I've put Bazaar down to 1 and updated the description. I'm sure there is some ridiculous deck out there you could seed that makes good use of it, but would rarely come together.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Darksteel Citadel - 1 Description - You likely only want to include this as an intersection between artifact matters decks and colorless matters decks. Being indestructible means very little. Anchors - Artifact Matters Supports -
Daru Encampment - 1 Description - There are likely to be enough Soldiers incidentally in your cube that you could throw the tribe a bone without needing to go all-in. It's fine as a combat trick in aggressive decks, either trading up / surviving and winning the board war, or your opponent doesn't block due to threat of activation and then use the mana to keep developing your board. Anchors - Soldier Tribal Supports -
Desert - 2 (3? I haven't played this card in forever, but feel like maybe it is under-rated) Description - It can't kill things before they deal damage to you / your creatures, but a repeatable source of damage that doesn't cost you any mana to put into play (including ETB tapped) can add up quickly. Against aggro assaults, you may be able to pick off those x/1's, hold off token assaults, or trade your creatures up. If your opponent has a couple of bears, they can't profitably attack into your 1/3 any more. Being a land also makes this hard for most decks to remove. Anchors - Supports -
Dread Statuary - 1
Description - It can hit hard if it activates, though the 2 toughness makes it hard to run into anything. It's fine in a sweeper deck. Anchors - Supports -
Eldrazi Temple - 1 Description - If you want to push the colorless decks, presumably filled with Eldrazi, this is a nice signal card, but it only fits that one deck. Anchors - Colorless Matters Supports -
Faerie Conclave - 3 Description - Excellent creature land with a cheap activation cost while also being evasive. Fun with Standstill. Anchors - Supports -
Fertile Thicket - 1 Description - It doesn't help define your cube, but it can be a roleplayer in 3 colour decks to help dig for whichever colour you need, or feel more comfortable keeping some land light hands. Anchors - Supports -
Forbidding Watchtower - 1 Description - It isn't particularly exciting, but if played early it can help control decks get to the late game by being able to block a lot of ground troops. Anchors - Supports -
Foundry of the Consuls - 2 Description - Has decent upside for a low cost, as it just replaces one of your lands and doesn't come into play tapped. Once you hit 6 lands, you can starting throwing some evasive creatures into the air. It's fine on it's own, so can be a good card as incidental support for an artefact matters subtheme. Anchors - Supports - Tokens, Artifact Matters
Ghitu Encampment - 2 Description - The ETB tapped is a small price to pay for a relatively cheap activation, and the first strike can help ward off attackers or get it through. It is a card you can seed in your cube as support for sweeper decks (or against them). Anchors - Supports -
[cards]Diamond Valley - It doesn't produce mana, so costs you your land drop. To gain any decent amount of life, you need to sacrifice your better creatures. Bubbling Cauldron is going to be better for most decks to get a guaranteed hit of life.
Drifting Meadow - And cycle. You would rather have the other cycling err cycle that costs on-colour mana. In the situations where you cycle these cards, it is because you already have the colour. In that same scenario, paying 1 mana instead of 2 to cycle is better.
Dryad Arbor - It looks like a 'free' creature you can play on turn 1, but you aren't getting a Forest AND a creature, it is a forest which is also a creature. There might be some scenarios where this is good, but the times when your opponent uses removal that is cheaper than Stone Rain on your land and cripple your development will far outweigh them.
Duskmantle, House of Shadow - I want to say this is niche, but there are better options if you really want to push mill in these colours, and essentially costing 3 mana a turn just for 1 card just isn't worth it.
Dwarven Ruins - Plus cycle. You don't really end up ahead, as you lost the mana you gained by entering the battlefield tapped. The upside is that you can cast a single spell a turn earlier, but then you affect your future development permanently. There aren't decks that will consistently benefit from these.
Elephant Graveyard - If only there were more playable Elephants.
Enchroaching Wastes - There are likely to be enough nonbasics in your cube as targets in most matchups, but it probably won't contribute much to your overall game plan.
Fountain of Cho - Plus cycle. Poor storage lands.
Ghost Quarter - There aren't enough powerful nonbasics to make this worth worrying about.
