Which can be rendered as (posting in parts due to character limit):
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Carnophage/Vampire Lacerator: 2/2 beaters for cc1 are amazing in an aggressive deck and the drawbacks are acceptable.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Carrion Feeder: This creature turns every other killed creature into a +1/+1 counter and can become a nice threat on its own. It's just bad in the late game and can't use its body for blocking.
Disowned Ancestor: A solid early game blocker that can become a big threat later.
Fume Spitter: A one-drop that curves you out. A -1/-1 counter is good most time of the game.
Pharika's Chosen/Typhoid Rats: Deathtouch is a great ability. It's pseudo evasion and turns these creatures into solid blockers.
Plagued Rusalka: Even though it needs mana to be used, the ability to sac other creatures as well, when they are about to be removed anyways or are simply unnecessary for example, makes this at least as equally good as Fume Spitter.
Vault Skirge: A 1/1 Flying with Lifelink isn't good on its own, but with equipment or auras it can easily become really good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Augmenting Automaton: This creature can be relevant later in the game, but it can also be useless much too often.
Blight Keeper: A Flying Men with a nice late-game mana-sink that gives additional reach to help finish off the opponent while padding your life total. Fine card but not the most exciting.
Deathgreeter: The ability isn't bad, but a 1/1 body is too bad on its own.
Pulse Tracker: A one-drop that can deal 2 damage seems interesting, but the 1/1 body will simply be killed by everything that blocks it.
Shadow Alley Denizen: Similar to Intimidator Initiate in that the 1/1 body is terrible on its own, but instead of preventing specific creatures from blocking, it grants evasion to one of your creatures. It's also restricted to only creatures instead of any shared-color spell.
Skittering Heartstopper: The mana requirement to grant deathtouch isn't great, but the extra toughness over Typhoid Rats can be relevant and often the threat of activation alone is enough.
Thornbow Archer: The body is okay for the cost, but the ability is conditional and probably does nothing.
Tormented Soul: A great card for equipment or auras, but on its own 1 damage every turn isn't much.
Bad: Don't cube this. It might look fine, but it's not worth it.
Acolyte of Xathrid/Smolder Initiate: Shooting over the opponent's defense is a nice possibility, but overall these cards are bad and bind way too much mana.
Asphodel Wanderer: A defensive body for cc1 would be nice, but the regenerate is simply overcosted.
Blood Celebrant: This card would even be bad if you wouldn't have to pay life for the bad ability.
Blood Pet: Spending mana early to save it until you need it seems ok, but the 1/1 body won't do anything and if you sacrifice it, it's card disadvantage.
Sanitarium Skeleton: The ability to come back from Graveyard is strong, but it's overcosted by 1 mana.
Sewer Rats: A One-drop with some relevance in the late game seems nice, but paying the same amount of life as this creature deals damage isn't really good.
Shamble Back: It's a 2/2 Zombie that gains 2 life for just 1 mana, but Sorcery speed is bad and Graveyard hate isn't that relevant in most cubes. Also, you'll never be able to cast this on curve.
Sludge Crawler: A 1/1 for 1 mana is terrible, but the ability to pump makes this creature okay.
Stone-Throwing Devils: First Strike can be nice, but only with more than just 1 power.
Thoughtpicker Witch/Viscera Seer: Turning killed creatures into card quality or bad quality for the opponent seems nice, but the 1/1 body isn't good enough on its own.
Zulaport Enforcer: Overall level up is ok in cubes, but the level up cost is too expensive and the creature only becomes really relevant after investing 12 additional mana into it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Dauthi Horror: 1B, 2 power, good evasion. Simply good.
Undertaker: Turning dead cards into creatures is 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.
Basilica Screecher: Extort is a nice ability, especially from turn 2 on, but the 1/2 flying body isn't very useful.
Child of Night: Lifelink on a 2 drop with 2 power is nice, but 1 makes it kind of fragile.
Corpse Hauler: A solid bear that can return important creatures if needed.
Dauthi Slayer: 1 toughness is often important, even for shadow beaters, but BB on turn 2 makes this creature just cubeable.
Fledgling Djinn: A 2/2 flying for cc2 is great, but the drawback can easily be annoying. On the other hand, this card will often be handled fast enough that it's not such a big problem.
Hand of Silumgar: A very consistent 2-drop that is very good on defense, but is also able to attack with pseudo-evasion.
Highborn Ghoul: Evasive 2 power 2-drops are normally staple, but BB is very problematic on turn 2.
Leaden Myr: Fixing and ramp. This is a pretty unique effect for black and a great card for clunky black decks or black control decks.
Nezumi Cutthroat: Fear is not as good as shadow, but for 1B this card is still great.
Nightscape Familiar: A solid blocker, that makes about 50% of the 2-color decks it's played in cheaper.
Shambling Ghoul: The body is worth the drawback most of the time.
Sickle Ripper: Dead Weight on a Stick. This card is good on offense as well as on defense. The 1 toughness is it's only problem.
Sinuous Vermin: It's a bear with a very good upside. A 5/5 Menace is a big threat.
Skittering Skirge: A 3/2 Flying for cc2 is really nice and even with the restriction, it's worth BB.
Sultai Emissary: A 1/1 that turns into a 2/2 with upside, when it dies is fine. It can chump block or be sacrificed for free once and at it's best it can trade with any other X/1 card.
Thrill-Kill Assassin: The flexibility to either be a 2/3 deathtouch attacker in the early game or a deathtouch 1/2 blocker if needed makes this card great.
Wretched Anurid: A 3/3 for cc2 is great and has to be handled fast, but only very very aggressive decks can play this creature because the drawback is huge and Pacifism-like cards kill you.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Augur of Skulls: Mind Rot for cc2 seems nice, especially with the flexibility to block well later in the game, but your opponent has one turn to prepare for it by simply deciding not to play the land he might have just drawn for example. It can still be card advantage, but not very often.
Blind Creeper: A 3/3 for cc2 seems great, but your opponent can choose when to shrink it. Changing combat math for yourself is bad.
Bloodthrone Vampire: Sometimes this card is a great blocker that has pseudo evasion as well, but 1 damage isn't much.
Corrupted Zendikon: A 3/3 for cc2 seems nice, but you have to take into account that it wants lands as long as it lives and it also just dies to bounce. The advantage is that you can play it for cc3 which means it can attack right away.
Cuombajj Witches: A black Fireslinger, with a drawback along with a 1/3 body. Another problem is the BB in the cost.
Dire Fleet Hoarder: The black pendant of Viridian Emissary. The body isn't the greatest, but it can be a fine roadblock that when it dies gives a free Lotus Petal, which can be nice at times to help you accelerate into your higher-drop creatures.
Dregscape Zombie: A 2/1 beater on turn 2 that can come back when it becomes handled to attack one more time isn't too bad.
Dune Beetle: This can be a good blocker for control decks, but it doesn't do much in other decks.
Mardu Skullhunter: A fine 2-drop that is able to generate card advantage, but it's very hard to trigger Raid on turn 2 and entering the battlefield tapped can be a huge drawback in the later stages of a game.
Mesmeric Fiend: A walking Distress. This card is at it's best with sacrifice effects, which can let you exile the card forever.
Miasmic Mummy: The body is fine and the discard is only situational relevant.
Null Champion: On level 4 this card would be nuts, but a 4/2 is too fragile.
Order of the Ebon Hand: 2/1 First Strike guys are great and being able to pump it is nice, but there is a little too many Bs in the cost to make this card good in the typical 2 color decks.
Pit Keeper: The effect attached to a body is great, but the restriction is high.
Rathi Trapper: A black Benalish Trapper that's worse because black already has a huge amount of hard removal spells.
Ruthless Cullblade: Either an acceptable 2/1 for cc2 in the early game or a 4/2 that could be relevant. It's just missing evasion and maybe an extra toughness to be good.
Wall of Corpses: Black has enough removal spells to not need this one.
Wicked Akuba: A 2/2 without evasion won't come through easily and even just BB to begin with can be hard to get early.
Wight of Precinct Six: It's a terrible turn-2 play and later in the game when you'd rather cast it, the cheapness typically won't matter much. It can be a nice payoff if you support a mill-theme.
Wretched Camel: Even if there was enough support, it would be bad and without it's terrible.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Chittering Rats: A 2/2 for 1BB seems bad, but the ability attached to a body is nuts.
Crypt Rats: One of the only mass-removal spells in pauper. Even if most decks are at least 2 colors, this card rocks.
Dauthi Marauder: 1 toughness may be a lot, but shadow is nearly unblockable and a 3 power clock is great.
Liliana's Specter: A nice ability attached to a body that even has flying.
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 Zealot: A removal spell for 1BB seems like a lot, but this is more flexible, as it can also be an evasive beater.
Cabal Torturer: An interesting mix of Prodigal Pyromancer and Ghost Warden. It wants mana, but that's nearly redundant. It can kill every X/1 and help change combat math to help bring through or prevent damage. The threshold is a nice bonus for the late game.
Cursed Minotaur: An aggressive creature with a good body and evasion.
Dauthi Mercenary: Only online common! 2 unblockable power with firebreathing for cc3 is pk.
Dead Reveler: A 3/4 for cc3 is nice if it can block or not. It's really hard to get rid of it.
Deepwood Ghoul: A very interesting ability. 2 life is a fair price in order to kill your opponents X/2 with this, but with only 1 toughness this has to be regenerated every time it fights something and 2 life can add up.
Ravenous Skirge: The black pendant of Skywinder Drake, with the difference that it's black and black not having so many good alternatives in the same slot.
Skittering Horror: A 4/3 for cc3 is really fat and the restriction is acceptable.
Bloodrage Vampire: A 4/2 for cc3 isn't bad, but bloodthirst is a restriction and it's not this exciting.
Bloodrite Invoker/Smokespew Invoker: Aggressive bodies with an interesting ability for control decks. They're a little bit too undecided to be cubeable.
Cadaver Imp: Disentomb attached to a body is great, but 1/1 flying is a little bit unexciting.
Carrion Crow: Wind Drakes have never been really good and drawbacks don't make them better.
Cinderbones: Wither can be really annoying for the opponent. If you're looking for black blockers, this is maybe a candidate.
Crow of Dark Tidings: This card is great for self-mill decks, but not much else.
Dauthi Jackal: 2 power and a evasion on their own, wouldn't be enough for cc3, but this creature includes Vanquish.
Deadbridge Shaman: A 3/1 for 3 isn't very good and the opponent sees the discard coming so he/she can prepare himself/herself.
Deadeye Tormentor: If you support aggro in black this could be an acceptable 3-drop. It a more-splashable but otherwise worse Lilianana's Specter which can still be fine.
Defiant Salvager: It's a nice sacrifice outlet, but there aren't enough creatures at common that want to be sacrificed.
Eyeblight Assassin: A 2/2 for 3 with an ability that doesn't matter really often.
Giant Scorpion: Deathtouch on a body with some toughness can be nice, but this creature has 1 toughness too less to be good.
Lawless Broker: A 3/2 for 3 that pumps another creature, when it dies is annoying for your opponent. It is way worse without another creature of course.
Marauding Boneslasher: An okay body for the cost, but without enough support, it isn't very impressive.
Markov Patrician: 3 power and lifelink for cc3 seems nice, but the 1 toughness makes it really fragile.
Mindstab Thrull: If this guy gets through it's insane, but it's hard to get a 2/2 through.
Moriok Replica: A 2/2 body for cc3 that can be turned into card advantage if it's not needed anymore seems nice, but a 2/2 for cc3 isn't really exciting at any stage of the game. This will often just be a 5 mana Night's Whisper.
Prakhata Pillar-Bug: A 2/3 that can generate life is nice, but not overly exciting.
Putrid Cyclops: A 3/3 for cc3 is very solid and scry attached to bodies is great, but this card is really risky.
Rakdos Drake: A black Cloud Elemental is very unique, but it's a big problem for defensive flying bodies not being able to block.
Reckless Imp: A Wind Drake that can't block is only half a Wind Drake, but this at least the upside of being able to Dash for less mana.
Searchlight Geist: This card can either be an attacking Wind Drake or a blocking Thornweald Archer if you want to trade with an attacking creature. The problem is just that it's really fragile with just 1 toughness.
Sewer Shambler: Overall this guy brings 4 power and 3 toughness to the battlefield. The problem is just that's it's kind of unexciting as a 2/1 as long as the opponent has no swamps.
Skirsdag Supplicant: The activation cost is acceptable when you are ahead but in a stalemate. The body at least is on par for keeping the stalemate as you lower life totals.
Slate Street Ruffian: A kind of pseudo evasion, but your opponent chooses when he will end it.
Soulcage Fiend: A 3/2 for cc3 isn't good. It's better than a 3/1, but still not really good. The ability is only an advantage when you are leading in the damage race. Only super hardcore aggressive decks want this guy. If you want to support that, this is your man.
Zombie Cutthroat: A 3/4 for cc3 is quite interesting, especially since it works as a combat trick when flipped for cc0, but 5 life is a lot. It can be flexible and be played for cc5 without being directly bad, but the combat trick isn't given then.
Zombie Scavengers: 3 power and regenerate is nice, but on turn 3 you can't guarantee a creature in your graveyard and it has some anti-synergies with graveyard recursion.
Bad: Don't cube this. It might look fine, but it's not worth it.
Farbog Revenant: The body is overcosted and the abilities aren't exciting.
Fleshgrafter: This card wouldn't even be really interesting for an artifact-based cube.
Foul Familiar: A 3/1 that is hard to kill for good, but the problem is that it's still really fragile. Also, not being able to block can sometimes be really problematic.
Foul Spirit: A 3/2 flying for cc3 isn't bad, but not really worth a land.
Gutless Ghoul: Turning each removed creature into 2 life isn't directly bad, but it's not worth a 2/2 body and keeping up 1 mana.
Hired Torturer: It can be interesting to shoot the damage, but the ability is hardly overcosted and the body is really bad.
Hooded Assassin: On first sight, this card may seem quite strong for having 2 options to choose from with one containing the word "destroy", but realistically, both options are quite bad. A 2/3 for cc3 is nearly worthless and the removal option is terribly restricted. In addition to that, the "body" you get, from the second option is only a 1/2, that is also a nearly completely useless body.
Infectious Host: The 1/1 body isn't useful for anything besides chump blocking.
Kozilek's Shrieker: There aren't enough colorless mana sources in most pauper cubes.
Servant of Nefarox: Exalted isn't good in limited and the 3/1 is too fragile.
Servant of Tymaret: Even though inspired and regeneration is a nice combination, regeneration for 2B is simply too much and the inspired effect is extremely weak.
Sibsig Icebreakers: Double-sided discard-effects are rarely good and a 2/3 body for cc3 definitely doesn't make it worth it.
Voracious Null: The sorcery speed restriction of the ability makes it unplayable, but with a sacrifice theme this could be a consideration.
Wall of Shadows: This wall can block a lot, but overall it's still not really good because it's very fragile against removal.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Faceless Butcher: Even if the creature isn't gone forever, 3 toughness can still be problematic to handle and this guy needs to be handled very fast. Pacifism effects don't really work on him.
Falkenrath Noble: This creature can drain for a lot of life with removal backup and can also swing in for some damage.
Okiba-Gang Shinobi: Mind Rot attached to a 3/2 body for just 1 mana more and Ninjutsu, which is sometimes even an advantage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bloodhunter Bat: A 2/2 Flying, that changes booth players life for 4 points as an etb-effect is fully ok.
Driver of the Dead: This card can be an interesting 2 for 1 trade, even though it's quite fragile with just 2 toughness.
Gravedigger: cc4 seems a lot for just a 2/2 body, but Disentomb attached to a body with at least 2 power is great.
Mortis Dogs: A 4/2 will trade easily, but when it deals 4 damage directly to a player, in addition to combat damage, it still did a good job.
Perilous Shadow: A 2-colored Shade. That is what limited wants. In addition to that, it's a great blocker that is hard to get rid of, even without pumping it, and a huge finisher later.
Pith Driller: 2/4 bodies are great blockers that are hard to handle and permanent -1/-1 or +1/+1 counters can change a game basically.
Soulstinger: This can often be a 2 for 1 or a 4 mana 4/5 if you have a creature you don't need anymore.
Thorn of the Black Rose: Being the monarch and having a deathtouch creature to defend this it is good.
Vulturous Aven: A 2/3 flying for cc4 would already be decent in black, but this creature also brings the option to cycle your worst creature on board for a Sign in Blood and if you want to.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Crypt Ripper/Darkling Stalker: Monocolored bound Shades are normally bad in limited because every deck mainly has at least 2 colors, but these have relevant advantages against all the other shades.
Demon's Jester: Hellbent can be hard to get, but this is a possible 4/3 flying that isn't totally useless before is interesting, but not good enough mainly.
Dimir House Guard: Evasion and protection on one creature seems nice, especially with the possibility to transmute it, but the body is overcosted and when you transmute it you actually pay a total of 7 mana for the cc4 spell you decide to grab.
Dire Fleet Interloper: The 2 possible outcomes are okay, but not exciting and the inability to choose the best mode for the creature can be annoying.
Disciple of Tevesh Szat: cc4 is a lot for a tap ability that is good as early in the game it that it comes. The body is really fragile though and the power is a little bit redundant when it has an ability where it needs to be tapped for. The flexibility to turn it into a hard removal is still interesting.
Drudge Reavers: Flash and regenerate makes this both a combat trick and a nice blocker, but 5 mana in one turn to trade for an X/2 creature 1 for 0 is quite much.
Dusk Charger: Getting bigger in the late game is nice, but the initial body isn't very exciting and black doesn't go very wide or use permanent based removal very often to help with Ascending.
Fathom Fleet Cutthroat/Final-Sting Faerie: The ability can be interesting in the second main phase, but it's still quite situational and often paired with card disadvantage unless you have a pinger.
Gavony Unhallowed: Having a solid starting body is good for creatures that need other effects to grow.
Shadow Rider: Being able to trade with 4/4 creatures seems nice, but when it's not blocked it only brings 3 damage through. Not bad, but not exciting.
Smoldering Butcher: Wither can be really strong, but a 4/2 body is very fragile against removal or 2/X creatures that block it.
Syndicate Enforcer: Extort is a nice ability, but a 3/2 body is very fragile and not what you normally want for cc4.
Viscera Dragger: It often can be seen as cc4 put a 3/3 creature token with haste into play, sacrifice it at the end of turn, draw a card. A kind of weak Giantbaiting without card disadvantage.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alesha's Vanguard: A Canyon Minotaur doesn't become a good creature just for being able to turn it into a surprise Bump in the Night for 2B when your opponent doesn't have a blocker or is tapped out.
Bala Ged Scorpion: The restriction is very high and the body is quite bad.
Balustrade Spy: This card would only be good, for a cube with a mill topic.
Cutthroat il-Dal: Hellbent is a high restriction and a 4/1 is very fragile.
Cyclopean Giant: The ability is too bad to be worth such a fragile body.
Deathgaze Cockatrice: This card is simply overcosted. Deathtouch is an ability that prefers bodies with a lot of toughness and this card can't trade better than 1 for 1 and that's not good for cc4.
Dirty Wererat: This creature is too bad without threshold.
Disciple of Phenax: The body is way too weak for this card to be interesting.
Gravebane Zombie/Undying Beast: Additional card disadvantage every time these creatures die is terrible, especially because the body isn't even really good.
