this and it's still good.)
Unmake (Both black and white have better removal options, but this is still pretty effective.)
Consecrate // Consume (Recently added. I think any black or white deck will be happy to have this in the sideboard.)
Gift of Orzhova (Don't knock it until you try it. This is solid.)
Revival // Revenge (I can't see playing this outside of BW. I don't think anybody really needs this in their cube, but it's cool.
EDIT: Evershrike (This is unplayable without heavy archetype support, but with enough auras, this is a pretty cool and completely unique card for the archetype.)
Simic
Kiora, Behemoth Beckoner (I'm excited to try this card. I think it'll play better for my cube than for most.)
Snakeform (This is kinda filler, but it's decent for what it is.)
Wistful Selkie (Filler.)
Incubation // Incongruity (I wanna try this card. a nongreen deck won't play it, but I could easily see it in a nonblue deck.)
Gilder Bairn (No, it's not great, but it is the premier ouphe in a frog suit in the format.)
Murkfiend Liege (This is a middling card for the "taps/ untaps" archetype that I enjoy in my cube. Unfortunately, it doesn't work with red pingers, and it only sorta works with mana dorks unless you have Vivien, Champion of the Wilds.)
Slippery Bogle (I don't like this for cube, but if you want a Bogles archetype, you'll likely play the archetype's namesake.)
Spitting Image (This card has had a damn good run in my cube. It's starting to seem like it should get cut, but it's done it's job respectably in it's time.)
RWUBG Rainbow GUWBR
Anything I missed?
What do you guys think is the best one in each guild?
Manamorphose
Fulminator Mage
Discovery // Dispersal
Kitchen Finks
Fire // Ice
Creakwood Liege
Boros Reckoner
Stillmoon Cavalier
Kiora, Behemoth Beckoner
Edit: Added Swans of Bryn Argoll and Evershrike.
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