Ghost Town - You only want this in your cube if you have a lot of landfall cards in your cube, more than a standard cube would include.cards]
I'm trying it, but I haven't gotten in anywhere near enough drafts with my Peasant cube yet to say if this is good enough. It's worth mentioning that Ghitu Encampment turns into a Warrior, so it benefits from a fewtribalsynergies. The fact that it takes a land slot instead of a spell slot makes it better at least some of the time than Genju of the Spires. All this has gotta earn it at least a 1, IMHO.
Private Mod Note
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Rollback Post to RevisionRollBack
465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
Providing mana is the most important function in the game. Calling ghitu encampment out for not being zada's commando is like calling out faerie conclave for not being vaporkin. The card is an easy 2, at worst.
Neither ghost town nor landfall are good enough to save ghost town from being unplayable.
Dread statuary is probably a 1. Stalking stones has to wait 2+ turns before it's active. Not just because you go from 5 to 6 lands in on average more than a turn, but because stalking stones can't attack the turn you activate it when you get to 6.
Diamond valley is straight trash. You can't really gain much life off of it since it cares about your stats, and aside from some weird scenario where your wall of tanglecord or something is about to get reclamation saged, when are you going to be willing to sac a real creature?
Forbidding Watchtower is definitely worth a 1. It's way below the RUG cards in the cycle, but still a nice tool for control decks.
Speaking of RUG, the Encampment is great. 2 at least.
I think Fertile Thicket is a very solid card. It turns iffy 2-land opening hands into very confident keeps. It's also very helpful in 3+ color decks. Not exciting, but possibly the best "spell" land from either old or new Zendikar. Probably just a 1, but a solid 1.
Village > conclave > Factory >>> Ghitu.
Those first 3 manlands are 4's IMO. Your cube is less powerful without them and they go in basically every deck of their respective colours.
I am of the opinion that mishras is better than all of the other manlands. But it's fairly moot.
Noob, you haven't felt on occasion faerie conclave being "meh" or low impact? I mean, it's certainly good, but I don't know about elevating it's status like that since I have seen it have marginal influence on games a number of times.
This is why I need you guys, to fix up my faux pas
Yeah, the Ghitu Encampment / Zada's Commando comparison was unfair. It does seem as though there are two different... camps... on the card. A 2 doesn't seem out of the question. I'm probably not excited to pick it if I see it in a cube, but it will still fit in most red decks.
Ghost Town can go to unplayable (but I am going to consider it for my stalled synergy cube project which has a land matters theme).
Forbidding Watchtower and Fertile Thicket can go to 1.
I've recently added Foundry of the Consuls but hasn't seen play yet in my actual cube; I have been playing it in Magic Duels in aggro decks and it has played fine as an evasive insurance plan if they stabilise. Presumably just as good in control decks.
Noob, you haven't felt on occasion faerie conclave being "meh" or low impact? I mean, it's certainly good, but I don't know about elevating it's status like that since I have seen it have marginal influence on games a number of times.
When the worst case scenario is a tapped island, it's hard for a card to be bad. I regularly find it does a lot of work whenever it's played, often getting 4+ damage which is pretty great for a land.
Monkey Village is almost always a must answer card I find. Foundry being worse on offence makes me rank it slightly lower.
I have been really unimpressed with Ghitu Encampment recently, I always find that it's one of my last picks when I am playing red, people mentioning it here reminded me that I should take it out... thanks
Dread statuary is probably a 1. Stalking stones has to wait 2+ turns before it's active. Not just because you go from 5 to 6 lands in on average more than a turn, but because stalking stones can't attack the turn you activate it when you get to 6.
Diamond valley is straight trash. You can't really gain much life off of it since it cares about your stats, and aside from some weird scenario where your wall of tanglecord or something is about to get reclamation saged, when are you going to be willing to sac a real creature?
I didn't comment on these before. You might be happy to activate Stalking Stones on opponents EOT while you are on 6 and tap itself, because it is permanent, and you can attack with it the following turn. Maybe Dread Statuary is still a 1, but my gut feel is you would only pick it if you had nothing else better to take, and only play it in a 2 colour deck without any of the other colourless lands which are likely better.