Hagra Crocodile: A 5/3 for cc4 would be nice, but it's not worth such a high restriction.
Lurching Rotbeast: The cycling isn't doesn't make up for the bad body.
Mind Raker: The processor ability is almost irrelevant in pauper cube and 3/3 for 4 isn't very good.
Moonglove Winnower/Vampire Champion: A deathtoucher with some toughness is nice, but there aren't many creatures that won't trade 1 for 1 with this guy, when he blocks it, apart from the 2/2 bodies that would already die whether it had deathtouch or not.
Ogre Jailbreaker: A big defender. The problem is just that the chance to guarantee a gate is too small.
Phyrexian Debaser: A 2/2 flying creature, that can be turned into Disfigure is interesting, but it needs to be untapped for it and cc4 is a lot for that.
Phyrexian Monitor: Regenerate doesn't make up for such a terrible body.
Undead Servant: This card is just overcosted in Singleton Cube.
Wake of Vultures: A 3/1 flying for cc4, that's hard to kill is interesting, but there are only a few creatures you want to sacrifice for keeping it alive.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Gray Merchant of Asphodel: Even if devotion is a high restriction for limited, this guy has a solid defensive body and is able to drain for a lot.
Predatory Nightstalker: Only online common! A solid body that includes a solid removal is awesome.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Dross Golem: You can count on about 2 swamps when you have 4 lands in play in a 2 color deck. Getting a 3/2 Fear for cc3 is definitely interesting, especially because it would also be ok for cc4 and great for cc2 and less.
Rotfeaster Maggot: Overall this is not a really exciting creature, but it can block a lot of stuff or prevent it from attacking. Also, life gain can be very important for control decks, especially black control, because it often has a lot of life loss.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ambitious Aetherborn: A 5/4 for 5 that is able to split its power is usable, but it doesn't have any evasion.
Geyserfield Stalker: A 5/4 with evasion is nice, but if you don't hit this on curve it's pretty bad.
Hyalopterous Lemure: Only online common! A black 3/3 flying creature is ok, but not too exciting.
Kalastria Nightwatch: A 4/5 flyer for 5 is nice, but you need ways to trigger it.
Krumar Bond-Kin: A slightly overcosted body with the upside of being surprise flipped for 5 damage to the face, but it's a risk and an expensive one as well.
Pewter Golem: 4 power and regeneration for cc5 is solid, but to protect it the turn it comes into play, you need 7 total mana available.
Prowling Pangolin: Giving the opponent the choice is normally bad, but this is a superior stat-to-cost body in the main color of removal spells. However, 5cc is a rough spot for Black decks. At best, it is a Curve-toper for Aggro. At worst it kills 2 worthless bodies, aka Barter in Blood.
Rotting Legion: The biggest body black can afford in this section. It's pretty huge and a threat, but the disadvantage of not being able to block the same turn you cast it can hurt sometimes.
Scrounger of Souls: This can be a nice stabilizer for a control deck, but it lacks 1 point of power or toughness to be really good.
Shadowcloak Vampire: A 4/3 flying body is solid, but still in Bolt-range. This card would either need 4 toughness or permanent flying without life loss to be good.
Skinthinner: Hard removal attached to a body for cc5 would be good but this card bounds a total of 8 mana and only gives you a 2/1 body.
Skirge Familiar: Only online common! The 3/2 flying body is only somewhat acceptable and the ability isn't that good either.
Stromkirk Patrol: A 4/3 isn't much for cc5, but this is quite solid. After 1 attack it becomes Fire Elemental which is ok, but not too exciting. Afterward, it becomes more interesting with only 2 attacks without being blocked.
Weed-Pruner Poplar: Killing X/1 creatures and decreasing bigger bodies is ok, especially when the body doesn't become tapped for it, but just a 3/3 for cc5 isn't that good.
Wei Elite Companions: Only online common! A 3/3 unblockable for cc5 is ok, but not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Poisonbelly Ogre: The body is very unexciting and the ability is no real advantage for you.
Rabid Bloodsucker: 5 mana for such a bad body with an ability that's bad when your behind is just that - bad.
Rotting Mastodon: 8 toughness is way more than a creature needs in pauper in with only 2 power and no abilities.
Silumgar Butcher: A creature that casts Last Gasp when it enters the battlefield seems nice, but you need to sacrifice one of your own creatures in order to enable the Last Gasp and considering this additional cost, the 3/3 for cc5 is simply not enough.
Slaughterhouse Bouncer: Hellbent is too difficult of a restriction. Otherwise, it would be at least borderline.
Soul Scourge: A 3/2 flying and Lava Spike seems nice, but 2 toughness makes it very fragile and if it dies the ability will have done nothing.
Street Wraith: This card is only really good in constructed decks that need empty slots in their library.
Warchanter of Mogis: This card would need to have intimidate itself to become interesting.
Zombie Assassin: flexibility is nice, but 3/2 bodies are bad and a 1 for 1 trade for cc5 is just way too much.
Zombie Boa: The ability seems nice at first glance, but sorcery speed makes this just a very bad version of Wei Elite Companions.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Gurmag Angler: A 5/5 body is huge in pauper and with at least 2 cards in your graveyard when you cast this card, it has already great stats.
Twisted Abomination: One of the best creature finishers pauper has to offer.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Sultai Scavenger: A 3/3 flying is a great body to end games with. With at least 2 cards in your graveyard when you cast this card, it already has great stats.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Dukhara Scavenger: A big creature that can bring a relevant creature back, but there are better alternatives at 6 mana.
Grixis Slavedriver: The value is high with this creature, but so is the mana cost.
Marshmist Titan: On average, you will have at least about 2 devotion on turn 5. This fact makes this card mainly a better Rotting Legion with the risk of not having any devotion, but the chance to play this guy really cheap. Solid, but not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Bog Serpent: This card isn't even good as a sideboard card.
Caustic Hound/Deathcurse Ogre: Only very aggressive decks could be interested in the ability and decks like that aren't interested in creatures with cc6.
Corpulent Corpse: Flexibility is nice, but this card is either terribly overcosted or has way too many suspend counters.
Terrus Wurm: Scavenge is nice, but cc7 need to be ramped. This card would only be interesting for green.
Toxic Nim: Infect doesn't work in limited, but this card could still be used as a huge and dangerous wall with the only disadvantage that it comes way too late.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Unearth: The tempo advantage of getting a creature with cc3 back to the battlefield for just 1 mana is insane. As well, this card has cycling for the rare situation that you really have no use for 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.
Dead Weight: It may look like a kind of Shock, but it remains and is this way even able to handle bigger creatures. When a 3/3 suddenly becomes 1/1 or a 4/4 is decreased to 2/2, they are way less dangerous.
Disfigure: The black Shock that is simply good because black doesn't have many alternatives that are similar. It can also be used as a combat trick by shrinking bigger creatures to help kill them.
Duress: Most cubes are about 50% creatures and 50% other cards. You will mainly hit something and this card is especially interesting because black has no other opportunities to remove something, that's not a creature.
Molting Snakeskin: A fine aura to pump and protect a creature at the same time.
Regicide: This is a one mana kill spell that kills 70% of the creatures in the cube.
Tragic Slip: Morbid is not such a hard restriction for black, especially not with instant speed. Killing any creature, no matter how strong it is, for just one mana can be very nice.
Undying Evil: Trading for a removal spell, making the creature bigger and retriggering any etb effects all with the same card for only B is pretty solid.
Vendetta: This card can cost a lot of life, but killing a creature for sure for just 1 mana is still nice.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Boon of Erebos: A really strong combat trick, that can be used to protect a creature against removal as well. The problem is just that spot removal spells mainly are way better than combat tricks.
Cry of Contrition: Combined with a removal spell this card can be Mind Rot for cc1. Interesting, but sometimes too situative.
Dark Ritual: Card disadvantage for a small tempo advantage that can mainly only be used for black cards. Only useful for super aggressive decks.
Executioner's Capsule: A hard removal is never bad, but there are some better alternatives for less mana with the same restriction and some for the same mana, but with fewer restrictions.
Funeral Charm/Midnight Charm: Flexibility is nice and all of these possibilities are acceptable, but none are really exciting.
Innocent Blood: Situative, but not bad. Played without any creature on your side it's a 1cc Cruel Edict.
Lose Hope: An interesting card. -1/-1 isn't a lot, but Scry 2 is very strong.
Ostracize: There are a lot of better ways to handle creatures for black, especially ones where your opponent has to bind his mana before you remove the creature.
Paralyze: This card can get rid of a creature for quite a long time and later it will often bind the whole mana of the opponent to bring the creature back, but it's simply no lasting solution.
Raven's Crime: Giving a purpose to lands in the late game is nice, but for that case, you don't need such a cheap spell with an acceptable, but not exciting effect.
Sicken: Remaining -1/-1 can be nice and cycling gives some flexibility to this card, but it doesn't make it really exciting.
Skulduggery: A cheap combat trick that can remove 1 toughness creatures, along with the possibility of becoming a 2 for 1 if things line up.
Tortured Existence: Trading creatures that are mainly good in the early game for important creatures for the late game is quite interesting in the late game. It's no Undertaker, but it's still ok.
Unnatural Endurance: This card can remove a creature most of the time while saving one of your own, but there are better removal spells.
Virulent Swipe: Surprise deathtouch can be a nice combat trick, but it will usually still be a 2 for 1 trade against you unless the creature happens to have a high enough toughness to already survive. Double-blocks and more are where this can shine. This can also make for a nice two for one kill combo with pingers.
Bad: Don't cube this. It might look fine, but it's not worth it.
Feast of Flesh: Cards like this don't work in most cubes.
Foul-Tongue Shriek: Even if you are able to generate a big enough amount of creatures, this card still only goes to the face, which makes it very situative.
Ghastly Demise: By the time there are enough cards in your graveyard, you won't need such a cheap and restrictive removal anymore.
Vampire's Bite: With First Strike, this card would be way more interesting.
Vile Rebirth: Getting a surprising 2/2 for cc1 with instant speed can be an interesting combat trick, but most creatures are at least a 2/1 in size and this way this card would only trade 1 for 1 as a combat trick. That makes it more of a bad removal or an unexciting restrictive beater.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Chainer's Edict: Only online common!Cruel Edict isn't that good on it's own, but Flashback makes this a solid 2 for 1 removal.
Doom Blade/Terror: The 2 instant speed hard spot removal spells for just cc2, with the restriction that counts least, because when you have black in your deck the chance is reduced that your opponents drafted black as well.
Hymn to Tourach: Some people, who never played this card, may wonder why there is such a big difference between discarding 2 picked cards and 2 cards at random, but everyone who has played this card even once knows how insane this card is. It wins so many games.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Font of Return: A solid recursion spell. The high mana cost of 6 can be split up well.
Grasp of Darkness: -4 toughness kills most creatures in cubes. BB is a little bit problematic but definitely worth such a good removal spell.
Grim Harvest: This card is great, but mainly worse than the very similar Disturbed Burial because it's very easy to get rid of it.
Last Gasp/Nameless Inversion: The black versions of Searing Spear. They are often worse because they can't be used for burn, but the ability to either kill a creature with 3 toughness for 1B at instant speed or shrink a bigger creature is still great.
Moment of Craving: A solid removal spell that's best against aggro but otherwise still fine and flexible. Mostly a strictly better Sorin's Thirst
Night's Whisper: Despite its comparison to Sign in Blood, the easier mana cost makes this an auto-include in most cubes.
Sign in Blood: BB is a little bit problematic, but Divination for cc2 is still great and 2 Life is no big drawback.
Soul Reap: On first look, it seems like a Doom Blade with Sorcery speed and a theoretical Lava Spike included. Sorcery speed is a big disadvantage though and nongreen is worse than nonblack because the chance that the opponent plays green is not necessarily decreased if you're playing black yourself.
Victim of Night: BB might seem problematic, but the restriction is nearly redundant and this way it's a kind of Murder for cc2.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Contaminated Bond: This card can deal a lot of damage. It's no kind of removal, but often enough it prevents a creature from doing anything.
Corpse Churn: The ability to return any creature in the graveyard makes this valuable for graveyard themes in cubes.
Cruel Edict/Diabolic Edict: Sometimes untargeted sacrifice can handle more things than spot removal, but the problem is just that there are often too many alternatives for the opponent. You will usually not hit get you are aiming for.
Dark Favor/Sinister Strength: These auras turn the enchanted creature into a threat that would be worth the risk of trading bad to a removal spell. The problem is just that with only 1 additional toughness, they don't do much to prevent it from trading down to any creature blocking it.
Die Young: Without the right support, this is a strictly worse Disfigure.
Distress/Lost Hours: Discarding any card you want for cc2 would be interesting, but not exciting.
Exhume: In most cases, this card is no advantage for you. It only works if you build your deck around it with a lot of fat creatures that you are able to discard easily as well.
Grotesque Mutation: This is a really nice combat trick, but black has better options.
Infernal Harvest: If you support mono-colored decks, this card is a bomb, but in a 2-color deck you mainly won't return more than 3 or 4 maximum swamps to your hand. This would make this card a kind of Arc Lightning, but with a huge tempo disadvantage.
Infernal Scarring: To get additional value out of this card it needs to die. Also, Pacifism-effects aren't a corner case in most cubes.
Murderous Compulsion: It can kill almost everything, but the restriction is pretty high.
Rush of Vitality: Another version of Butcher's Glee that trades one mana and regeneration for indestructible and two less power.
Sinkhole: This card is nuts in fast constructed decks, but in limited lands are worth way less and you always have to keep in mind how good a card is if you draw it as topdeck because a game can always take longer than you expect.
Skeletal Grimace: An aura that protects the creature it's enchanting is nice, but just +1/+1 isn't too exciting.
Subtle Strike: The ability to do both options is nice, but there are better removal spells in pauper.
Ancestral Vengeance: Permanently pumping and killing a creature for cc2 seems nice on first sight, but the pump is small and only being able to X/1 creatures is heavily restricted, especially for BB.
Disturbing Plot: Reviving 2 creatures from the graveyard for cc2 can be nice, but Conspire is often a too difficult restriction because decks are mainly 2 colors.
Dragon Shadow: There aren't enough playable creatures with cc6 to make this card playable.
Scourgemark: 1 additional power without card disadvantage is not good enough to be worth the risk of making card disadvantage due to a removal spell in response.
Seizures: It's too easy to play around the effect.
Shriek of Dread: A mediocre evasion for cc2 and just for one turn is simply bad.
Trespasser's Curse: This card is good when played at the beginning of the game against creature heavy decks. In all other situations, it is terrible.
Tyrant's Choice: 4 damage to a player for cc2 is a lot, but still card disadvantage.
Warren Weirding: This card would only be really interesting in a tribal-based cube.
Wicked Reward: You don't want to sacrifice creatures if the effect you gain for it isn't just great.
Without Weakness: The flexibility of cycling is nice, but it's kind of expensive for a protection spell and doesn't help a creature trade up in combat.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Ashes to Ashes: 5 Life may seem like a lot, but killing 2 creatures for just cc3 and nearly no further restriction is really bomby. The only problem is that it's very dangerous against red decks with burn and when you are at really low life already.
Read the Bones: Only drawing 2 cards for 3 mana is not enough, but Scrying 2 beforehand makes this card really good.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cartouche of Ambition: On cards like Crypt Rats, this gets ridiculous. On other creatures, it is at least a removal for an opponent's creature and a buff for your own creature.
Crippling Fatigue: 5 mana and 3 life is a lot to kill two X/2 creatures, but the option to be a 2 for 1 trade makes this card good.
Death's Duet: This card may seem similar to Divination, but Reviving creatures from the graveyard is different from getting cards from the top because it guarantees quality.
Eyeblight's Ending/Rend Flesh: Hard removal spells for 2B are good and these are two of the only ones with no significant restriction.
Stab Wound: On first look, this card may seem like an overcosted version of Dead Weight, but it's not made for killing X/2 creatures with it. It's made to decrease 2/X or something similar to 0/X and then ignore them, so they can do nothing except for blocking and the Wound will constantly deal a relevant amount of damage, that can mainly not be ignored. Meanwhile, it can also be used to kill annoying X/2 creatures.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bog Down/Unburden: The effect isn't bad, but a little bit situative. These 2 cards got some flexibility, but not enough to be cubeable.
Butcher's Glee: Black combat tricks may mainly be outclassed by black spot removal, but this one can actually generate a huge amount of life in exchange for the traded creature.
Casting of Bones: Combined with a spot removal this card is Compulsive Research, which would be great, but it depends on a spot removal and as an aura, it's a little bit fragile.
Cower in Fear: This card can be backbreaking or completely useless. Most of the time it's the second.
Cruel Finality: Scry is nice, but there is way better removal available in black.
Dark Dabbling: This card trades 1-for-1 or can save all your creatures and replaces itself, but most of the time it's too situational.
Dirge of Dread: Either using this card as a finisher or cycling it, with an attached effect is Ok, but mainly not exciting enough.
Douse in Gloom/Last Kiss: Simply a weaker Lightning Helix would still be great, but these cards need to cost either cc1 less or deal 1 damage more, to be good.
Ichor Slick: A lot of flexibility in a single card, but for most people, it's simply too overcosted in most cases.
Last Rites: This card can be great when you play against a control deck with a full hand, even in the late game, and you are able to trade some lands each against cards of your choice, but when you got enough lands your opponent usually has an empty hand.
Renegade's Getaway: This can be a nice blowout for your opponent, but it is very situational.
Shade's Form: Either enchanting your creature to pump and protect it, or stealing a creature from your opponent when combined with a spot removal can be nice, but it remains situative.
Splendid Agony: It can be a 2-for-1, but there are better removals available for that cost.
Succumb to Temptation: Worse than its sorcery counterparts as Black does not need pricier Divination-effects just for Instant speed's sake
Syphon Life: Retrace spells do very well in limited, because of the higher land count, but the effect of this card is pretty weak.
Wail of the Nim: Both effects are sometimes ok, but mainly you don't want this card.
Bad: Don't cube this. It might look fine, but it's not worth it.
Afflict: Drawing cards in addition to a removal is great, but -1/-1 is simply too less for cc3.
Untamed Hunger: This card isn't worth the risk of card disadvantage.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Pestilence: One of the few mass-removal spells in pauper. It's very flexible and has a lot of synergies.
Snuff Out: A really good removal. The possibility to play it for 0 is absolutely great and even cc4 isn't too overcosted. 4 life can be a lot, but if you really need it it's 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.
Bitter Revelation: 4 mana at sorcery speed for drawing 2 cards is a lot, but this card contains card quality and there are ways in black to get an advantage of milling cards.
Mark of the Vampire: +2/+2 is a huge threat and even if the creature isn't protected in any way, it will leave the battlefield with a huge difference if it even attacked once.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Fill with Fright: Scry attached to a card that makes card advantage of any kind for the opponent is nice, but simply discarding 2 cards is too situative.
Flay: Hymn to Tourach would still be nuts for cc4, but not with such a hard restriction.
Gruesome Discovery: This card would be interesting, but morbid is a high restriction even for black.
Midnight Recovery: Often this card is Death's Duet for cc4, but Cipher overall isn't a good ability since it's mainly just an aura with an etb-effect.
Nightsnare: It's nice to discard either one specific card or discard two, but 4 mana is a lot for the effect.