After thinking about it, Bubbling Cauldron is probably better than Diamond Valley in most decks if you really want that type of effect.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Haunted Fengraf - 1 Description - The randomness makes it hard to abuse, but it comes with only a minor opportunity cost. It is similar to drawing an extra card but in most cases you will be 'drawing' a business spell (sans some sac lands). It doesn't really cost most decks much to add, but it also doesn't really add much to your cube. Anchors - Supports -
Ice Floe - 1 Description - You would count it as a spell as it doesn't generate mana. The creature still gets to hit you (or your blocker), but then you get to lock it down permanently for no mana cost. You also get to untap it and upgrade to a bigger target, though they always get a swing first. It loses some of its shine by being an on-board trick though and not being able to prevent the damage upfront. Gets marginally better if you have ways to untap it at instant speed. Maze of Ith is better by miles, but if that card annoys you this could be a colourless replacement. Anchors - Supports -
Keldon Megaliths - 1 Description - Hellbent is harder to obtain / maintain than you might initially imagine. It slows down your mana base a little, but can give you reach in aggro decks that can empty their hand quickly. You probably only want to include it if your cube supports really low curve aggro in R/x so you can trigger it often enough. Anchors - Supports -
Library of Alexandria - 4 Description - It doesn't have much of an opportunity cost. If you draw it late, you just count it as one of your land drops and keep on playing. If this is in your opening hand though, and particularly if you are on the draw, the value that it provides is insane and something has to go really wrong for you not to win with the massive card advantage it generates. If affordability wasn't a factor (or you play with proxies) you still might not see it in cubes due to the ridiculous power in the opening hand.
Anchors -
Supports -
Llanowar Reborn - 1 Description - It's ok, but doesn't really add a lot to your cube. Gets a slight bump in cubes that support +1/+1 themes. Anchors - Supports - +1/+1 Counters
Looming Spires - 2 Description - It's fine to play in the mid-game when you can sequence around the ETB effect, and time it when the first strike and pump makes things awkward for your opponent. It is conditional, but doesn't come with a huge cost. Anchors - Supports -
Maze of Ith - 4 Description - Insane 'spell' that consistently removes the biggest threat from combat, all at the low cost of a land drop. Even if you play it early, the effect will keep you alive long enough to keep hitting actual mana-producing land drops to play the rest of your stuff. Being a land makes it hard for most decks to remove, and forces them to rely on go wide attacks, or be completely locked out of the game. Anchors - Supports -
Mishra's Factory - 4 Description - An excellent creature land due to the fact that the activation cost is so low and it doesn't ETB tapped. It can even block as a 3/3 on defense by targeting itself. Only the more colour intensive decks would consider not playing it. Incidental support for artifact matters themes. Anchors - Supports - Artifact Matters
Mortuary Mine - 2 Description - It doesn't create actual card advantage, but it can increase card quality by giving you back your best creature. It does require timing though, and in the early game you may just find yourself with a swamp that enters the battlefield tapped due to having no targets. Anchors - Supports -
Mouth of Ronom - 2 Description - Rating is on the basis you allow your players snow basics. In that instance, this card can clear a lot of creatures outside of ramp targets once you get to 6 lands, and can be played as removal by any colour. Anchors - Supports -
Hickory Woodlot - Plus cycle. There isn't a use case for these. You give up mana the turn it comes into play, then accelerate by 1 for 2 turns, then lose your land. There might be some best case scenarios where the acceleration really matters, but will be overcome by the times it is just bad.
Kabira Crossroads - Radiant Fountain opens this effect up to all decks if you really want it.
Karakas - Not enough targets at peasant to warrant playing it or including it in your cube.
Khalni Garden - Blisterpod kicks this card to the curb.
Leechridden Swamp - It's the kind of card that can make your black decks incrementally better, but isn't worth a spot in your cube.
Madblind Mountain - There doesn't seem to be a deck where this would matter enough.
Mage-Ring Network - There doesn't seem to be a deck that would benefit from this that wouldn't benefit more from artifact ramp like Worn Powerstone.
I think I should test looming spires. I have no idea how consistently useful that is.
Haunted fengraf is interesting... Random from the grave is like drawing a card, but not ever a land. I think it's possibly underrated now that I think about it in that context.
4 mishras
Ice floe... I mean... You can't switch over without letting the other one untap first. I can't really evaluate it at the moment but maybe it is OK enough for a 1
You can view Looming Spires as a sorcery costing r to get +1/+1 and first strike which would be bad, but it's much more than that because you also get a land into play so it doesn't really cost you a card. It's hard to evaluate, but I've been on the receiving end while playing Magic Duels and it frequently plays out where the damage just gets through.