Strands of Undeath: Protecting a creature permanently while making the opponent discard 2 cards isn't bad, but just discarding 2 cards is too situative.
Tendrils of Corruption: A great late-game card that is just very bad in the early game, as long as you don't have a mono B deck.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aphetto Dredging: This card would be great without the tribal restriction.
Morsel Theft: This card would even be Ok for cc4 if you would be allowed to draw the card, but it's actually only worth it if you can enable the prowl effect.
Contract Killing: An overcosted sorcery speed removal spell. The treasures aren't that good by this late in the game and don't make up for the fact that you can't cast this until turn 5.
Cruel Revival: If you have enough Zombies, this card could be considered, but it's still overcosted.
Final Reward/Flesh to Dust: These are unconditional hard removal spells, but overcosted and outclassed by way too many better versions.
Gloomlance: This card isn't even a really good sideboard card.
Lab Rats: On first look, this may look like a black Sprout Swarm, but instant speed, Convoke and the fact that it's green makes such a huge difference.
Liturgy of Blood: This removal is so terribly overcosted that it's not directly bad, but simply not cubeable at all. Even if it's non-restricted and gives some mana back it's also sorcery speed and BBB isn't very useful in most situations.
Nyxborn Eidolon: cc5 for Unholy Strength is simply far too much and a 2/1 is not really a good price for 4 additional mana.
Reach of Shadows: A hard removal for cc5, that is even restricted, is simply terrible.
Shadow Slice: Cipher is a high restriction and this effect is to situative for the risk.
Covenant of Blood: Convoke or not, cc7 is way too much for this effect.
Dark Withering: This card is only good if you are able to discard it.
Death Rattle: This removal is only ok, in the very late stage of the game.
Essence Feed: 3 Eldrazi Spawns aren't worth so much mana.
Mindstab: This card is mainly only good on Turn 1. Apart from that, it will come too late.
Tasigur's Cruelty: Discard spells like this are highly situative and have to be timed correctly. An additional restriction in the form of Delve makes this card quite bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Death Denied: This card doesn't need much mana to win most late games for you.
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.
Death Wind: A very flexible removal, but black has a lot of spells to destroy a creature, no matter how big it is.
Endless Scream: Giving a lot of power to a creature can be interesting, but it doesn't protect the creature from dying to any creature, that blocks it.
Howl from Beyond: This card could be a bad finisher or a bad combat trick. No matter what, it's bad.
Rats' Feast: Graveyard hate is not needed in pauper cubes.
Stir the Grave: In most cases, it's better to play another creature instead of reviving a creature by paying more than it's casting cost.
Word of Binding: A possible finisher for black that is mainly bad because of the Sorcery speed.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Arbor Elf/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 in turn 3. Even later they got relevance, by enabling fatties earlier.
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.
Avacyn's Pilgrim/Boreal Druid: These 2 guys are outclassed by the staple versions of them, but if you can't have enough cards like them, you can play these as well.
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.
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.
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.
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.
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.
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.
Mtenda Lion: This card is staple against every non-blue deck, but you simply can't guarantee that your opponent doesn't play blue.
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.
Nurturer Initiate: A single +1/+1 can be a big difference, but the 1/1 body on its own is simply not good enough.
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.
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.
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.
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.
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.
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.
Thornscape Familiar: Making about 50% of decks cheaper is nice, while the 2/1 body is acceptable, but not good.
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.
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.
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.
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.
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.
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.
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.
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.
Scrounging Bandar: It can be nice to move the counter on other creatures, but often it is just a bear.
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.
Stalking Drone: There aren't enough colorless mana sources in most cubes for this to be more than a bear.
Thallid Shell-Dweller: A solid wall that can throw 1/1 Tokens. The problem is just that it's very slow in producing them.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Battering Krasis: Evolve is a great ability for limited, but the card is overcosted by 1.
Daggerback Basilisk: 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.
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.
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.
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.
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.
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.
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.
Festerhide Boar: Even if Morbid is a quite high restriction, a 5/5 trample for cc4 is simply huge.
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.
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.
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.
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.
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.
Acorn Harvest: 4 1/1 tokens can be interesting, but cc6 and 3 life is a lot for that.
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.
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.
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.
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 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.
Nessian Asp: A super solid body for cc5, that even has reach and a great late game mana-sink.
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. It's one of the best mana sinks at common rarity.
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.
Tajuru Pathwarden: A big body with trample and vigilance is just value.
Tangle Hulk: 5 power for 5 mana and regenerate is simply good even if regenerate requires a lot of mana.
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.
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.
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.
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.
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.
Ghor-Clan Savage: A 5/6 for cc5 would be great, but Bloodthirst can be a high restriction, especially later in the game.
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.
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.
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.
Rampaging Hippo: A 5/6 with trample is already good and with the flexibility of cycling, it becomes great.
Durkwood Baloth: This creature is mainly interesting on turn 1 and even then it takes very long till it comes.
Giant Warthog/Moss Kami: Solid bodies with trample. They're hard to get rid of, but they aren't very exciting.
Kessig Dire Swine: The body is huge and trample is a nice bonus if you can achieve delirium.
Oran-Rief Recluse: If you can find a target for the ability, it's Ok.
Pathbreaker Wurm/Yavimaya Wurm: 6 power and trample is a lot, but with just 4 toughness, they are already fragile again.
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.
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.
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.
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.
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.
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.
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.
Horncaller's Chant: Two 4/4 trample creatures are a solid threat even if cc8 is a lot.
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.
Tangle Golem: There are more interesting alternatives for this guy.
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.
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.
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.
Implement of Ferocity: It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
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.
Vines of the Recluse: One of the most flexible combat tricks out there, especially for only 1 mana.
Wild Growth: Played on turn 1, this card is similar to Llanowar Elves and played later it has "haste", but mainly the body is more interesting.
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.
Gather Courage: A solid combat trick that can be played surprisingly for cc0 if you have an untapped creature left.
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.
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.
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.
Reclaim/Salvage: Putting cards only on the top of your library is card disadvantage.
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.
Simplify: Only being able to handle enchantments is way too restricted.
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.
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.
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.
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.
Moment's Peace: Fog is bad, but Flashback is strong. An interesting card for ramp/control decks.
Rabid Bite: The best green removal spell there is at the moment.
Savage Punch: This is less consistent than Epic Confrontation, but the additional power can be relevant, especially when you want to attack after fighting.
Savage Surge: A fine combat trick, that even works, when all your creatures are tapped.
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.
Farseek/Fertile Ground/Into the North/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.
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.
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.
Plummet: A really solid flying removal, but sometimes you won't find a target for it.
Predator's Strike: Trample can be interesting for combat tricks, but it's not worth an additional mana.
Regeneration: Protecting your important creatures can be really nice, but regenerate is simply no good protection.
Sheltering Word/Wrap in Vigor: Protecting your creatures against hard removal can be very important, especially for green.
Symbiosis: This combat trick has really good chances to trade 2 for 1, but it's restricted to 2 targets.
Bad: Don't cube this. It might look fine, but it's not worth it.
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.
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.
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.
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.
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 Paradise: It fixes, gives you life and ramps you, but just for one.
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.
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.
Oakenform: +3/+3 is huge, but this card is still really fragile against hard removal.
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.
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.
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.
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.
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.
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.
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.
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.
Intimidator Initiate: Preventing creatures from blocking seems nice, but the 1/1 body doesn't do much on its own and the constant mana investment can be problematic.
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.
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.
Skitter of Lizards: Flexibility is nice, but this card is simply never really exciting.
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.
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.
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.
Thriving Grubs: A 3/2 for 2 mana is really strong. The only risk is that your opponent pings them before you are able to attack.
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: 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.
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 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.
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.
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.
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.
Skinbrand Goblin: A flexible creature, but none of the possibilities is too exciting.
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.
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.
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.
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.
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.
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.
Firebrand Archer: An aggressive creature that can help force through damage, but the body is pretty fragile.
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.
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.
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.
Kozilek's Sentinel: It has a big butt, but the ability will almost never trigger.
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.
Pygmy Pyrosaur: This creature can bring some damage through, but it needs a lot of mana investment.
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.
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.
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.
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.
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.
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.
Boggart Brute: A 3 power creature with evasion is quite useful.
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.
Goblin Heelcutter: This card is mostly played for 3 mana, once the rest of your hand is played out and you can simply take out the biggest blocker turn after turn. This card is a great topdeck, but not that good on curve.
Hanweir Lancer: A 2/2 First Strike may seem unexciting, but a lot of red creatures becomes a lot better with first strike.
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.
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.
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.
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.
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.
Crossway Vampire: A 3/2 for cc3 isn't very solid, but the etb-effect makes it interesting.
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.
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.
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.
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.
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.
Bad: Don't cube this. It might look fine, but it's not worth it.
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.
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.
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.
Keldon Berserker: A 5/3 is very big and the restriction is high but doable.
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.
Vestige of Emrakul: A 3/4 with trample for 4 is already playable. The ability to get around protection is the icing on the cake.
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.
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.
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.
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.
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.
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.
Storm Fleet Pyromancer: The body isn't great and the ability is ok but not really worth the restriction of raid.
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.
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.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
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.
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.
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.
Desert Cerodon: The body is huge and has some flexibility, but the high cost of just a vanilla creature is a drawback.
Granitic Titan: A decent big evasive creature that has nice cycling flexibility.
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.
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.
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.
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.
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
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.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
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.
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.
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.
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 situative good.
Onslaught: Tapping creatures during your main phase only prevents them from blocking, but the effect is still interesting.
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.
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.
Rite of Flame: This card doesn't work in most cubes.
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.
Chandra's Pyrohelix/Twin Bolt: 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.
Fire Ambush/Volcanic Hammer: Super solid burn spells that are only slightly worse than the staple versions of them.
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.
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: 3 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.
Tormenting Voice: A possible way to generate card quality in red.
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.
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.
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.
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.
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.
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.
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.
Garbage Fire: You need to wait to pick this up, but then it removes almost everything.
Puncture Blast: A solid burn spell that can even handle bigger creatures by simply decreasing their P/T to something unexciting.
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.
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.
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.
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.
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: Flexibility is nice, but Dead is usually the better option of the two.
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.
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.
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.
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.
Burn Trail: Magma Burst without card disadvantage, but mono-color Conspire is a big restriction. You just can't guarantee to have 2 red creatures.
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.
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.
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.
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.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Deftblade Elite: This is a very flexible one-drop. It's not just a kind of white Scorching Spear, it's also absolutely insane with equipment and auras and one of the best blockers for the late game.
Elite Vanguard: There isn't a more efficient 1-drop creature in any other color. it's simply vanilla, but a penalty/condition-free one.
Gideon's Lawkeeper/Goldmeadow Harrier: Activated abilities that require tapping are better the less casting cost the creature has, because of summoning sickness. These guys are simply great soft removal that handles a huge amount of things with a very high flexibility and for a very little amount of mana.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Akrasan Squire: This creature can attack as a 2/2 one-drop and possibly push other creatures later with Exalted, though it's own body is nearly useless in that case.
Benevolent Bodyguard: Some people call this the pauper Mother of Runes. On first sight, it may seem very bad since it has a nearly useless body that can just trade for another card, but the advantage of this creature is that many people don't want to "waste" a removal spell on it and in that way be very interesting during any part of the game.
Caravan Escort: The level up cost is very low and this creature becomes acceptable at the first level and is simply huge at level 5.
Doomed Traveler: Suntail Hawk is bad, but having an additional body that can chump, be equipped and get pseudo evasion is interesting.
Icatian Javelineers: The white pendant of Mogg Fanatic with the big difference that it's still alive after activating its ability.
Infantry Veteran: Similar to, but different from, Akrasan Squire by the fact that this guy can't buff himself to attack as a 2/2 on its own, but can still split up its power with much more flexibility and change combat math permanently. The problem is just that the body on its own isn't very relevant.
Steppe Lynx: When played on turn 1 this creature will very often be a kind of Kird Ape, but it's a very bad topdeck in the late game.
Thraben Inspector: For one mana you get a 1/2 that will replace itself.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Benalish Missionary: The ability is very interesting for a defensive strategy, especially double blocks.
Charm Peddler: This guy can change combat math and prevent burn spells, but for a high price and with a terrible body.
Lagonna-Band Trailblazer: An medium interesting early blocker, that would only be worth considering with big support for Heroic.
Loyal Pegasus: This card is far better than the comparable Jackal Familiar, but not being able to attack before turn 3 hurts a lot for a one-drop.
Origin Spellbomb: Getting a 1/1 Token and a card for cc2 is ok but not very exciting, especially because of the additional mana.
Pride Guardian/Wall of Hope: These defenders can deter your opponent from attacking even though they have no power, but with only 3 toughness, they can't block much without dying.
Sacred Cat: It's mainly a worse Doomed Traveler except for lifelink and that it works with self-mill.
Tragic Poet: The ability is interesting, but enchantments are rarely going to the graveyard.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Kor Skyfisher: This creature is not only just a super solid 2/3 flier for just cc2, it can also be played for cc1 when missing land drops or to reenable etb-effects.
Porcelain Legionnaire: A "colorless" 3/1 First Strike for cc2 is absolutely insane. It's maybe the best 2 drop an aggressive deck can have and a super solid blocker for control decks as well.
Soltari Trooper: A basically unblockable 2 power beater for 1W is pretty good.
Syndic of Tithes: A solid bear that is great for control decks, as well as giving reach to aggressive decks.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Ainok Bond-Kin: A solid 2-drop with the option to become relevant in the later stages of the game, that also has some random synergies with other cards with +1/+1 counters. Sadly it's not very good in aggressive decks and this way often worse than Knight of Cliffhaven.
Azorius Arrester: A nice topdeck for a 2-drop, but it's bad on turn 2.
Field Surgeon: This little guy can turn combat math into a mess for your opponent. On the other hand, it's not that good if your plan is to turn all your creatures sideways every turn and the body is simply bad.
Fledgling Griffin: Only getting the evasion on landfall is a high restriction, but this creature is still solid.
Glint Hawk Idol/Order of the Golden Cricket: The required investment every turn for these flying bears makes them a little bit unexciting, but 2/2 fliers for cc2 are very solid.
Gold Myr: A white ramp creature. Pretty unique at common rarity and definitely a good card for clunky white decks or control-heavy white decks.
Gust Walker: A bear with a relevant upside. The problem is that without ways to untap it, it can only be used every second turn.
Knight of Cliffhaven: It's perhaps the best common level up creature. It curves itself out, is a solid bear at the beginning, a really solid beater afterward and a huge threat later.
Leonin Skyhunter: WW on a 2 drop can be problematic, but 2/2 fliers are pretty good.
Lone Missionary: 2 power for cc2 and 4 life. This guy can buy a lot of time for control decks and wins races for aggressive decks. Very solid.
Loyal Cathar: Getting a 2 power creature twice for cc2 seems like a dream on first sight, but the transformed card is often a "dead" card, not because it's a zombie, but rather because a 2/1 can't attack very often and without being able to block as well, it will do nothing in most cases. It would still be a staple with this disadvantage, but WW is really problematic on turn 2.
Oketra's Avenger: A 3/1 with a nice upside is solid for two mana.
Raise the Alarm: Normally 2 1/1s for cc2 are worse than any 2/2 for 2 with upside, as long as you don't support swarm, but these have instant speed and can surprise kill attacking X/1 or X/2 creatures.
Seeker of the Way: A great card for aggressive/tempo decks. Just from the threat that prowess presents, this creature can be pseudo unblockable sometimes and with just one trigger, it becomes a big 3/3 lifelinker.
Steadfast Cathar: It is a 2/3 on offense and at 1W it's aggressively costed. It is meant to fight and live for faster decks.
Topan Freeblade: Early in the game it's at it's best and later it's still fine.
Veteran Armorer: 1 additional toughness for each of your creatures can change a lot.
Wall of Glare: Being able to block a 4/X or 2x 2/X creatures can prevent a lot of damage, especially because this creature can prevent any kind of final charge.
Whitemane Lion: Saving a creature from removal, while getting a surprising bear for it, is definitely interesting. This creature can also work as a combat trick to kill an attacking X/2 creature or it can retrigger etb-effects, but it can't be played on an empty board and if it's on the board once, it's way less interesting.
Youthful Knight: 2 power and First Strike for just cc2. This creature is not just a solid attacker, it's also a great blocker that scares a lot of creatures.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ajani's Sunstriker/Bishop's Soldier: 2/2 lifelink bodies for cc2 are alright and can make for a nice roadblock against aggressive decks.
Beacon Hawk: The 1/1 flying body isn't very interesting, but the flexible pseudo evasion makes it interesting.
Benevolent Unicorn: The ability can be very strong, but the body is terrible.
Cleric of the Forward Order: Unless you play multiple copies of this, it's not too exciting. Lifegain attached to a solid body can be nice, but 2 life is a nearly irrelevant amount.
Fortified Rampart: High toughness, but it doesn't kill anything on its own.
Gather the Townsfolk: Splitting 2 power and toughness among 2 creatures has some upsides, but also downsides that are bigger as long as you don't support swarm as an archetype.
Herald of Dromoka: There are some good warriors at common rarity, but not really enough to make this worth it, especially because Vigilance is not a super relevant ability.
Martyr of Dusk: The body isn't great but the 1/1 lifelinker that comes along with it after it dies can be a nice bonus.
Moorland Drifter: A bear that can be a beater in the later game.
Moorland Inquisitor: Even if the possibility of First Strike is often enough, but 3 mana is a lot if you should need the ability.
Ninth Bridge Patrol: A strictly better Unruly Mob. You might want to include this if you're running a flicker theme.
Order of Leitbur: The threat alone of possible First Strike will often be enough, so you won't always need to actually spend the mana, but even if this creature can be pumped, WW can be a problematic mana cost for a 2drop.
Phantom Nomad: This card is only really worth it with equipment. With any permanent toughness buff, it can't be killed by damage.
Safehold Sentry: A bear that can attack as a 2/4 or block as a 2/4 after attacking wouldn't be this interesting because of the high price for it, but the synergies with some stuff like Viridian Longbow are given.
Soul Summons: A 2/2 body with the upside of possibly hiding a creature, but the chance is not very high.
Split-Tail Miko: This creature can change combat math a lot, but there are better alternatives for it.
Standard Bearer: This creature will steal every aura or combat trick, but it can die to almost any removal spell, even if it's just Lava Dart or Lose Hope, and the body is terrible.
Stone Haven Medic: Just 1 life for 1 mana and tap a guy is not enough to be playable. At least it has a big butt.
Sunscape Familiar: Making about 50% of the decks it's played in cheaper can be really nice, but a 0/3 defender is not really a good body.
Suture Priest: This creature can deal some damage and gain some life, but the body is terrible and it's a terrible topdeck for the late game.
Bad: Don't cube this. It might look fine, but it's not worth it.
Advance Scout: The ability is nice, but the body is terrible on its own.
Aegis Automaton: The ability is overcosted and the body is useless.
Akroan Skyguard: The body on its own is really useless and there are far from enough good spells that really want to target this card.
Lightwalker: Even if you would be able to consistently put +1/+1 counters on creatures without making card disadvantage, this would not be the best creature.
Lost Leonin: Infect doesn't work in most pauper cubes.
Starlight Invoker: The body is bad and the ability is extremely expensive.
Stonewise Fortifier: An unexciting and terribly overcosted ability on an unexciting body.