Maybe Haunted Fengraf is a 1?
I think if Ice Floe is evaluated as a one-off activation, it probably scrapes in as a form of colorless removal. Changing targets is awkward, but is upside in that context.
I don't even want to play most of them in on-color decks.
The vast majority of draw steps in a Cube game are spent when an untapped mana source is more useful than something like +1/+1 and first strike, or +2/+0, or the freeze from the new blue land.
Mortuary Mire actually scales pretty well for late-game, though. I think it's the best of the tapped lands by far.
Pendlehaven is a kinda interesting one; again I'd never play it in, say, white tokens (since I always want to cast Spectral Procession or Consul's Lieutenant on-curve), but it's a "free" card for anyone who'd use a Forest. I still don't think it's particularly great... not sure how often I'd draft it OVER an actual green spell.
On a side note, Karakas is one of the most underrated cards of "regular" cubes, and one that I'd very often draft and play as a colorless source in midrange or control decks. Completely shutting off a lot of Sneak Attack or Reanimate targets, plus just random hard-cast big stuff (without an insane ETB trigger) is insanely powerful on a land.
I've had Llanowar Reborn in my cube for a while and while I still like it, I can't say I've ever seen it get played. It seems like a miniscule cost that can potentially lead to some explosive starts (T1 Llanowar, T2 Mountain + Flinthoof Boar?), but it's obviously not a high pick.
It also likely needs an environment where removal is de-powered at least a little bit to the point where +1/+1 counters/auras/etc. can thrive a bit.
Do you think my landlord will understand if I tell him I can't pay rent this month because I need to cast my Rootwalla with my shiny new Bazaar?
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Darksteel Citadel - 1
Description - You likely only want to include this as an intersection between artifact matters decks and colorless matters decks. Being indestructible means very little.
Anchors - Artifact Matters
Supports -
Daru Encampment - 1
Description - There are likely to be enough Soldiers incidentally in your cube that you could throw the tribe a bone without needing to go all-in. It's fine as a combat trick in aggressive decks, either trading up / surviving and winning the board war, or your opponent doesn't block due to threat of activation and then use the mana to keep developing your board.
Anchors - Soldier Tribal
Supports -
Desert - 2 (3? I haven't played this card in forever, but feel like maybe it is under-rated)
Description - It can't kill things before they deal damage to you / your creatures, but a repeatable source of damage that doesn't cost you any mana to put into play (including ETB tapped) can add up quickly. Against aggro assaults, you may be able to pick off those x/1's, hold off token assaults, or trade your creatures up. If your opponent has a couple of bears, they can't profitably attack into your 1/3 any more. Being a land also makes this hard for most decks to remove.
Anchors -
Supports -
Dread Statuary - 1
Description - It can hit hard if it activates, though the 2 toughness makes it hard to run into anything. It's fine in a sweeper deck.
Anchors -
Supports -
Eldrazi Temple - 1
Description - If you want to push the colorless decks, presumably filled with Eldrazi, this is a nice signal card, but it only fits that one deck.
Anchors - Colorless Matters
Supports -
Faerie Conclave - 3
Description - Excellent creature land with a cheap activation cost while also being evasive. Fun with Standstill.
Anchors -
Supports -
Fertile Thicket - 1
Description - It doesn't help define your cube, but it can be a roleplayer in 3 colour decks to help dig for whichever colour you need, or feel more comfortable keeping some land light hands.
Anchors -
Supports -
Forbidding Watchtower - 1
Description - It isn't particularly exciting, but if played early it can help control decks get to the late game by being able to block a lot of ground troops.
Anchors -
Supports -
Foundry of the Consuls - 2
Description - Has decent upside for a low cost, as it just replaces one of your lands and doesn't come into play tapped. Once you hit 6 lands, you can starting throwing some evasive creatures into the air. It's fine on it's own, so can be a good card as incidental support for an artefact matters subtheme.
Anchors -
Supports - Tokens, Artifact Matters
Ghitu Encampment - 2
Description - The ETB tapped is a small price to pay for a relatively cheap activation, and the first strike can help ward off attackers or get it through. It is a card you can seed in your cube as support for sweeper decks (or against them).
Anchors -
Supports -
Drifting Meadow - And cycle. You would rather have the other cycling err cycle that costs on-colour mana. In the situations where you cycle these cards, it is because you already have the colour. In that same scenario, paying 1 mana instead of 2 to cycle is better.
Dryad Arbor - It looks like a 'free' creature you can play on turn 1, but you aren't getting a Forest AND a creature, it is a forest which is also a creature. There might be some scenarios where this is good, but the times when your opponent uses removal that is cheaper than Stone Rain on your land and cripple your development will far outweigh them.
Duskmantle, House of Shadow - I want to say this is niche, but there are better options if you really want to push mill in these colours, and essentially costing 3 mana a turn just for 1 card just isn't worth it.
Dwarven Ruins - Plus cycle. You don't really end up ahead, as you lost the mana you gained by entering the battlefield tapped. The upside is that you can cast a single spell a turn earlier, but then you affect your future development permanently. There aren't decks that will consistently benefit from these.
Elephant Graveyard - If only there were more playable Elephants.
Enchroaching Wastes - There are likely to be enough nonbasics in your cube as targets in most matchups, but it probably won't contribute much to your overall game plan.
Fountain of Cho - Plus cycle. Poor storage lands.
Ghost Quarter - There aren't enough powerful nonbasics to make this worth worrying about.
Ghost Town - You only want this in your cube if you have a lot of landfall cards in your cube, more than a standard cube would include.cards]
450 card Peasant cube thread. Draft it here.
Neither ghost town nor landfall are good enough to save ghost town from being unplayable.
Dread statuary is probably a 1. Stalking stones has to wait 2+ turns before it's active. Not just because you go from 5 to 6 lands in on average more than a turn, but because stalking stones can't attack the turn you activate it when you get to 6.
Diamond valley is straight trash. You can't really gain much life off of it since it cares about your stats, and aside from some weird scenario where your wall of tanglecord or something is about to get reclamation saged, when are you going to be willing to sac a real creature?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Speaking of RUG, the Encampment is great. 2 at least.
I think Fertile Thicket is a very solid card. It turns iffy 2-land opening hands into very confident keeps. It's also very helpful in 3+ color decks. Not exciting, but possibly the best "spell" land from either old or new Zendikar. Probably just a 1, but a solid 1.
Has anyone actually played the Foundry?
Mishra's Factory > Faerie Conclave > Treetop Village > Ghitu Encampment. I'm okay with it being a 1. And yea, Leelue's right.
look at me doubleposting.Those first 3 manlands are 4's IMO. Your cube is less powerful without them and they go in basically every deck of their respective colours.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Noob, you haven't felt on occasion faerie conclave being "meh" or low impact? I mean, it's certainly good, but I don't know about elevating it's status like that since I have seen it have marginal influence on games a number of times.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Yeah, the Ghitu Encampment / Zada's Commando comparison was unfair. It does seem as though there are two different... camps... on the card. A 2 doesn't seem out of the question. I'm probably not excited to pick it if I see it in a cube, but it will still fit in most red decks.
Ghost Town can go to unplayable (but I am going to consider it for my stalled synergy cube project which has a land matters theme).
Forbidding Watchtower and Fertile Thicket can go to 1.
I've recently added Foundry of the Consuls but hasn't seen play yet in my actual cube; I have been playing it in Magic Duels in aggro decks and it has played fine as an evasive insurance plan if they stabilise. Presumably just as good in control decks.
When the worst case scenario is a tapped island, it's hard for a card to be bad. I regularly find it does a lot of work whenever it's played, often getting 4+ damage which is pretty great for a land.
Monkey Village is almost always a must answer card I find. Foundry being worse on offence makes me rank it slightly lower.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
My 180 Peasant Cube on Cubetutor
After thinking about it, Bubbling Cauldron is probably better than Diamond Valley in most decks if you really want that type of effect.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Haunted Fengraf - 1
Description - The randomness makes it hard to abuse, but it comes with only a minor opportunity cost. It is similar to drawing an extra card but in most cases you will be 'drawing' a business spell (sans some sac lands). It doesn't really cost most decks much to add, but it also doesn't really add much to your cube.