Sungrace Pegasus: Lifelink and Flying seem nice for just cc2, but with only 1 power, it's not really worth it if you don't have a really big amount of spells to pump it.
Throne Warden: Without Monarch cards in the cube, this is just a bear.
Trained Pronghorn: It's hard to kill this creature, but the price to protect it is high.
Unruly Mob: This card needs at least 2 other creatures to die to become interesting.
Troubled Healer: This card wins so many games. It doesn't just make combat math completely unpredictable for your opponent, it also makes every damage based removal useless.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Apex Hawks: A Wind Drake with a big flexibility later in the game. None of the options are super exciting, but none of them are really bad.
Attended Knight: Splitting the power can be useful. 1/1 Tokens are typically not very useful, but sometimes really good.
Aven Riftwatcher: This card is way weaker in pauper limited than in constructed, but it's still flexible. You get either 4 life and up to 3 blocks or 4 life, 1 block and up to 2 attacks, with a very solid body. It can be good for control decks to buy some time or for aggressive decks in a race, but the card disadvantage can be problematic later.
Basilica Guards: Extort is very strong and a 1/4 body is an acceptable blocker.
Ironclad Slayer: Stats are acceptable. The ability is useful but limited. It is just an odd package that will likely not find many targets.
Kabuto Moth: This creature can give pseudo evasion through changing combat math and also block as a 2/4 flyer. The problem is just that the body isn't great and the ability is often not used.
Kitsune Blademaster: As a potential 3/3 First Strike it's hard to block this creature, so it's often an evasive 2 power beater that could also block as a 3/3 First Strike.
Kor Hookmaster: A solid aggressive creature, that can prevent blocking for 2 turns.
Master of Diversion: This card is great to support highly aggressive strategies. Your opponent simply can't just keep 1 blocker back and attack with the rest.
Misthoof Kirin: This card is decent if you hardcast it and also has the upside to be played as a morph and to be bigger later in the game.
Sandsteppe Outcast: The slightly better brother of Attended Knight. Instead of a solid 2/2 First Strike body and a barely useful 1/1 Vanilla, you get an acceptable 2/1 body and a 1/1 flying clock.
Skyhunter Skirmisher: This is a very impactful 2 power flier for cc3. With any kind of pump, it easily reaches absurd dimensions. Only the WW in its cost prevents it from being a staple.
Soltari Visionary: This creature is not just a 2 power beater with a great evasion for cc3, it also handles every enchantment your opponent plays that doesn't remove it.
Zealous Inquisitor: It's very hard to kill this creature. It's either an evasive 2 power beater or a very interesting blocker.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Desperate Sentry: It is self-replacing like Doomed Traveler, but it leaves a formidable body behind. The downside is Delerium is so hard to trigger on curve, so it is mostly a blocker looking to chump.
Devout Witness: Turning every land into Disenchant can be really interesting, but mainly you don't need to remove more than 1 enchantment or artifact.
Diving Griffin/Eagle of the Watch: Vigilance on a flying creature can be interesting to prevent counter attacks, but on the other hand as a 2/2 or 2/1, that will die to nearly everything else, that is able to fly, it's definitely less exciting.
Dragon Bell Monk: Prowess is a nice thing to scare creatures with the same P/T from blocking or attacking into it, but if the body of the creature with prowess is underpowered, which a 2/2 for cc3 is, it's often better simply to play a bigger body without prowess for the same cost.
Glint-Sleeve Artisan: The flexibility of this creature is good even if you almost always want the counter. Though, it's still only a vanilla creature after that.
Hallowed Healer: This guy is bad with his first ability but really interesting with Threshold.
Kemba's Skyguard: Gaining 2 life just for playing a Wind Drake is interesting, but not much and the risk of WW in turn 3 is given.
Kor Sky Climber: This card can come in for a lot of damage, but you have to pay 2 mana each turn for it you may not have.
Lagonna-Band Elder: 3/2 bodies for cc3 are pretty weak, because of the huge amount of 2/1 and 2/2 bodies, that want to trade them. Without a really high enchantment count, this card is too weak.
Niblis of the Mist: A 2 power flying beater for cc3, that can prevent 1 creature from blocking. Ok, but not exciting.
Nightguard Patrol: First Strike and Vigilance is a nice combination of abilities, but with just 2 power, this creature will find it hard to attack after turn 4, what makes this more a bad blocker.
Sandcrafter Mage: A 3/3 for cc3 would be decent, but bolster can be a downside as well as an upside. Especially in White, there are some 1/1 Tokens that don't really want to be bolstered.
Soldier Replica: The ability is very solid, but the body is unexciting.
Stalwart Aven: A solid defensive flying body, that is a solid answer to all the 2/1 fliers in pauper. On the other hand, it can be really annoying to take a turn off blocking to make the body more relevant.
Those Who Serve: A 2/4 vanilla for 3 is okay, but not what you want in a power-oriented cube.
Unwavering Initiate: A 3/2 vigilance for 3 is okay and it can come back, but the embalm cost is expensive.
Village Bell-Ringer: A walking combat trick. The problem is just that the 1/4 body isn't very exciting.
Wingsteed Rider: If you have a lot of stuff that's able to target this guy it's very solid, but otherwise it's just a Wind Drake for 1WW.
Kitsune Bonesetter: The damage prevention is big, but the restriction is too high.
Knight of the Pilgrim's Road: 3/2 bodies with cc3 are pretty bad because they trade with all the 2/2s and 2/1s your opponent has left from the early game or that already did their job when entering the battlefield.
Kor Scythemaster: A 3/1 with first strike for 3 would be cubeable, but it's just a vanilla while blocking.
Wild Aesthir: This card needs a permanent investment of WW to be acceptable.
Wingbeat Warrior: The effect and body are too weak to be worth 6 total mana.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Battle Screech: Only online common! 4 1/1 flying creatures for cc4 is insane. You only need one additional untapped white creature to immediately flashback it.
Coalition Honor Guard: This card wins a lot of games on its own. This card can't only just blank every damage based removal that deals less than 4 damage, it can also steal almost every combat trick and aura, pumping or Pacifism-like, your opponent plays.
Guardian of the Guildpact: Even if this guy has 1 power too less for powered and unpowered cubes, it has still protection from about 90% of cards in the average cube. This card is not just the perfect blocker, it can also beat down, being nearly unblockable, and goes crazy with equipment.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Abzan Skycaptain: Bolster is a fine limited ability and a flier for cc4 that actually contains 4 power and 4 toughness is a fine card.
Alabaster Kirin/Armored Griffin (Only online common!): Flying and Vigilance is a good combination of abilities on a 2/3 body.
Cenn's Enlistment: Being able to turn every useless land in the late game into Gather the Townsfolk is very interesting, especially when there is no easy way to stop retrace in the average cube.
Heavy Ballista: This guy can't only just kill every attacking or blocking X/2 creature, but it can also change combat math a lot.
Kor Sanctifiers: Disenchant attached to a solid body is great. It's card advantage, card quality, and board impact all in one card.
Mistmoon Griffin: Only online common! A bit similar to Abzan Skycaptain, but instead of 2 +1/+1 Counters, you get a more or less get to reanimate a random creature from your graveyard.
Spirit en-Kor: It's very hard to kill this creature with just damage, but a 2/2 flying body isn't too exciting for cc4.
Tah-Crop Elite: A reusable anthem effect is decent and worth playing.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aether Inspector: Vigilance is a nice ability, but the body is a little too weak for the cost.
Ampryn Tactician/Inspiring Captain: These are ok in a creature-heavy weenie deck, though they only really shine if you support the swarm archetype.
Aven Liberator: This can curve itself out and has a solid flying body and nice ability. The only problem is that it's overcosted at 7 total mana overall.
Bladed Sentinel: Vigilance can be very important on big defensive bodies.
Captain's Call: 3 Creatures in one cc4 card. Interesting, but without swarm support 1/1 bodies are only of small interest.
Courier Griffin: 2 life isn't much, but 2/3 flyer for 4 isn't totally bad.
Daru Lancer: A solid morph creature that can curve itself out. The main problem is just that it's either overcosted or underpowered for such a high mana investment.
Daru Stinger: When this card was still human it was pretty decent, but nowadays it's a lot weaker.
Elgaud Inquisitor: If this card dies in combat while trading for another creature it did its job with leaving the battlefield with an advantage for you. The problem is just that a 2/2 body for cc4 isn't such a big threat and a single 1/1 flying token isn't too exciting.
Mystic Zealot: With Threshold this card is huge, but without it's only of small interest and Threshold is a high restriction.
Ondu Greathorn: This creature just can't compete with other four drops.
Palace Sentinels: Being the monarch is nice, but the body is not as great as it could be.
Paladin of the Bloodstained: The combination of bodies and stats aren't great but they're not terrible either.
Sacred Knight: A creature with solid power and evasion against 2 of 5 colors.
Salt Road Patrol: A very defensive body with the option to grow during the late game. The problem is that it can't block when you pump it.
Sparring Mummy: The ETB-effect of this creature can be very good, but the cost is a little bit too high.
Steadfast Sentinel: Two creatures in one can be nice but neither body is great for the cost.
Stonehorn Dignitary: Even if the body is very bad, this guy can buy some time for you if you should really need it.
Student of Ojutai: With enough noncreature spells, this card could be huge in white control decks, but mainly there aren't enough to make this mediocre body worth it.
Thraben Sentry: The restriction is very high, but if this creature flips it's simply huge.
Thriving Ibex: A 3/5 for 4 is okay, even if it needs to attack first to be that big, but it isn't very strong.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aven Trooper: An extremely weak creature with a very bad ability.
Ballynock Trapper/Shade of Trokair: Being bound to a single color is often very problematic in limited because most decks are at least 2 colors.
Battlewise Aven: Threshold is a high restriction and even if you would achieve it, a 3/3 Flying First Strike is not exciting enough to be worth it.
Carrier Pigeons: Creatures with an included cantrip can be very nice, but this one is quite overcosted.
Champion of Arashin: 3 power and lifelink is nice for cc4, but with just 2 toughness, this will trade for any 2/1 or 2/2, that already did its job during the early game or when entering the battlefield.
Midvast Protector: Without flash, the ability is only of small interest.
Moorish Cavalry: On small bodies, Trample is only of small interest.
Mothrider Samurai/Sustainer of the Realm: Being good flying blockers doesn't change much about the fact that 2 damage with flying is simply not enough for cc4.
Shu General: Unblockable and Vigilance seems nice, but a 2/2 can't block very much without dying.
Spectral Reserves: It is a steep price, but this is the Pauper design for 2x Spirit tokens. It's probably 1 too slow. Not overcosted, just a White Rise of Eagles
Trenching Steed: Even with the activated ability, this creature is only of small interest.
Zarichi Tiger: A weak body with a solid ability. Ok, but not too exciting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Custodi Squire: A 3/3 flying body for cc5, that returns a permanent of your choice to your hand.
Totem-Guide Hartebeest: A 2/5 for cc5 may seem bad, but it does something on the board and is hard to handle. Way more important is the second ability because most of white's removal spells are auras plus the additional options in other colors. You don't just get a big wall that can still attack, you also get any aura you have in your deck and that's just insane, especially because the Hartebeest itself isn't a bad target for auras on its own.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Dawnfeather Eagle: Just one mana more for a Inspiring Captain with a flying body that grants also Vigilance to your other creatures is good.
Supply-Line Cranes: This card comes as close to a Serra Angel as pauper got so far. A 3/5 flying would have already been unique enough, but the upside to split the power makes this card even more interesting.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Antler Skulkin: A really solid ability, but the 3/3 body isn't very exciting.
Aven Tactician: Bolster has its ups and downs against a targeted +1/+1 counter and mainly the downsides overwhelm. The missing point in toughness is another point, that makes this nearly strictly worse than the comparable Supply-Line Cranes.
Bastion Mastodon: The body is big and vigilance is a relevant keyword. 1 mana is not much to pay every turn after turn 5, but white has better 5-drops.
Castle Raptors: A 3/3 flying for cc5 isn't really good, but with the 2 additional toughness, this one is at least able to block most creatures in a cube.
Conclave Phalanx: This can be good in a slow token-heavy deck, but that's very specific.
Dawnstrike Paladin: Vigilance and Lifelink are perhaps the best abilities a finisher can have apart from Hexproof, but no matter if you call it overcosted or underpowered, this card is simply too weak. It would need to cost cc1 less or have at least 1 power more.
Expedition Raptor: Support is a nice mechanic, but the inability to put the counters on itself is bad.
Griffin Dreamfinder: The big brother of Auramancer that has the same problem that enchantments are typically not going end up in the graveyard. You would need a huge amount of enchantments and Disenchant-like spells to make this card interesting.
Plover Knights: Another 3/3 flying for cc5, that at least has First Strike, to be able to hold off other flying creatures.
Shu Elite Companions: Only online common! Horsemanship is great evasion, the only problem is that cc5 is a lot for just 3 power. Also, while it's typically better evasion than flying, it won't be able to block the more common flying creatures that that may come from the opponent.
Supply Caravan: The payoff of this is fine, but the restriction can be high.
Bad: Don't cube this. It might look fine, but it's not worth it.
Lowland Tracker: Provoke is a really nice ability, but a 2/2 First Strike body for cc5 isn't exciting enough on its own. This creature depends on auras or enchantments to be really good.
Loxodon Mystic: Either you want a big body to attack or you want to use the ability.
Nav Squad Commandos: A 4/6 Vigilance seems nice, but on its own, this card is simply too bad and battalion is a huge restriction.
Spectral Gateguards: On its own, this card is really bad and Vigilance is only a situative advantage.
Staunch Defenders: Only online common! Life attached to a useful effect or body can be good, but a 3/4 for cc5 is simply way too bad to make this a good card.
Sunrise Seeker: Neither outcome is that great or exciting and the inability to choose between the two can be annoying.
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.
Benalish Lancer: A 4/4 First Strike is a huge threat and if it should be really needed, this card can still be played as a Bear to trade with X/2 creatures.
Noble Templar: cc6 is a lot, but with Plainscycling, this creature has the needed flexibility.
Razor Golem: This card is mainly played for about 4 mana and a 3/4 Vigilance is simply extremely solid at any time of the game.
Triplicate Spirits: 3 1/1 fliers are nice and with Convoke, this can be cast quite early.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ivory Giant: This card is very bad for suspend because your opponent sees the effect coming and for cc7 this card is simply overcosted.
Maze Sentinel: Vigilance is very important for big creatures, but this card is overcosted.
War Behemoth: Morph to reduce the mana cost can be fine and a 3/6 is definitely surprising, but after that, it's just a 3/6 blocker, that would need Vigilance to attack.
Yoked Plowbeast: Flexibility through cycling can be very interesting, but cc7 is a huge amount of mana and a 5/5 Vanilla is not too exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aven Battle Priest: Lifegain attached to creatures can be a good thing, but a 3/3 flier for cc6 is very bad and 3 life is not even much.
Conclave Equenaut: Convoke is a very weak ability in most limited decks because tokens are rarely played.
Jedit's Dragoons: 4 life is a lot, but the body is really bad for cc6.
Lairwatch Giant: A huge blocker, but with just 3 toughness it's really fragile against removal, as well as bad at attacking.
Loxodon Mender: This card would only be interesting for artifact-based cubes.
Silverstorm Samurai: Being played as a combat trick, that can kill up to 3/4 attacking bodies without dying and trade with any X/4, it's interesting, but cc6 is a huge amount of mana and afterward this card is only of small interest.
Voice of the Provinces: This card is simply overcosted. The 3/3 flying body isn't worth more than cc4 and the 1/1 token is only of small interest.
Winged Shepherd: This creature is a just one mana overcosted and will almost always be cycled away.
Woeleecher: Most cubes don't have the right synergies to play a card like this.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Sunlance: A very cheap removal for just cc1 that handles a lot. The white version of Flame Slash and the only effective removal for this low cost.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Ajani's Presence: An interesting combat trick that has the option to trade 2 for 1 or even 3 for, if more mana is spent. The problem is just that indestructible is mainly worse than protection from a color.
Hyena Umbra: +1/+1 is not huge, but First Strike is very strong. Totem Armor does nothing against Pacifism-like effects, but for the normal case, it can be very useful.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Alley Evasion: This card can shine in a flicker deck but doesn't enough in either mode to be valuable in other decks.
Anoint: Endless damage prevention seems nice, but when your opponent knows about it he/she can play around it. Cc4 is also a very high cost to keep casting it every turn. A removal spell like Doom Blade can also turn it into card disadvantage for you.
Cartouche of Solidarity: It doesn't produce card disadvantage if it resolves, but the effect isn't that strong.
Defiant Strike: For replacing itself this card is not bad, but it's not a good combat trick since it misses First Strike or an additional toughness.
Enshrouding Mist: +1/+1 and damage protection helps in a lot of cases, but it's still outclassed and the untap part can usually be ignored since there aren't a lot of cubeable commons with renown.
Ethereal Armor: With enough other auras or protected creatures, it could be interesting because First Strike does a lot, but normally it will trade 1 for 2.
Moment of Triumph: It's an alright pump spell with life gain attached, which is a nice combination.
Niveous Wisps: It could give you some time in a tempo deck without making card disadvantage, but it's unexciting.
Oppressive Rays: An interesting removal for really fast decks, but with a huge drawback for the later game during slower games.
Pollen Remedy: A very flexible and cheap answer to burn and some situations in combat, but to enable its full potential you have to sacrifice a land.
Righteous Blow/Slash of Talons: A kind of Shock that would be interesting, but the restriction is hard, especially since the X/2 creatures you really need to handle with it won't attack or block later in the game.
Smite: It's a very interesting hard removal for cc1, but the restriction is high.
Stand Firm: This combat trick is nice with Scry 2, but it's missing the First Strike.
Swift Justice: A good combat trick for just cc1. First Strike makes this playable and the life gain is great for aggressive decks to get an advantage in a possible damage race. The problem is that white has spot removal and doesn't depend on pumps spells as much as green.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alms: You need a lot of cards in your graveyard to make it worth it.
Guildscorn Ward: Even with a bigger amount of multicolor cards than normal, this card would still be bad.
Guilty Conscience: This kills a lot of creatures, but the creature is still allowed to deal damage one last time, which gives it the ability to trade with one of your creatures or deal more damage to you.
Hallow: This can only prevent damage from mostly red spells, which makes it very bad.
Samite Blessing: This effect remains, but you don't want to use a creature for it normally.
Searing Light: There are way better removal spells available.
Seize the Initiative: There is no big difference between +1/+0 First Strike and +1/+1 First Strike. As long as there is nothing else, it's not interesting.
Strip Bare: The restrictions for this card are too high.
Shelter: This card can be very flexible, trading for removal or a creature or giving evasion without creating card disadvantage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Celestial Flare: A solution for everything from Guardian of the Guildpact to Blastoderm. It's one of the best Verdict-like effects ever. Even if WW is annoying, overall it's just cc2 and you will rarely play this card on turn 2.
Cho-Manno's Blessing: Permanent protection that often trades for a removal or creature just when it comes into play is insane. The only problems are the WW cost at times and that your opponent can trade for it later with their second color.
Tandem Tactics: This card is able to kill two creatures at once and gives you some life.
Test of Faith: This card can be a Divine Transformation with flash for 1W. In addition, it helps to save the creature in many situations. On the other hand, it only helps while blocking or against burn.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Angelic Gift: This doesn't create card disadvantage and gives evasion but nothing more.
Angelic Renewal: This card can keep important creatures alive really well. It would be insane with Auramancer, but that card is too bad apart from the combination and the most people prefer another creature instead of saving one they already have.
Brilliant Halo: The pump is really small, but the recursion makes this card interesting.
Carom: Redirecting damage can be great, but often a single damage isn't enough to make this card worth it.
Dazzling Reflection: This card creates a big advantage, but is very situational.
Disenchant/Revoke Existence/Seal of Cleansing: Flexibility of destroying either an artifact or enchantment for just cc2 is ok, but these cards need a target and sometimes they just don't find one.
Ephemeral Shields: With convoke, this card can easily cast for 0-1 mana, which adds a surprise factor.
Expose Evil: The card replaces itself, but just tapping the creatures isn't very strong.
Graceful Reprieve: It gives additional value out of a creature, if you support the flicker archetype, but not very good in other decks.
Guided Strike: Perhaps the best white combat trick, apart from Shelter, because it can make card advantage for just cc2. The problems are just that +1/+0 and First Strike isn't much and white isn't forced to play combat tricks because it has a bunch of spot removal.
Judge Unworthy: Only dealing damage to an attacking or blocking creature would be unexciting, but this card can make card quality through scry. The only problem is that you never know for sure how much damage it will be. It's risky, but still not bad.
Otherworldly Journey: Protecting a creature from removal or retriggering etb-effects for cc2 wouldn't be interesting, but the +1/+1 Counter gives this Cloudshift an additional advantage that can be important.
Spare from Evil: This card can't protect your creatures from removal but is able to trade for creatures and make your creatures unblockable in the late game.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abzan Advantage: If you have a lot of enchantments in your cube this could be a considerable card, since destroying one of them and pumping a creature in addition for only cc2 is Ok, but for most cubes, this card is way too narrow.
Center Soul: There is a lot of white protection spells with different upsides, but Rebound is not enough to make this good enough, especially since it's cc2.
Curtain of Light: Just preventing damage for one turn isn't interesting.
Defang/Muzzle: These cards are way better than Guard Duty or something similar because a creature with defender can still kill one of your creatures, but turning a creature into a wall that can still prevent a lot of damage is mainly still not good enough.
Disempower: Putting a card on the top of the opponent's library isn't card disadvantage because it steals a draw, but if you really want to get rid of something like Vulshok Morningstar, it's worse than simply destroying it.
Dragon Scales: There aren't enough cc6 creatures to make this card interesting.
Eland Umbra: This can make one of your creatures very huge, but without pushing the power just a little bit it's no threat.
Forced Worship: Preventing a creature just from attacking is no solution for it.
Forfend: A different version of Holy Day, that isn't much better.
Gossamer Chains: A bad kind of defender, that requires a constant payment of WW.
Last Breath: One of the worst removal spells, white got.
Lead Astray: Just tapping creatures for one round is very bad.
Lightning Blow: Just First Strike will rarely be enough to kill a creature.
Lumithread Field: It would be only interesting if you play a lot of Morph cards.
Lunarch Mantle: Only good for a Sacrifice-matters theming.
Lyev Decree: Card disadvantage just for a small tempo advantage. Not really worth it.
Mine Excavation: Artifacts and Enchantments mainly remain on the field.
Opal Gargoyle: A 2/2 Flying for cc2 is nice, but later your opponent is not forced to play creatures anymore and this card is maybe dead or even, when it resolves, not exciting enough.
Orim's Cure: For cc0 it's surprising but too situative.
Parapet: +0/+1 isn't that impactful, even if it remains.
Embolden: A combat trick that is not just able to make card advantage the first time, but also dominate the game from the graveyard.
Hobble: Normally it's not good just to prevent a creature from attacking and not from blocking, but this card does it without any disadvantage apart from binding 3 mana.
Kor Chant: A combat trick that trades often enough 2 for1.
Pitfall Trap: Solid hard removal with a reasonable cost, which can get cheaper.
Prismatic Strands: This card doesn't just protect your creatures from nearly anything once, but twice and without any mana the second time.
Choking Restraints: A 3-mana Pacifism that has the ability to exile the enchanted creature for an additional 5 mana. Unless perhaps you use Auramancer-effects, it is overcosted and not worth it over the two-mana option or better 3 mana options with better upsides.
Empyrial Armor: An aura that can make card disadvantage easily, but it often creates a huge threat that has to be handled fast, because otherwise, it wins the game in its own.
Excommunicate: Putting a creature on the top of its owner's library can be an even better solution for creatures that are not worth a hard removal, for slowing your opponent down without making card disadvantage.
Exile (Only online common!)/Just Fate (Only online common!)/Kill Shot/Rebuke: Playable, but only good when your are the defending player.
Fanatical Devotion: This card is mainly not good unless you have tokens or creatures with death-triggered-abilities and something that is worth protecting.
Sandblast: Since there are very few creatures at common rarity with more than 5 toughness, this is nearly a hard removal spell with the upside of being able to aim for blocking creatures as well. It's at least at the same power level as Kill Shot, but far from being great.
Sheer Drop: It only destroys tapped creatures, but the possibility to awaken a land can turn the tables.
Shoulder to Shoulder: It's a buff for two creatures and without card disadvantage, but sorcery speed is kind of annoying.
Squire's Devotion: A fine aura, but it's usually still not worth the risk of card disadvantage on non-hexproof creatures.
Survival Cache: It's a unique take on a white Divination, but it can sometimes be somewhat situational and high variance. At its ceiling, it's a fine card, but it can easily become just a Healing Hands or even a Sacred nectar which aren't typically great. Against aggro it's Sacred Nectar and against control it's Divination with a life boost. It can be pretty unreliable against midrange at times.
Survive the Night: This is almost always a 2 for 1, but only +1 power is very situational.
Bad: Don't cube this. It might look fine, but it's not worth it.
Avenging Arrow: You want to kill a creature before it kills one of your creatures or deals damage to you.
Bar the Door/Piety: Only pumping your creatures' toughness is too situational.
Bold Defense: This card would be the best mass-pump with instant speed, +2/+2, and First Strike but cc7 for the effect is way too much.
Cease-Fire: A very weak effect that's definitely not worth the 3 mana.
Cessation: Only preventing the creature from attacking is not good enough and getting the spell back after the creature maybe blocked and killed one of your creatures isn't a big advantage.
Cooperation: There aren't enough playable creatures with banding in pauper.
Floating Shield: Just being protected from one color isn't good enough very often and being able to sacrifice this enchantment isn't a big enough advantage.
Fortified Area: With enough walls, this card could be awesome because of the banding rules for blocking, but there aren't enough good walls in pauper and most of them would depend on this card to be good.
Fulgent Distraction: Just tapping 2 creatures for one round, without any further advantage, is not good enough.
Guardian Zendikon: A 2/6 Wall for just cc3 would be great, but you don't want to waste a land for it because either it can either only block or be tapped for mana and the fact that it has haste, similar to other Zendikons, doesn't bring much if it's not allowed to attack.
Guardian's Magemark: There aren't enough good auras that could make this card playable.
Healing Hands/Reviving Dose/Ritual of Rejuvenation: Lifegain without card disadvantage could be interesting, but spells that cost more than 2 mana without affecting the board in any way are not good.
Holy Light: A white mass removal would be great, but in most cases -1/-1 doesn't do enough.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Blinding Beam: A great finisher for white, that is able to remove blockers for 2 turns.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Breath of Life/False Defeat: Some people like these cards because they are the only cards for a reanimation archetype in pauper, beside Exhume, but there aren't many reanimate-worthy creatures in pauper.
Divine Verdict/Neck Snap: These cards are more flexible than Smite or Rebuke, but cc4 is mainly too much for a removal spell that still needs mana open.
Hopeful Eidolon: Pump and Lifelink is a strong combination, but +1/+1 is very weak and the 1/1 body you get is nearly useless.
Inspired Charge: Perhaps the best mass-pump in pauper, but at cc4 it's really expensive and just +2/+1 instead of +2/+2 can be problematic. As well it could still be, that there are simply not enough creatures, to make this card worth it.
Inspiring Roar: This can be huge, but it is really situational and often a win-more card.
Pious Interdiction: Lifegain attached to removal can be nice but this somewhat overcosted.
Spirit Flare: This card could possibly make card advantage, but it needs untapped creatures.
Suppression Bonds: A very flexible removal that can answer a lot of things, but gaining 4 life for the same effect with Faith's Fetters can make a huge difference. Also, since pauper doesn't have planeswalkers, the biggest problems in pauper are mainly creatures so Arrest pretty much does the same for 1 mana less.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abuna's Chant/Recuperate: Flexibility is nice, but if none of the effects are good, the card itself doesn't become better.
Excoriate: The problem with the restriction of this removal is that white is often is a very aggressive color, so you often don't want to get rid of creatures that are attacking you, but rather possible blockers, which this can't deal with.
Misfortune's Gain/Path of Peace: Destroying a creature without any compromise is good, but cc4 is much and you don't want to give the opponent a life advantage for it.
Patrician's Scorn: Only being able to handle enchantments is really bad for cc4.
Ray of Distortion: Paying cc4 just to remove an artifact or enchantment is a high cost. The Flashback possibility doesn't make it better than Disenchant.
Resounding Silence: The cycling cost, which is too hard to get, makes this card bad.
Rhystic Circle: This card doesn't slow your opponent much more than it slows yourself.
Rush of Battle: Sorcery speed makes this card way worse than Inspired Charge and there aren't that many playable warriors at common rarity.
Seeker: The chance for card disadvantage is not worth the risk.
Terashi's Cry: Sorcery speed makes this card terrible.
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.
Observant Alseid: +2/+2 is a big threat and vigilance guarantees, that you are not counter attacked. On the other hand, cc5 is a lot and you nearly never want to cast it as a creature.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Gleam of Resistance: Landcycling is a nice flexibility, but the hardcast effect is way better on defense and requires a lot of creatures, to be good.
Banishment Decree: Putting a creature just on the top of its owner's library is not directly bad, but it's no lasting solution.
Enduring Victory: Cc5 is way too much for such a restricted removal. Bolster 1 doesn't change that much.
Meditation Puzzle: 8 life at instant speed is a lot, but it's still only life gain and this way card disadvantage. It's rarely going to be more than a Fog.
Resupply: 6 mana for 6 life is simply awful. This card would need to cost about half of the mana only not to be terrible.
Soaring Hope: Gaining 3 life for cc5 and flying on one creature is no big advantage and definitely not wort cc5. Putting a card on the top of your own library is card disadvantage.
Trostani's Judgment: Simply killing a creature without any compromises isn't bad, but cc6 is simply too much for it and there isn't a lot to populate in most pauper cubes.
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.
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.
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.
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.
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.
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.
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.
Shriekhorn: This card would only be interesting for a cube with a mill topic.
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.
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.
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.
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.
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.
Prophetic Prism: Fixing without card disadvantage. It's interesting, but binding 2 mana without being ramped can be problematic.
Sky Skiff: This is easy to crew and has evasion, but it doesn't have a lot of power.
Skyshaper: Only online common! The colorless and slightly better version of Falter.
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.
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.
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.
Darksteel Ingot/Manalith: Solid fixing and ramping for decks with 3 or more colors, but cc3 can be a lot.
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: Only online common! 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.
Seer's Lantern: The Scry ability is interesting, but only producing colorless is setting it back.
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.
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.
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.
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.
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.
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.
Narstad Scrapper: Being able to grow later doesn't make a 3/3 body for cc5 less fragile.
Reservoir Walker: Energy is useless in most pauper cubes and otherwise it's overcosted.
Self-Assembler: A 4/4 for 5 is not very good and the ability is useless in singleton cube.
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.
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.
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.
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.
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.
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.
Quicksand: A land, that can be traded for a lot of X/2 creatures is simply 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.
Kabira Crossroads/Piranha Marsh: The effects of these lands are a little bit weak and not really worth entering the battlefield tapped.
Painted Bluffs/Shimmering Grotto/Unknown Shores: 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.
Radiant Fountain: Different from Kabira Crossroads in that can this can enter the battlefield untapped, but being colorless is an equal drawback.
Bad: Don't cube this. It might look fine, but it's not worth it.
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.
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.
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.
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.
Agonizing Demise: This removal is very interesting for the late game, but cc6 is a lot.
Auger Spree: A solid removal that can also be used as a push, but there are a lot of better alternatives.
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.
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.
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.
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.
Thunderscape Familiar: Reducing the mana cost is nice, but 1/1s are bad, with First Strike or not.
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.
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.
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.
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.
Dinrova Horror: A nice finisher for control decks with a huge enter-the-battlefield effect.
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.
Recoil: A really strong bounce spell. It's on the same power level as Repulse.
Sedraxis Alchemist: Man-o'-War is an extremely strong card, but it's questionable if it's worth such a restriction.
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.
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.
Bad: Don't cube this. It might look fine, but it's not worth it.
Drowned/Metathran Zombie: Regenerate is solid, but these cards are not more than good blockers.
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.
Shaper Guildmage: Only +1 power is not relevant most of the time.
Shore Snapper: This card would even be overcosted as a sideboard card.
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.
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.
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.
Bad: Don't cube this. It might look fine, but it's not worth it.
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.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Assault Zeppelid: A 3/3 flying for cc4 is extremely solid, while trample is not really needed.
Beetleform Mage: Either a 2 power beater with a solid pseudo evasion or a huge 4/4 flying finisher.
Drakewing Krasis: 3 power and evasion for cc3 is solid, but 1 toughness is extremely fragile.
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.
Shielding Plax: Hexproof is very strong and there aren't many cards in pauper that can give it, especially not without card disadvantage.
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.
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.
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.
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.
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.
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.
Steamcore Weird: Shock attached to bodies is great, but cc4 is a lot and a 1/3 body isn't very exciting.
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: A bigger Kiln Fiend. It's only interesting with enough support for the Archetype.
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.
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.
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.
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.
Deft Duelist: The main problem of Youthful Knight is that it's really fragile against spot removal with just 1 toughness. Shroud solves this problem, which makes this creature really interesting.
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.
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.
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.
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.
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.
Abzan Guide: Lifelink on a 4/4 that can attack on turn 5 is a solid card.
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.
In case anyone else figures out how to paste large blocks of text without triggering the spam filter, here's the forum markup for the ratings and reviews:
at least someone saved the ratings, it would be appreciated if they can somehow become the first page of the evaluation topic again.
btw whats with google mirrors or the way back machine? they should have stored the data as well? how does that work with eu regulations.
im pretty sure its a false claim anyway, it might be possible that userdata is not allowed to be transferred, but their postings as well??
It used to be accessible here: https://www.mtgsalvation.com/forums/the-game/the-cube-forum/pauper-peasant-discussion/193961-the-evaluate-everything-project
Here's a backup of the ratings and reviews as a spreadsheet: https://docs.google.com/spreadsheets/d/13HntsRHrC5Ubl6_E0FG_pZlD3lzaafwsINA1E1bLf6Q/edit#gid=0
T2 powpercube Value https://cubecobra.com/cube/list/37t
Which can be rendered as (posting in parts due to character limit):
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Carnophage/Vampire Lacerator: 2/2 beaters for cc1 are amazing in an aggressive deck and the drawbacks are acceptable.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Carrion Feeder: This creature turns every other killed creature into a +1/+1 counter and can become a nice threat on its own. It's just bad in the late game and can't use its body for blocking.
Disowned Ancestor: A solid early game blocker that can become a big threat later.
Fume Spitter: A one-drop that curves you out. A -1/-1 counter is good most time of the game.
Pharika's Chosen/Typhoid Rats: Deathtouch is a great ability. It's pseudo evasion and turns these creatures into solid blockers.
Plagued Rusalka: Even though it needs mana to be used, the ability to sac other creatures as well, when they are about to be removed anyways or are simply unnecessary for example, makes this at least as equally good as Fume Spitter.
Vault Skirge: A 1/1 Flying with Lifelink isn't good on its own, but with equipment or auras it can easily become really good.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Augmenting Automaton: This creature can be relevant later in the game, but it can also be useless much too often.
Blight Keeper: A Flying Men with a nice late-game mana-sink that gives additional reach to help finish off the opponent while padding your life total. Fine card but not the most exciting.
Deathgreeter: The ability isn't bad, but a 1/1 body is too bad on its own.
Festering Goblin/Festering Newt/Shambling Goblin: They are able to kill an X/2 in combat, but no real threat on their own.
Festering Mummy: A strictly better Festering Goblin, but with the same problem.
Fourth Bridge Prowler: The ability is nice, but you don't want to play this on turn 1.
Grasping Scoundrel: A conditional 2/1 that's fine for super-aggressive decks but otherwise not great.
Kjeldoran Dead: A 3/1 regenerate is great, but there isn't much you want to sacrifice for it.
Night Market Lookout: With a lot of vehicles this creature is very good, but on its own, it's just a slightly better Pulse Tracker.
Pulse Tracker: A one-drop that can deal 2 damage seems interesting, but the 1/1 body will simply be killed by everything that blocks it.
Shadow Alley Denizen: Similar to Intimidator Initiate in that the 1/1 body is terrible on its own, but instead of preventing specific creatures from blocking, it grants evasion to one of your creatures. It's also restricted to only creatures instead of any shared-color spell.
Skittering Heartstopper: The mana requirement to grant deathtouch isn't great, but the extra toughness over Typhoid Rats can be relevant and often the threat of activation alone is enough.
Thornbow Archer: The body is okay for the cost, but the ability is conditional and probably does nothing.
Tormented Soul: A great card for equipment or auras, but on its own 1 damage every turn isn't much.
Bad: Don't cube this. It might look fine, but it's not worth it.
Accursed Centaur: The worse version of Kjeldoran Dead.
Acolyte of Xathrid/Smolder Initiate: Shooting over the opponent's defense is a nice possibility, but overall these cards are bad and bind way too much mana.
Asphodel Wanderer: A defensive body for cc1 would be nice, but the regenerate is simply overcosted.
Bile Urchin/Death Cultist/Maggot Carrier: 1 life is nothing and the body is useless.
Blood Celebrant: This card would even be bad if you wouldn't have to pay life for the bad ability.
Blood Pet: Spending mana early to save it until you need it seems ok, but the 1/1 body won't do anything and if you sacrifice it, it's card disadvantage.
Bog Rats/Nightshade Stinger/Plague Beetle/Prickly Boggart/Rampart Crawler/Zodiac Rat: The way worse versions of Tormented Soul.
Cabal Trainee/Ridged Kusite: Changing combat math seems nice, but the 1/1 body isn't good on its own and the abilities aren't even really good.
Carrion Beetles/Martyr of Bones/Merrow Bonegnawer/Rag Dealer/Zombie Cannibal: The abilities are very bad and the bodies are useless.
Carrion Rats: It's way too easy, to disable this creature.
Disciple of the Vault: This card wouldn't even be good in an artifact-based cube.
Drainpipe Vermin/Insidious Bookworms: Turning a dying creature into a discard seems nice, but the 1/1 body is useless on its own.
Duty-Bound Dead: A possible 1/3 in turn 2 seems Ok, but overall exalted isn't really good and the regenerate ability costs too much mana.
Facevaulter/Mindlash Sliver: There are no Goblins/Slivers to sacrifice.
Gnat Miser: The ability is bad and the body is useless.