Anchors -
Supports -
Ice Floe - 1
Description - You would count it as a spell as it doesn't generate mana. The creature still gets to hit you (or your blocker), but then you get to lock it down permanently for no mana cost. You also get to untap it and upgrade to a bigger target, though they always get a swing first. It loses some of its shine by being an on-board trick though and not being able to prevent the damage upfront. Gets marginally better if you have ways to untap it at instant speed. Maze of Ith is better by miles, but if that card annoys you this could be a colourless replacement.
Anchors -
Supports -
Keldon Megaliths - 1
Description - Hellbent is harder to obtain / maintain than you might initially imagine. It slows down your mana base a little, but can give you reach in aggro decks that can empty their hand quickly. You probably only want to include it if your cube supports really low curve aggro in R/x so you can trigger it often enough.
Anchors -
Supports -
Library of Alexandria - 4
Description - It doesn't have much of an opportunity cost. If you draw it late, you just count it as one of your land drops and keep on playing. If this is in your opening hand though, and particularly if you are on the draw, the value that it provides is insane and something has to go really wrong for you not to win with the massive card advantage it generates. If affordability wasn't a factor (or you play with proxies) you still might not see it in cubes due to the ridiculous power in the opening hand.
Anchors -
Supports -
Llanowar Reborn - 1
Description - It's ok, but doesn't really add a lot to your cube. Gets a slight bump in cubes that support +1/+1 themes.
Anchors -
Supports - +1/+1 Counters
Looming Spires - 2
Description - It's fine to play in the mid-game when you can sequence around the ETB effect, and time it when the first strike and pump makes things awkward for your opponent. It is conditional, but doesn't come with a huge cost.
Anchors -
Supports -
Maze of Ith - 4
Description - Insane 'spell' that consistently removes the biggest threat from combat, all at the low cost of a land drop. Even if you play it early, the effect will keep you alive long enough to keep hitting actual mana-producing land drops to play the rest of your stuff. Being a land makes it hard for most decks to remove, and forces them to rely on go wide attacks, or be completely locked out of the game.
Anchors -
Supports -
Mishra's Factory - 4
Description - An excellent creature land due to the fact that the activation cost is so low and it doesn't ETB tapped. It can even block as a 3/3 on defense by targeting itself. Only the more colour intensive decks would consider not playing it. Incidental support for artifact matters themes.
Anchors -
Supports - Artifact Matters
Mortuary Mine - 2
Description - It doesn't create actual card advantage, but it can increase card quality by giving you back your best creature. It does require timing though, and in the early game you may just find yourself with a swamp that enters the battlefield tapped due to having no targets.
Anchors -
Supports -
Mouth of Ronom - 2
Description - Rating is on the basis you allow your players snow basics. In that instance, this card can clear a lot of creatures outside of ramp targets once you get to 6 lands, and can be played as removal by any colour.
Anchors -
Supports -
Haunted fengraf is interesting... Random from the grave is like drawing a card, but not ever a land. I think it's possibly underrated now that I think about it in that context.
4 mishras
Ice floe... I mean... You can't switch over without letting the other one untap first. I can't really evaluate it at the moment but maybe it is OK enough for a 1
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Maybe Haunted Fengraf is a 1?
I think if Ice Floe is evaluated as a one-off activation, it probably scrapes in as a form of colorless removal. Changing targets is awkward, but is upside in that context.
The vast majority of draw steps in a Cube game are spent when an untapped mana source is more useful than something like +1/+1 and first strike, or +2/+0, or the freeze from the new blue land.
Mortuary Mire actually scales pretty well for late-game, though. I think it's the best of the tapped lands by far.
Pendlehaven is a kinda interesting one; again I'd never play it in, say, white tokens (since I always want to cast Spectral Procession or Consul's Lieutenant on-curve), but it's a "free" card for anyone who'd use a Forest. I still don't think it's particularly great... not sure how often I'd draft it OVER an actual green spell.
On a side note, Karakas is one of the most underrated cards of "regular" cubes, and one that I'd very often draft and play as a colorless source in midrange or control decks. Completely shutting off a lot of Sneak Attack or Reanimate targets, plus just random hard-cast big stuff (without an insane ETB trigger) is insanely powerful on a land.
It also likely needs an environment where removal is de-powered at least a little bit to the point where +1/+1 counters/auras/etc. can thrive a bit.
My cube discussion thread