Guul Draz Vampire/Putrid Imp: These creatures would only be ok in the later stages of the game and earlier they're useless.
Hunted Ghoul/Muck Rats: Simply terrible bodies.
Initiates of the Ebon Hand: The ability isn't really good and the body is useless.
Mortician Beetle: There are not enough sacrifice effects in most pauper cubes.
Phyrexian Battleflies/Pit Imp/Vampire Bats: Always investing BB just to make it a 2/1 flying requires too much mana.
Quag Vampires/Urborg Skeleton: Flexibility seems nice, but none of the possibilities are good.
Rimebound Dead: This creature is an ok blocker.
Sanitarium Skeleton: The ability to come back from Graveyard is strong, but it's overcosted by 1 mana.
Sewer Rats: A One-drop with some relevance in the late game seems nice, but paying the same amount of life as this creature deals damage isn't really good.
Shadowborn Apostle: This card doesn't work in most cubes.
Shamble Back: It's a 2/2 Zombie that gains 2 life for just 1 mana, but Sorcery speed is bad and Graveyard hate isn't that relevant in most cubes. Also, you'll never be able to cast this on curve.
Sludge Crawler: A 1/1 for 1 mana is terrible, but the ability to pump makes this creature okay.
Stone-Throwing Devils: First Strike can be nice, but only with more than just 1 power.
Thoughtpicker Witch/Viscera Seer: Turning killed creatures into card quality or bad quality for the opponent seems nice, but the 1/1 body isn't good enough on its own.
Vector Asp: Infect doesn't work in pauper cubes.
Zulaport Enforcer: Overall level up is ok in cubes, but the level up cost is too expensive and the creature only becomes really relevant after investing 12 additional mana into it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Dauthi Horror: 1B, 2 power, good evasion. Simply good.
Undertaker: Turning dead cards into creatures is 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.
Aether Poisoner: It is just a 1/1 with deathtouch like Pharika's Chosen for one mana more, but it can bring a friend.
Basilica Screecher: Extort is a nice ability, especially from turn 2 on, but the 1/2 flying body isn't very useful.
Child of Night: Lifelink on a 2 drop with 2 power is nice, but 1 makes it kind of fragile.
Corpse Hauler: A solid bear that can return important creatures if needed.
Dauthi Slayer: 1 toughness is often important, even for shadow beaters, but BB on turn 2 makes this creature just cubeable.
Fledgling Djinn: A 2/2 flying for cc2 is great, but the drawback can easily be annoying. On the other hand, this card will often be handled fast enough that it's not such a big problem.
Hand of Silumgar: A very consistent 2-drop that is very good on defense, but is also able to attack with pseudo-evasion.
Highborn Ghoul: Evasive 2 power 2-drops are normally staple, but BB is very problematic on turn 2.
Leaden Myr: Fixing and ramp. This is a pretty unique effect for black and a great card for clunky black decks or black control decks.
Nezumi Cutthroat: Fear is not as good as shadow, but for 1B this card is still great.
Nightscape Familiar: A solid blocker, that makes about 50% of the 2-color decks it's played in cheaper.
Shambling Ghoul: The body is worth the drawback most of the time.
Sickle Ripper: Dead Weight on a Stick. This card is good on offense as well as on defense. The 1 toughness is it's only problem.
Sinuous Vermin: It's a bear with a very good upside. A 5/5 Menace is a big threat.
Skittering Skirge: A 3/2 Flying for cc2 is really nice and even with the restriction, it's worth BB.
Sultai Emissary: A 1/1 that turns into a 2/2 with upside, when it dies is fine. It can chump block or be sacrificed for free once and at it's best it can trade with any other X/1 card.
Thrill-Kill Assassin: The flexibility to either be a 2/3 deathtouch attacker in the early game or a deathtouch 1/2 blocker if needed makes this card great.
Vampire Interloper: The 3rd 2/1 evasion for 1B.
Wei Ambush Force: A Blade of the Sixth Pride-like card is nice, but later it can be a big drawback that it can't really block.
Wretched Anurid: A 3/3 for cc2 is great and has to be handled fast, but only very very aggressive decks can play this creature because the drawback is huge and Pacifism-like cards kill you.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Augur of Skulls: Mind Rot for cc2 seems nice, especially with the flexibility to block well later in the game, but your opponent has one turn to prepare for it by simply deciding not to play the land he might have just drawn for example. It can still be card advantage, but not very often.
Blind Creeper: A 3/3 for cc2 seems great, but your opponent can choose when to shrink it. Changing combat math for yourself is bad.
Bloodthrone Vampire: Sometimes this card is a great blocker that has pseudo evasion as well, but 1 damage isn't much.
Butcher Ghoul/Doomed Dissenter: These are mainly just the worse versions of Sultai Emissary in nearly every way.
Corrupted Zendikon: A 3/3 for cc2 seems nice, but you have to take into account that it wants lands as long as it lives and it also just dies to bounce. The advantage is that you can play it for cc3 which means it can attack right away.
Cuombajj Witches: A black Fireslinger, with a drawback along with a 1/3 body. Another problem is the BB in the cost.
Dire Fleet Hoarder: The black pendant of Viridian Emissary. The body isn't the greatest, but it can be a fine roadblock that when it dies gives a free Lotus Petal, which can be nice at times to help you accelerate into your higher-drop creatures.
Dregscape Zombie: A 2/1 beater on turn 2 that can come back when it becomes handled to attack one more time isn't too bad.
Dune Beetle: This can be a good blocker for control decks, but it doesn't do much in other decks.
Dusk Legion Zealot: The black Elvish Visionary. The body isn't great, but it replaces itself at least.
Fallen Askari: A Benalish Cavalry that can't block isn't that good.
Fang Skulkin: Wither can be really strong, but a 2/1 body is fragile.
Fetid Imp: This creature would be interesting if you didn't have to pay for deathtouch, but as is it's not really good.
Fog of Gnats: A Flying 1/1 with Regenerate for just B isn't bad, but BB can be a problem.
Foul Imp: A 2/2 flying with 2 life lost as a drawback for 1B would be great, but BB makes this one problematic.
Ghoulcaller's Accomplice: It is only a bear, but it can replace itself from the graveyard.
Gnawing Zombie: This creature can drain your opponent a lot, but there aren't enough sac-targets in pauper.
Lurking Nightstalker: The worse version of Wei Ambush Force.
Mardu Skullhunter: A fine 2-drop that is able to generate card advantage, but it's very hard to trigger Raid on turn 2 and entering the battlefield tapped can be a huge drawback in the later stages of a game.
Mesmeric Fiend: A walking Distress. This card is at it's best with sacrifice effects, which can let you exile the card forever.
Miasmic Mummy: The body is fine and the discard is only situational relevant.
Null Champion: On level 4 this card would be nuts, but a 4/2 is too fragile.
Order of the Ebon Hand: 2/1 First Strike guys are great and being able to pump it is nice, but there is a little too many Bs in the cost to make this card good in the typical 2 color decks.
Pit Keeper: The effect attached to a body is great, but the restriction is high.
Rathi Trapper: A black Benalish Trapper that's worse because black already has a huge amount of hard removal spells.
Ruthless Cullblade: Either an acceptable 2/1 for cc2 in the early game or a 4/2 that could be relevant. It's just missing evasion and maybe an extra toughness to be good.
Skulking Ghost: A black Gossamer Phantasm. Not directly bad, but not exciting.
Surrakar Marauder: A 2/1 Intimidate for 1B on landfall. During the early game it's fine, but later this creature can become quite useless.
Thriving Rats: A 2/3 for 2 without a real downside is unusual for black, but it has to attack first and is a defensive creature.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abyssal Gatekeeper: There are some synergies with this card, but none of them are playable.
Agent of Shauku/Plague Witch: Turning lands into something more useful can be nice, but just +2/+0 or -1/-1 is not useful enough.
Ashen-Skin Zubera: This card works only in constructed.
Bane Alley Blackguard/Cyclopean Mummy/Dakmor Scorpion/Gutter Skulk/Krovikan Scoundrel/Queen's Bay Soldier/Skeletal Snake/Walking Corpse/Wei Infantry: These bodies are simply terrible without any further advantage.
Barrow Ghoul: The body is great, but the restriction is too high.
Basal Thrull: Saving mana for later seems interesting, but a 1/2 body is terrible and it's definitely not worth BB.
Black Cat: Random discards are great, but the 1/1 body can't do much more than chump blocking.
Blightspeaker/Bojuka Brigand/Cateran Persuader/Clot Sliver/Crypt Sliver/Frenzy Sliver/Frogtosser Banneret/Goblin Turncoat/Kalastria Healer/Nath's Buffoon/Raving Oni-Slave/Scarred Vinebreeder/Shepherd of Rot/Swarm of Rats: These would only be interesting with enough tribal support.
Blister Beetle: Neither the ability nor the body is good.
Blood Seeker: This card is much better against constructed decks.
Bloodcrazed Hoplite: This card would only be interesting with a lot of heroic support.
Bog Imp/Dakmor Bat/Misshapen Fiend/Squirming Mass/Wei Scout: Worse Flying Men are simply terrible.
Bog Initiate/Grudge Keeper/Priest of Yawgmoth/Rats of Rath/Returned Reveler/Soldevi Adnate: The bodies are terrible and the abilities are useless.
Cabal Inquisitor: The ability wouldn't be bad in the very late stage of the game, but threshold is a too high restriction.
Craven Knight/Exiled Boggart/Felhide Brawler/Filthy Cur/Fleshmad Steed/Spineless Thug/Whipstitched Zombie/Young Wei Recruits: A 2/2 for cc2 is not worth any disadvantage.
Cruel Deceiver: The ability is way too situational and overcosted.
Crypt Creeper/Ruin Rat/Skullsnatcher: There isn't much in graveyards to hate.
Culling Drone/Dinosaur Hunter/Khenra Eternal/Kolaghan Skirmisher: Unexciting 2/2 vanillas with only very small or fringe upsides aren't very good.
Daggerdrome Imp: The worse version of Vault Skirge.
Deathknell Kami: This guy can get bigger, but only for one turn. That's not worth it.
Deathspore Thallid: On its own, this card is just way too slow for what it does.
Desperate Castaways/Dhund Operative/Glaze Fiend/Salvage Slasher: These cards would only be good in an artifact-based cube.
Disciple of Malice: Not even a good sideboard card.
Dross Hopper: Giving flying to a creature is not worth sacrificing other creatures.
Drudge Skeletons/Kuro's Taken/Manor Skeleton/Restless Dead/Skeletal Changeling/Unworthy Dead/Walking Dead: These are acceptable blockers, but nothing else.
Duskhunter Bat: Bloodthirst is too high of a restriction for such an unexciting body, especially on turn 2.
Erg Raiders: A 2/3 isn't big enough to be worth any disadvantages.
Festercreep: This card would be more interesting if there were more possibilities to give +1/+1 counters to it.
Flensermite/Plague Stinger/Swamp Mosquito: There aren't enough playable infect creatures to make the few of them worth it.
Frightcrawler: Threshold is too high of a restriction for this card.
Giant Slug: With more than just 1 power, this creature could be interesting.
Graf Rats: Unless paired with its counterpart, Midnight Scavengers, it is terrible.
Grim Roustabout: A 2/2 regenerate that can't block isn't exciting enough to be played.
Grimclaw Bats: Having to pay the same amount of life that this creature deals is not worth it.
Hasran Ogress: This creature binds too much mana to be worth it.
Olivia's Dragoon: It's a Madness-enabler, which black has very few of, but the ability is not worth a non-Madness card.
Phyrexian Denouncer: The way worse version of Fume Spitter.
Plague Fiend: The way worse version of Typhoid Rats.
Qarsi Sadist: A single copy of Syphon Life is rarely worth sacrificing a creature.
Rabid Rats: The opposite of Infantry Veteran is simply not good enough for cc2.
Rancid Rats: Skulk is often redundant with deathtouch.
Ravenous Rats: The ability will often just hit a land and the body is terrible.
Rotting Rats: It's no real advantage for yourself.
Sangrophage: A 3/3 for BB that deals 2 to you for every 3 damage it deals is not good.
Sky Scourer: There aren't enough colorless spells in most pauper cubes.
Slaughter Drone: There aren't enough colorless mana sources in most pauper cubes to make this more than a bear.
Spiteful Bully: One of the worst drawbacks.
Tattered Mummy: 1 power is too less for this cost, for this to be a good creature.
Thrull Surgeon: A very bad Distress.
Wailing Ghoul: Self-milling Bane Alley Blackguard. Zombie too.
Wall of Corpses: Black has enough removal spells to not need this one.
Wicked Akuba: A 2/2 without evasion won't come through easily and even just BB to begin with can be hard to get early.
Wight of Precinct Six: It's a terrible turn-2 play and later in the game when you'd rather cast it, the cheapness typically won't matter much. It can be a nice payoff if you support a mill-theme.
Wretched Camel: Even if there was enough support, it would be bad and without it's terrible.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Chittering Rats: A 2/2 for 1BB seems bad, but the ability attached to a body is nuts.
Crypt Rats: One of the only mass-removal spells in pauper. Even if most decks are at least 2 colors, this card rocks.
Dauthi Marauder: 1 toughness may be a lot, but shadow is nearly unblockable and a 3 power clock is great.
Liliana's Specter: A nice ability attached to a body that even has flying.
Phyrexian Rager: A 2/2 for cc3 that makes card advantage.
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 Zealot: A removal spell for 1BB seems like a lot, but this is more flexible, as it can also be an evasive beater.
Cabal Torturer: An interesting mix of Prodigal Pyromancer and Ghost Warden. It wants mana, but that's nearly redundant. It can kill every X/1 and help change combat math to help bring through or prevent damage. The threshold is a nice bonus for the late game.
Cursed Minotaur: An aggressive creature with a good body and evasion.
Dauthi Mercenary: Only online common! 2 unblockable power with firebreathing for cc3 is pk.
Dead Reveler: A 3/4 for cc3 is nice if it can block or not. It's really hard to get rid of it.
Deepwood Ghoul: A very interesting ability. 2 life is a fair price in order to kill your opponents X/2 with this, but with only 1 toughness this has to be regenerated every time it fights something and 2 life can add up.
Ravenous Skirge: The black pendant of Skywinder Drake, with the difference that it's black and black not having so many good alternatives in the same slot.
Skittering Horror: A 4/3 for cc3 is really fat and the restriction is acceptable.
Skymarch Bloodletter: A Wind Drake with upside is fine for black.
Vampire Envoy: It can block a lot, but only has one power. Its effect makes it still worth it to attack.
Wasteland Scorpion: The flexibility of this card makes it really valuable.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Alley Strangler: Menace is a nice keyword, but 2 power isn't good enough.
Blood Bairn/Nantuko Husk/Phyrexian Ghoul/Vampire Aristocrat: Being able to pump +2/+2 isn't directly bad, but there isn't always a creature you want to sacrifice for it.
Bloodflow Connoisseur/Phyrexian Broodlings: Turning removed creatures into +1/+1 counters can be nice, but being able to block isn't really worth 2 mana more than Carrion Feeder.
Bloodrage Vampire: A 4/2 for cc3 isn't bad, but bloodthirst is a restriction and it's not this exciting.
Bloodrite Invoker/Smokespew Invoker: Aggressive bodies with an interesting ability for control decks. They're a little bit too undecided to be cubeable.
Cadaver Imp: Disentomb attached to a body is great, but 1/1 flying is a little bit unexciting.
Carrion Crow: Wind Drakes have never been really good and drawbacks don't make them better.
Chilling Shade/Gangrenous Zombies: Two reasons to think about snow lands, especially the second one, that's nothing else than a walking Infest.
Cinderbones: Wither can be really annoying for the opponent. If you're looking for black blockers, this is maybe a candidate.
Crow of Dark Tidings: This card is great for self-mill decks, but not much else.
Dauthi Jackal: 2 power and a evasion on their own, wouldn't be enough for cc3, but this creature includes Vanquish.
Deadbridge Shaman: A 3/1 for 3 isn't very good and the opponent sees the discard coming so he/she can prepare himself/herself.
Deadeye Tormentor: If you support aggro in black this could be an acceptable 3-drop. It a more-splashable but otherwise worse Lilianana's Specter which can still be fine.
Defiant Salvager: It's a nice sacrifice outlet, but there aren't enough creatures at common that want to be sacrificed.
Eyeblight Assassin: A 2/2 for 3 with an ability that doesn't matter really often.
Giant Scorpion: Deathtouch on a body with some toughness can be nice, but this creature has 1 toughness too less to be good.
Lawless Broker: A 3/2 for 3 that pumps another creature, when it dies is annoying for your opponent. It is way worse without another creature of course.
Marauding Boneslasher: An okay body for the cost, but without enough support, it isn't very impressive.
Markov Patrician: 3 power and lifelink for cc3 seems nice, but the 1 toughness makes it really fragile.
Mindstab Thrull: If this guy gets through it's insane, but it's hard to get a 2/2 through.
Moriok Replica: A 2/2 body for cc3 that can be turned into card advantage if it's not needed anymore seems nice, but a 2/2 for cc3 isn't really exciting at any stage of the game. This will often just be a 5 mana Night's Whisper.
Prakhata Pillar-Bug: A 2/3 that can generate life is nice, but not overly exciting.
Putrid Cyclops: A 3/3 for cc3 is very solid and scry attached to bodies is great, but this card is really risky.
Rakdos Drake: A black Cloud Elemental is very unique, but it's a big problem for defensive flying bodies not being able to block.
Reckless Imp: A Wind Drake that can't block is only half a Wind Drake, but this at least the upside of being able to Dash for less mana.
Searchlight Geist: This card can either be an attacking Wind Drake or a blocking Thornweald Archer if you want to trade with an attacking creature. The problem is just that it's really fragile with just 1 toughness.
Sewer Shambler: Overall this guy brings 4 power and 3 toughness to the battlefield. The problem is just that's it's kind of unexciting as a 2/1 as long as the opponent has no swamps.
Skirsdag Supplicant: The activation cost is acceptable when you are ahead but in a stalemate. The body at least is on par for keeping the stalemate as you lower life totals.
Slate Street Ruffian: A kind of pseudo evasion, but your opponent chooses when he will end it.
Soulcage Fiend: A 3/2 for cc3 isn't good. It's better than a 3/1, but still not really good. The ability is only an advantage when you are leading in the damage race. Only super hardcore aggressive decks want this guy. If you want to support that, this is your man.
Thraben Foulbloods: This is acceptable pre-Delirium stats and once enabled, it is Shatterskull Recruit.
Vampire Hounds: If it wasn't restricted to discarding creatures, this could be a staple.
Wakedancer: Without enough sac outlets, this card is mainly not worth it. Morbid can be really hard to trigger.
Wei Strike Force: A unblockable 2/1 for cc3 is ok.
Zombie Cutthroat: A 3/4 for cc3 is quite interesting, especially since it works as a combat trick when flipped for cc0, but 5 life is a lot. It can be flexible and be played for cc5 without being directly bad, but the combat trick isn't given then.
Zombie Scavengers: 3 power and regenerate is nice, but on turn 3 you can't guarantee a creature in your graveyard and it has some anti-synergies with graveyard recursion.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alley Grifters: The worse version of Slate Street Ruffian.
Armor Thrull: A blocker that can turn its death into permanent push seems interesting, but mainly a bigger blocker is the better choice.
Barony Vampire/Felhide Minotaur/Headless Horseman/Lim-Dûl's Cohort/Moriok Reaver/Python/Scathe Zombies/Undead Minotaur/Vampire Noble/Warpath Ghoul/Witch's Familiar: 2/2, 2/3 or 3/2 guys for cc3, without any further advantage are simply terrible.
Basal Sliver/Black Poplar Shaman/Bog Glider/Boggart Loggers/Cateran Brute/Chosen of Markov/Embalmed Brawler/Falkenrath Torturer/Fathom Fleet Boarder/Ghostly Changeling/Ghoulraiser/Kami of the Waning Moon/Mindless Null/Pestilence Rats/Phyrexian Driver/Rathi Intimidator/Thief of Hope/Thieving Sprite/Villainous Ogre/Voracious Vampire: These cards would only be good with enough tribal support.
Belbe's Percher/Blood-Toll Harpy/Devouring Swarm/Dread Warlock/Dross Prowler/Dusk Imp/Faerie Macabre/Feral Shadow/Gloomhunter/Kelinore Bat/Moaning Spirit/Razortooth Rats/Severed Legion: cc3 is simply too much for an evasive beater with just 2 power and no really good ability.
Blighted Bat: A 2/1 flyer with haste for 4 mana is way too expensive.
Blistergrub/Restless Bones: Swampwalk is not good evasion.
Blood Vassal/Morgue Toad/Overeager Apprentice: Ramping through card disadvantage is simply not good.
Bog Raiders/Bog Smugglers/Legions of Lim-Dûl/Lost Soul/Raiding Nightstalker/Zodiac Snake: The worse versions of Blistergrub.
Bog Witch: Turning every card into Dark Ritual doesn't change the fact that Dark Ritual is bad in limited.
Breathstealer/Fledgling Imp/Spined Basher: Being able to turn a bad body into another bad body is no real advantage.
Cadaverous Knight: This guy is solid, but cc3 for a 2/2 flanking guy isn't good and the regenerate ability costs too much to keep the mana open.
Cemetery Gate/Corpse Blockade/Ghosts of the Damned/Moaning Wall: Terrible walls.
Contagious Nim/Pit Scorpion: Infect doesn't work in pauper cubes.
Deadly Grub: The 3/1 body is way too fragile and even if it survives, the token isn't very less fragile.
Death Charmer: The ability is not worth such a bad body.
Death's-Head Buzzard: Just -1/-1 isn't good enough.
Deathmask Nezumi: This card could race on its own, but the restriction is too high.
Deepcavern Imp: A 2/2 flying haste for cc3 isn't bad, but not really worth another card.
Dominator Drone: Without the right support, this is just a vanilla creature.
Dutiful Attendant: A nearly useless 1/2 body that needs to die just to become a Raise Dead.
Farbog Revenant: The body is overcosted and the abilities aren't exciting.
Fleshgrafter: This card wouldn't even be really interesting for an artifact-based cube.
Foul Familiar: A 3/1 that is hard to kill for good, but the problem is that it's still really fragile. Also, not being able to block can sometimes be really problematic.
Foul Spirit: A 3/2 flying for cc3 isn't bad, but not really worth a land.
Foundry Screecher/Nim Lasher/Phyrexian Gremlins: These cards could be of small interest for an artifact-based cube.
Frozen Shade/Looming Shade: Shades that are mono-color bound aren't generally good in limited.
Garrulous Sycophant: The body is not very big for the cost and it doesn't make you the monarch. If you are, the ability is not very good.
Gravegouger: There isn't much to hate in graveyards.
Grim Guardian: Constellation would only make sense in an enchantment-heavy cube.
Grisly Survivor: There isn't enough support in most cubes to pump it often enough to make it worthwhile.
Grollub/Servant of Volrath: Some of the worst cards ever.
Gutless Ghoul: Turning each removed creature into 2 life isn't directly bad, but it's not worth a 2/2 body and keeping up 1 mana.
Hired Torturer: It can be interesting to shoot the damage, but the ability is hardly overcosted and the body is really bad.
Hooded Assassin: On first sight, this card may seem quite strong for having 2 options to choose from with one containing the word "destroy", but realistically, both options are quite bad. A 2/3 for cc3 is nearly worthless and the removal option is terribly restricted. In addition to that, the "body" you get, from the second option is only a 1/2, that is also a nearly completely useless body.
Infectious Host: The 1/1 body isn't useful for anything besides chump blocking.
Kozilek's Shrieker: There aren't enough colorless mana sources in most pauper cubes.
Lim-Dûl's High Guard: This guy is quite solid, but not really exciting.
Moonglove Changeling: A 2/2 deathtouch can be ok, but it's far away from being interesting.
Morgue Thrull/Sadistic Augermage: Self-mill is terrible in limited.
Necrite: Blind Zealot without evasion.
Necromancer's Assistant: This card would only be of small interest for a graveyard themed cube.
Nezumi Ronin: Bushido doesn't make this creature less fragile.
Nim Replica: The 3/1 body is very fragile and the ability is weak and overcosted.
Nirkana Assassin: A 2/3 Deathtouch for 3 would be good, but the restrictions are too high on this card.
Organ Grinder: The ability is great later, but the body is very fragile.
Orzhov Euthanist: The restriction is simply too high.
Plague Rats/Urborg Panther: These cards don't work in most pauper cubes.
Sengir Bats: There is just nearly nothing that dies to a 1/2 in combat.
Serpent Warrior/Takenuma Bleeder: A 3/3 for cc3 is solid, but it's not worth a big drawback.
Servant of Nefarox: Exalted isn't good in limited and the 3/1 is too fragile.
Servant of Tymaret: Even though inspired and regeneration is a nice combination, regeneration for 2B is simply too much and the inspired effect is extremely weak.
Sibsig Icebreakers: Double-sided discard-effects are rarely good and a 2/3 body for cc3 definitely doesn't make it worth it.
Skulking Fugitive/Skulking Knight/Tar Pit Warrior: The bodies aren't good enough, to be worth the risk.
Spiderwig Boggart: Granting evasion to another creature is sometimes nice, but the 2/2 body on its own is too bad.
Stinkweed Imp: Deathouch and flying make this card a solid blocker, but dredge is simply terrible in limited.
Treacherous Werewolf: Threshold is a big restriction and it's not even this good with it.
Trespasser il-Vec: The way worse version of Dauthi Marauder.
Urborg Mindsucker: Random discard is great, but the 2/2 isn't good and it's very expensive.
Urborg Syphon-Mage: This card would only be interesting for multiplayer games.
Vesper Ghoul: A walking City of Brass, that has a totally useless body.
Voracious Null: The sorcery speed restriction of the ability makes it unplayable, but with a sacrifice theme this could be a consideration.
Wall of Shadows: This wall can block a lot, but overall it's still not really good because it's very fragile against removal.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Faceless Butcher: Even if the creature isn't gone forever, 3 toughness can still be problematic to handle and this guy needs to be handled very fast. Pacifism effects don't really work on him.
Falkenrath Noble: This creature can drain for a lot of life with removal backup and can also swing in for some damage.
Okiba-Gang Shinobi: Mind Rot attached to a 3/2 body for just 1 mana more and Ninjutsu, which is sometimes even an advantage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Bloodhunter Bat: A 2/2 Flying, that changes booth players life for 4 points as an etb-effect is fully ok.
Driver of the Dead: This card can be an interesting 2 for 1 trade, even though it's quite fragile with just 2 toughness.
Gravedigger: cc4 seems a lot for just a 2/2 body, but Disentomb attached to a body with at least 2 power is great.
Mortis Dogs: A 4/2 will trade easily, but when it deals 4 damage directly to a player, in addition to combat damage, it still did a good job.
Perilous Shadow: A 2-colored Shade. That is what limited wants. In addition to that, it's a great blocker that is hard to get rid of, even without pumping it, and a huge finisher later.
Pith Driller: 2/4 bodies are great blockers that are hard to handle and permanent -1/-1 or +1/+1 counters can change a game basically.
Soulstinger: This can often be a 2 for 1 or a 4 mana 4/5 if you have a creature you don't need anymore.
Thorn of the Black Rose: Being the monarch and having a deathtouch creature to defend this it is good.
Vulturous Aven: A 2/3 flying for cc4 would already be decent in black, but this creature also brings the option to cycle your worst creature on board for a Sign in Blood and if you want to.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Accursed Spirit: A black Bladetusk Boar. It's ok but outclassed by a lot of alternatives.
Crypt Ripper/Darkling Stalker: Monocolored bound Shades are normally bad in limited because every deck mainly has at least 2 colors, but these have relevant advantages against all the other shades.
Demon's Jester: Hellbent can be hard to get, but this is a possible 4/3 flying that isn't totally useless before is interesting, but not good enough mainly.
Dimir House Guard: Evasion and protection on one creature seems nice, especially with the possibility to transmute it, but the body is overcosted and when you transmute it you actually pay a total of 7 mana for the cc4 spell you decide to grab.
Dire Fleet Interloper: The 2 possible outcomes are okay, but not exciting and the inability to choose the best mode for the creature can be annoying.
Disciple of Tevesh Szat: cc4 is a lot for a tap ability that is good as early in the game it that it comes. The body is really fragile though and the power is a little bit redundant when it has an ability where it needs to be tapped for. The flexibility to turn it into a hard removal is still interesting.
Drudge Reavers: Flash and regenerate makes this both a combat trick and a nice blocker, but 5 mana in one turn to trade for an X/2 creature 1 for 0 is quite much.
Dusk Charger: Getting bigger in the late game is nice, but the initial body isn't very exciting and black doesn't go very wide or use permanent based removal very often to help with Ascending.
Fathom Fleet Cutthroat/Final-Sting Faerie: The ability can be interesting in the second main phase, but it's still quite situational and often paired with card disadvantage unless you have a pinger.
Gavony Unhallowed: Having a solid starting body is good for creatures that need other effects to grow.
Heartstabber Mosquito: Both modes aren't overly exciting, but not too bad either.
Mana Skimmer: In the earlier stages of the game this card could be able to slow your opponent.
Maulfist Squad: A 4 power creature with evasion for 4 is okay and the ability to split is great, but it dies to two 1/X.
Norritt: The body is really fragile, but the ability to force creatures to attack can be really strong.
Prakhata Club Security: A 3/4 vanilla that is reasonably costed, but nothing more.
Shadow Rider: Being able to trade with 4/4 creatures seems nice, but when it's not blocked it only brings 3 damage through. Not bad, but not exciting.
Smoldering Butcher: Wither can be really strong, but a 4/2 body is very fragile against removal or 2/X creatures that block it.
Syndicate Enforcer: Extort is a nice ability, but a 3/2 body is very fragile and not what you normally want for cc4.
Viscera Dragger: It often can be seen as cc4 put a 3/3 creature token with haste into play, sacrifice it at the end of turn, draw a card. A kind of weak Giantbaiting without card disadvantage.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alesha's Vanguard: A Canyon Minotaur doesn't become a good creature just for being able to turn it into a surprise Bump in the Night for 2B when your opponent doesn't have a blocker or is tapped out.
Bala Ged Scorpion: The restriction is very high and the body is quite bad.
Balustrade Spy: This card would only be good, for a cube with a mill topic.
Blackcleave Goblin: Infect doesn't work in pauper cubes.
Brain Gorgers/Grave Scrabbler/Weirded Vampire: These cards would only be interesting when you are able to discard them.
Brain Weevil: An overcosted Mind Rot, with a useless body.
Cabal Surgeon: This card could be interesting, but only really late in the game.
Cackling Fiend: This card could only be interesting for multiplayer games.
Cackling Imp: Being able to shoot the opponent's life is sometimes nice, but it's not worth such an overcosted body.
Carrion Screecher/Vampire Revenant: Bad and overcosted flying creatures with better alternatives available.
Cat Burglar/Wall of Distortion: A permanent discard seems nice, but these cards simply bind too much mana and come too late.
Cursed Ronin/Dirtwater Wraith/Drifting Shade/Dungeon Shade/Fetid Horror/Hoar Shade/Liliana's Shade/Whispering Shade/Zof Shade: Mono-color bound shades mainly don't work in cubes.
Cutthroat il-Dal: Hellbent is a high restriction and a 4/1 is very fragile.
Cyclopean Giant: The ability is too bad to be worth such a fragile body.
Deathgaze Cockatrice: This card is simply overcosted. Deathtouch is an ability that prefers bodies with a lot of toughness and this card can't trade better than 1 for 1 and that's not good for cc4.
Dirty Wererat: This creature is too bad without threshold.
Disciple of Phenax: The body is way too weak for this card to be interesting.
Disease Carriers/Hornet Harasser/Undead Executioner: Removal attached to a body is nice, but a 2/2 is too unexciting for cc4 and it would be better to just play a bigger body.
Dreamspoiler Witches: The ability is really situative.
Drift of the Dead: With snow lands, this wall can be quite huge.
Dross Crocodile/Rotting Fensnake/Skeletal Crocodile: A 5/1 body is too fragile.
Dross Ripper: This creature needs way too much mana, to become interesting.
Earsplitting Rats/Screeching Buzzard: These creatures are no real advantage for yourself.
Entropic Eidolon: There are way too few multicolor spells to make this card playable.
Fen Stalker/Marsh Lurker: A 3/2 fear for cc4 is acceptable, but not with any restriction.
Forsaken Drifters/Giant Cockroach/Murk Dwellers/Nether Horror/Rotted Hulk/Wandering Tombshell: A 4/2, 2/5 or 1/6 for cc4 is simply terrible without any further advantage.
Gibbering Kami/Infernal Caretaker/Kami of Empty Graves/Nimana Sell-Sword/Quill-Slinger Boggart/Squeaking Pie Grubfellows/Stromkirk Mentor/Vengeful Dead/Vile Deacon/Zulaport Chainmage: These cards would only be interesting with enough availible tribal support.
Gravebane Zombie/Undying Beast: Additional card disadvantage every time these creatures die is terrible, especially because the body isn't even really good.
Hagra Crocodile: A 5/3 for cc4 would be nice, but it's not worth such a high restriction.
Haunted Cadaver: A 2/2 will simply not get through.
Highway Robber: The way worse version of Bloodhunter Bat.
Infectious Horror: A 2/2 without evasion doesn't want to attack very often.
Jagwasp Swarm: An overcosted flying creature.
Lesser Werewolf: An interesting but not exciting blocker.
Lurching Rotbeast: The cycling isn't doesn't make up for the bad body.
Mind Raker: The processor ability is almost irrelevant in pauper cube and 3/3 for 4 isn't very good.
Moonglove Winnower/Vampire Champion: A deathtoucher with some toughness is nice, but there aren't many creatures that won't trade 1 for 1 with this guy, when he blocks it, apart from the 2/2 bodies that would already die whether it had deathtouch or not.
Moor Fiend/Zombie Musher: Swampwalk is a terrible evasion.
Moriok Scavenger/Nim Shrieker: These cards would only be interesting for artifact-based cubes.
Night Market Aeronaut: Even if you trigger revolt, the creature is just okay.
Ogre Jailbreaker: A big defender. The problem is just that the chance to guarantee a gate is too small.
Phyrexian Debaser: A 2/2 flying creature, that can be turned into Disfigure is interesting, but it needs to be untapped for it and cc4 is a lot for that.
Phyrexian Monitor: Regenerate doesn't make up for such a terrible body.
Phyrexian Slayer: Not even a really good sideboard card.
Pitiless Vizier: This creature wasn't even good in its own environment with proper support.
Prowling Nightstalker: cc4 is way too much for a 2/2 with evasion.
Returned Centaur: This card would only be interesting for a cube with a mill topic.
Rottenheart Ghoul: The body is overcosted and the opponent is able to prepare for the discard.
Scavenging Scarab: This creature wouldn't even be good for 1 mana less.
Sidisi's Pet: This card is ok, for blocking, but overcosted and Morph doesn't make it much better.
Sightless Ghoul: Undying can be really strong, but the restriction of not being able to block makes this card way worse.
Silent Skimmer: A 2/4 flyer for 4 isn't good, but with pump, this creature is a very good attacker. Blocking, however, isn't its skill.
Slinking Skirge: Flexibility is nice, but you simply never want a 2/1 flying for cc4.
Stallion of Ashmouth: The body and the ability are both overcosted.
Ubul Sar Gatekeepers: The ability doesn't work in most pauper cubes.
Undead Servant: This card is just overcosted in Singleton Cube.
Wake of Vultures: A 3/1 flying for cc4, that's hard to kill is interesting, but there are only a few creatures you want to sacrifice for keeping it alive.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Gray Merchant of Asphodel: Even if devotion is a high restriction for limited, this guy has a solid defensive body and is able to drain for a lot.
Predatory Nightstalker: Only online common! A solid body that includes a solid removal is awesome.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Dross Golem: You can count on about 2 swamps when you have 4 lands in play in a 2 color deck. Getting a 3/2 Fear for cc3 is definitely interesting, especially because it would also be ok for cc4 and great for cc2 and less.
Rotfeaster Maggot: Overall this is not a really exciting creature, but it can block a lot of stuff or prevent it from attacking. Also, life gain can be very important for control decks, especially black control, because it often has a lot of life loss.
Warren Pilferers: The big brother of Gravedigger. A relevant 3/3 body with Disentomb attached to it for cc5 is very decent.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ambitious Aetherborn: A 5/4 for 5 that is able to split its power is usable, but it doesn't have any evasion.
Geyserfield Stalker: A 5/4 with evasion is nice, but if you don't hit this on curve it's pretty bad.
Hyalopterous Lemure: Only online common! A black 3/3 flying creature is ok, but not too exciting.
Kalastria Nightwatch: A 4/5 flyer for 5 is nice, but you need ways to trigger it.
Krumar Bond-Kin: A slightly overcosted body with the upside of being surprise flipped for 5 damage to the face, but it's a risk and an expensive one as well.
Midnight Scavengers: Worse Warren Pilferers. Does combo with Graf Rats well.
Pewter Golem: 4 power and regeneration for cc5 is solid, but to protect it the turn it comes into play, you need 7 total mana available.
Prowling Pangolin: Giving the opponent the choice is normally bad, but this is a superior stat-to-cost body in the main color of removal spells. However, 5cc is a rough spot for Black decks. At best, it is a Curve-toper for Aggro. At worst it kills 2 worthless bodies, aka Barter in Blood.
Rotting Legion: The biggest body black can afford in this section. It's pretty huge and a threat, but the disadvantage of not being able to block the same turn you cast it can hurt sometimes.
Scrounger of Souls: This can be a nice stabilizer for a control deck, but it lacks 1 point of power or toughness to be really good.
Shadowcloak Vampire: A 4/3 flying body is solid, but still in Bolt-range. This card would either need 4 toughness or permanent flying without life loss to be good.
Skinthinner: Hard removal attached to a body for cc5 would be good but this card bounds a total of 8 mana and only gives you a 2/1 body.
Skirge Familiar: Only online common! The 3/2 flying body is only somewhat acceptable and the ability isn't that good either.
Stromkirk Patrol: A 4/3 isn't much for cc5, but this is quite solid. After 1 attack it becomes Fire Elemental which is ok, but not too exciting. Afterward, it becomes more interesting with only 2 attacks without being blocked.
Weed-Pruner Poplar: Killing X/1 creatures and decreasing bigger bodies is ok, especially when the body doesn't become tapped for it, but just a 3/3 for cc5 isn't that good.
Wei Elite Companions: Only online common! A 3/3 unblockable for cc5 is ok, but not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Anointed Deacon/Fallen Cleric/Scuttling Death/Skullmane Baku/Spitting Sliver: These cards would be interesting with enough tribal support if that be possible.
Bleak Coven Vampires: This card would be nuts in an artifact-based cube.
Bog Tatters/Dreg Reaver/Hollow Dogs/Skeletal Kathari/Sootfeather Flock/Zombie Goliath: These cards wouldn't even be good for 1 mana less.
Canal Monitor/Mass of Ghouls/Renegade Demon: These creatures are way too fragile.
Catacomb Slug/Polluted Dead/Sewerdreg/Shinen of Fear's Chill/Sibsig Host/Viscid Lemures: Overcosted bodies without any useful abilites, if any ability at all.
Chimney Imp: The effect on death is nice, but the body is so terribly useless and the whole card is terribly overcosted.
Cinderhaze Wretch: Permanent discard isn't bad, but this card comes too late and you can only untap it once before it dies.
Dementia Bat: It's better to play Mind Rot than make this detour.
Dread Drone: Bringing two Eldrazi spawns that can either ramp or chump twice isn't bad, but the 4/1 is just way too fragile.
Dreadbringer Lampads: Constellation would only make sense in an enchantment-heavy cube.
Duskwalker: The worse version of Wei Elite Companions.
Enemy of the Guildpact: There are simply not enough multicolor spells in most cubes.
Gorgon Recluse: Even a solid body for its normal costs, but not solid enough for cc5. This card is way better for its madness cost.
Horror of the Broken Lands: There is not enough cycling support in pauper.
Hound of the Farbogs: With Delirium this card is great, but without it's overcosted.
Kozilek's Translator: 1 life for 1 mana per turn isn't worth it and the body is overcosted.
Nightwing Shade: Shades mainly don't work in limited.
Pestilent Souleater/Scourge Servant: Infect doesn't work in pauper cubes.
Phyrexian Bloodstock/Phyrexian Reaper: These cards would only be interesting for sideboards.
Poisonbelly Ogre: The body is very unexciting and the ability is no real advantage for you.
Rabid Bloodsucker: 5 mana for such a bad body with an ability that's bad when your behind is just that - bad.
Rotting Mastodon: 8 toughness is way more than a creature needs in pauper in with only 2 power and no abilities.
Silumgar Butcher: A creature that casts Last Gasp when it enters the battlefield seems nice, but you need to sacrifice one of your own creatures in order to enable the Last Gasp and considering this additional cost, the 3/3 for cc5 is simply not enough.
Slaughterhouse Bouncer: Hellbent is too difficult of a restriction. Otherwise, it would be at least borderline.
Soul Scourge: A 3/2 flying and Lava Spike seems nice, but 2 toughness makes it very fragile and if it dies the ability will have done nothing.
Street Wraith: This card is only really good in constructed decks that need empty slots in their library.
Twins of Maurer Estate: This card is overcosted if not cast for Madness.
Warchanter of Mogis: This card would need to have intimidate itself to become interesting.
Zombie Assassin: flexibility is nice, but 3/2 bodies are bad and a 1 for 1 trade for cc5 is just way too much.
Zombie Boa: The ability seems nice at first glance, but sorcery speed makes this just a very bad version of Wei Elite Companions.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Gurmag Angler: A 5/5 body is huge in pauper and with at least 2 cards in your graveyard when you cast this card, it has already great stats.
Twisted Abomination: One of the best creature finishers pauper has to offer.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Sultai Scavenger: A 3/3 flying is a great body to end games with. With at least 2 cards in your graveyard when you cast this card, it already has great stats.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Dukhara Scavenger: A big creature that can bring a relevant creature back, but there are better alternatives at 6 mana.
Grixis Slavedriver: The value is high with this creature, but so is the mana cost.
Marshmist Titan: On average, you will have at least about 2 devotion on turn 5. This fact makes this card mainly a better Rotting Legion with the risk of not having any devotion, but the chance to play this guy really cheap. Solid, but not exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Anurid Murkdiver/Ashenmoor Cohort: These cards would even be bad for 1 mana less.
Bog Hoodlums/Dripping Dead: Some of the worst creatures that have ever been printed.
Bog Serpent: This card isn't even good as a sideboard card.
Caustic Hound/Deathcurse Ogre: Only very aggressive decks could be interested in the ability and decks like that aren't interested in creatures with cc6.
Corpulent Corpse: Flexibility is nice, but this card is either terribly overcosted or has way too many suspend counters.
Crawling Filth/Gempalm Polluter: There are no playable tribals in pauper cubes.
Fen Hauler: There aren't enough artifacts in most cubes to make this valuable.
Marsh Hulk: No matter if you pay 6 mana for a 4/6 Vanilla or 10 mana for a 5/7, this card is overcosted and not good.
Maze Abomination: A very big body that can trade with nearly everything it fights with, but It would be better with a bigger body and no deathtouch.
Minotaur Abomination/Queen's Agent: These cards are simply overcosted by cc1.
Mournwhelk: If the evoke and casting costs would be decreased by 1, this card could be a staple.
Shambling Attendants: This card is overcosted, even with delve.
Terrus Wurm: Scavenge is nice, but cc7 need to be ramped. This card would only be interesting for green.
Toxic Nim: Infect doesn't work in limited, but this card could still be used as a huge and dangerous wall with the only disadvantage that it comes way too late.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Unearth: The tempo advantage of getting a creature with cc3 back to the battlefield for just 1 mana is insane. As well, this card has cycling for the rare situation that you really have no use for 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.
Dead Weight: It may look like a kind of Shock, but it remains and is this way even able to handle bigger creatures. When a 3/3 suddenly becomes 1/1 or a 4/4 is decreased to 2/2, they are way less dangerous.
Disfigure: The black Shock that is simply good because black doesn't have many alternatives that are similar. It can also be used as a combat trick by shrinking bigger creatures to help kill them.
Duress: Most cubes are about 50% creatures and 50% other cards. You will mainly hit something and this card is especially interesting because black has no other opportunities to remove something, that's not a creature.
Molting Snakeskin: A fine aura to pump and protect a creature at the same time.
Regicide: This is a one mana kill spell that kills 70% of the creatures in the cube.
Supernatural Stamina: This is a slightly better Undying Evil.
Tragic Slip: Morbid is not such a hard restriction for black, especially not with instant speed. Killing any creature, no matter how strong it is, for just one mana can be very nice.
Undying Evil: Trading for a removal spell, making the creature bigger and retriggering any etb effects all with the same card for only B is pretty solid.
Vendetta: This card can cost a lot of life, but killing a creature for sure for just 1 mana is still nice.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Boon of Erebos: A really strong combat trick, that can be used to protect a creature against removal as well. The problem is just that spot removal spells mainly are way better than combat tricks.
Cry of Contrition: Combined with a removal spell this card can be Mind Rot for cc1. Interesting, but sometimes too situative.
Dark Ritual: Card disadvantage for a small tempo advantage that can mainly only be used for black cards. Only useful for super aggressive decks.
Executioner's Capsule: A hard removal is never bad, but there are some better alternatives for less mana with the same restriction and some for the same mana, but with fewer restrictions.
Funeral Charm/Midnight Charm: Flexibility is nice and all of these possibilities are acceptable, but none are really exciting.
Innocent Blood: Situative, but not bad. Played without any creature on your side it's a 1cc Cruel Edict.
Lose Hope: An interesting card. -1/-1 isn't a lot, but Scry 2 is very strong.
Ostracize: There are a lot of better ways to handle creatures for black, especially ones where your opponent has to bind his mana before you remove the creature.
Paralyze: This card can get rid of a creature for quite a long time and later it will often bind the whole mana of the opponent to bring the creature back, but it's simply no lasting solution.
Raven's Crime: Giving a purpose to lands in the late game is nice, but for that case, you don't need such a cheap spell with an acceptable, but not exciting effect.
Sicken: Remaining -1/-1 can be nice and cycling gives some flexibility to this card, but it doesn't make it really exciting.
Skulduggery: A cheap combat trick that can remove 1 toughness creatures, along with the possibility of becoming a 2 for 1 if things line up.
Tortured Existence: Trading creatures that are mainly good in the early game for important creatures for the late game is quite interesting in the late game. It's no Undertaker, but it's still ok.
Unnatural Endurance: This card can remove a creature most of the time while saving one of your own, but there are better removal spells.
Virulent Swipe: Surprise deathtouch can be a nice combat trick, but it will usually still be a 2 for 1 trade against you unless the creature happens to have a high enough toughness to already survive. Double-blocks and more are where this can shine. This can also make for a nice two for one kill combo with pingers.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aphotic Wisps: A worse black Shadow Rift is simply not good.
Boggart Birth Rite/Eye Gouge/Glyph of Doom/Misery Charm/Peppersmoke/Psychic Spear: There are no playable tribals in pauper cubes.
Bone Splinters: A 2 for 1 trade isn't needed. There are a lot of better alternatives.
Borrowed Malevolence: Overcosted combat trick that doesn't do enough.
Bubbling Muck/Culling the Weak/Organ Harvest/Songs of the Damned: Simple card disadvantage that wouldn't even be good in mono-black decks.
Call to the Netherworld/Disentomb/Ghoulcaller's Chant/March of the Drowned/Raise Dead/Return to Battle: These cards can give you some quality, but mainly it's simply more effective to play creatures instead of reviving your old ones.
Chorus of Woe/Scare Tactics: Swarm-based cards don't really work in most cubes.
Coat with Venom: Black has so much good removal, that combat tricks are not needed, especially not a bad one like this.
Coffin Purge/Cremate/Nihil Spellbomb/Scarab Feast/Shadowfeed: Graveyard hate isn't relevant in most pauper cubes.
Crippling Blight/Cursed Flesh/Ghoulflesh/Stabbing Pain/Viper's Kiss/Weakness/Wring Flesh: Just -1 toughness isn't good enough, without a really good additional advantage or flexibility.
Cruel Feeding: +1/+0 is simply not really good, not even on multiple creatures.
Darkness/Hell Swarm/Marsh Gas: Fog-like or similar cards are simply too bad.
Death Watch: Pure damage is simply card disadvantage.
Death's Approach: This removal is too situative.
Demonic Appetite: The drawback is too high.
Ebony Charm: Flexibility is nice, but every possibility of this card isn't really great most of the time.
Evil Presence: Card disadvantage just for turning one of the opponent's lands into a swamp.
Fatal Blow/Mire Blight: The restrictions for these removal spells are too high.
Feast of Flesh: Cards like this don't work in most cubes.
Foul-Tongue Shriek: Even if you are able to generate a big enough amount of creatures, this card still only goes to the face, which makes it very situative.
Ghastly Demise: By the time there are enough cards in your graveyard, you won't need such a cheap and restrictive removal anymore.
Gravebind: This card is just way to situative.
Gruesome Deformity/Predator's Gambit/Sadistic Glee/Unholy Strength/Vampiric Link: These auras are not really worth the risk of getting card disadvantage.
Horrifying Revelation: This card would only be interesting for a cube with a mill topic.
Mire's Toll: Most decks in limited are at least 2 colored.
Necrogen Spellbomb: Single-card discard will often only hit a land. Even with flexibility, it's still a very weak effect.
Nighthaze: Swampwalk is a terrible evasion.
Restless Dreams: When you have enough useless cards you could discard for it, the spell doesn't need to be this cheap and this expensive for trading.
Sinister Possession: Only 2 damage is a too small a threat and it's no way to get rid of a creature.
Soul Stair Expedition: Death's Duet for cc1 is nice if played early enough. Later, it's simply too hard to get triple landfall anymore.
Soulshriek: This card will never do much.
Strange Augmentation: Delirium is required for any mileage and even then it is a stat-only boost.
Tainted Strike/Virulent Wound: Infect doesn't work in pauper cubes.
Taste of Blood: One of the worst cards ever.
Tendrils of Despair: A 2 for 2 trade. Not terrible but not exciting.
Thrull Retainer: +1/+1 isn't a big enough threat, even if the creature is a little bit protected.
Torture: This removal is way too slow.
Touch of Moonglove: This card is a 2-for-1 most of the time.
Vampire's Bite: With First Strike, this card would be way more interesting.
Vile Rebirth: Getting a surprising 2/2 for cc1 with instant speed can be an interesting combat trick, but most creatures are at least a 2/1 in size and this way this card would only trade 1 for 1 as a combat trick. That makes it more of a bad removal or an unexciting restrictive beater.
Wretched Banquet: One of the worst removal spells black got.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Chainer's Edict: Only online common! Cruel Edict isn't that good on it's own, but Flashback makes this a solid 2 for 1 removal.
Doom Blade/Terror: The 2 instant speed hard spot removal spells for just cc2, with the restriction that counts least, because when you have black in your deck the chance is reduced that your opponents drafted black as well.
Hymn to Tourach: Some people, who never played this card, may wonder why there is such a big difference between discarding 2 picked cards and 2 cards at random, but everyone who has played this card even once knows how insane this card is. It wins so many games.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Font of Return: A solid recursion spell. The high mana cost of 6 can be split up well.
Grasp of Darkness: -4 toughness kills most creatures in cubes. BB is a little bit problematic but definitely worth such a good removal spell.
Grim Harvest: This card is great, but mainly worse than the very similar Disturbed Burial because it's very easy to get rid of it.
Last Gasp/Nameless Inversion: The black versions of Searing Spear. They are often worse because they can't be used for burn, but the ability to either kill a creature with 3 toughness for 1B at instant speed or shrink a bigger creature is still great.
Moment of Craving: A solid removal spell that's best against aggro but otherwise still fine and flexible. Mostly a strictly better Sorin's Thirst
Night's Whisper: Despite its comparison to Sign in Blood, the easier mana cost makes this an auto-include in most cubes.
Sign in Blood: BB is a little bit problematic, but Divination for cc2 is still great and 2 Life is no big drawback.
Soul Reap: On first look, it seems like a Doom Blade with Sorcery speed and a theoretical Lava Spike included. Sorcery speed is a big disadvantage though and nongreen is worse than nonblack because the chance that the opponent plays green is not necessarily decreased if you're playing black yourself.
Victim of Night: BB might seem problematic, but the restriction is nearly redundant and this way it's a kind of Murder for cc2.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Chime of Night/Death Stroke/Lingering Death/Yoke of the Damned: Destroying a creature for cc2 is never bad, but these cards simply got way better alternatives.
Contaminated Bond: This card can deal a lot of damage. It's no kind of removal, but often enough it prevents a creature from doing anything.
Corpse Churn: The ability to return any creature in the graveyard makes this valuable for graveyard themes in cubes.
Cruel Edict/Diabolic Edict: Sometimes untargeted sacrifice can handle more things than spot removal, but the problem is just that there are often too many alternatives for the opponent. You will usually not hit get you are aiming for.
Dark Favor/Sinister Strength: These auras turn the enchanted creature into a threat that would be worth the risk of trading bad to a removal spell. The problem is just that with only 1 additional toughness, they don't do much to prevent it from trading down to any creature blocking it.
Die Young: Without the right support, this is a strictly worse Disfigure.
Distress/Lost Hours: Discarding any card you want for cc2 would be interesting, but not exciting.
Exhume: In most cases, this card is no advantage for you. It only works if you build your deck around it with a lot of fat creatures that you are able to discard easily as well.
Grotesque Mutation: This is a really nice combat trick, but black has better options.
Infernal Harvest: If you support mono-colored decks, this card is a bomb, but in a 2-color deck you mainly won't return more than 3 or 4 maximum swamps to your hand. This would make this card a kind of Arc Lightning, but with a huge tempo disadvantage.
Infernal Scarring: To get additional value out of this card it needs to die. Also, Pacifism-effects aren't a corner case in most cubes.
Murderous Compulsion: It can kill almost everything, but the restriction is pretty high.
Pharika's Cure/Sorin's Thirst/Vicious Hunger: These Shocks hit for 4 points, but they are quite problematic for BB and most creatures you need to handle have more than just 2 toughness.
Rush of Vitality: Another version of Butcher's Glee that trades one mana and regeneration for indestructible and two less power.
Sinkhole: This card is nuts in fast constructed decks, but in limited lands are worth way less and you always have to keep in mind how good a card is if you draw it as topdeck because a game can always take longer than you expect.
Skeletal Grimace: An aura that protects the creature it's enchanting is nice, but just +1/+1 isn't too exciting.
Subtle Strike: The ability to do both options is nice, but there are better removal spells in pauper.
Vessel of Malignity: This card is very situational.
Wrench Mind: Discarding 2 cards for cc2 is nice, but BB makes this card problematic.
Bad: Don't cube this. It might look fine, but it's not worth it.
Addle: Only online common! It's about a 50/50 chance to hit the right colors if you had no information about the opponent's hand so far.
Altar's Reap/Costly Plunder/Skulltap: These cards need synergies most cubes don't offer.
Ancestral Vengeance: Permanently pumping and killing a creature for cc2 seems nice on first sight, but the pump is small and only being able to X/1 creatures is heavily restricted, especially for BB.
Banewasp Affliction/Binding Agony/Claim of Erebos/Ragged Veins/Spiteful Shadows: Simple damage to a player once is not worth a card.
Cabal Ritual: Card disadvantage for such a small tempo advantage is not worth a card.
Cannibalize/Coils of the Medusa/Grave Servitude/Parallax Dementia/Spinal Graft: If it's not sure whether a spell should be used on your creatures or an opponent's creature, it's mainly not good.
Cast into Darkness/Clinging Darkness/Despondency/Feebleness/Greel's Caress/Mourning/Torment: You want to decrease the toughness and not the power.
Cemetery Recruitment/Crown of Suspicion/Pack's Disdain: These cards would only be interesting with enough tribal support.
Cloak of Confusion: This aura would mainly be interesting on a well-protected creature with evasion.
Contaminated Ground: This card may work in Gatecrash limited, but in cubes, you got way more fixing and don't depend as much on lands.
Cradle to Grave/Dash Hopes: You don't want counterspells in black, because you got better and way more flexible spot removal.
Dark Privilege: The worse version of Skeletal Grimace.
Debilitating Injury/Enfeeblement: The strictly worse versions of Dead Weight.
Defeat/Reave Soul: Way too restrictive removal.
Devour Flesh/Geth's Verdict/Imperial Edict: The worse versions of Diabolic Edict.
Disturbing Plot: Reviving 2 creatures from the graveyard for cc2 can be nice, but Conspire is often a too difficult restriction because decks are mainly 2 colors.
Dragon Shadow: There aren't enough playable creatures with cc6 to make this card playable.
Dry Spell/Nausea/Shrivel: There aren't many things you can kill with these cards.
Dying Wail: The effect is not worth the restriction.
Echoing Decay: -2 toughness for cc2 without any further advantage isn't exciting.
Eternal Thirst/Midnight Covenant/Oblivion Crown/Twisted Experiment: These auras aren't worth the risk of card disadvantage.
Fear: There are a lot of better alternatives for this card.
Feast of Dreams: This card would only be interesting in an enchantment-heavy cube.
Gaze of Pain: This card would be way better with instant speed.
Grave Peril: It's way too easy to play around this card.
Grim Discovery: This card works very well with the self-sacrificing lands or discard, but those are corner cases.
Hunger of the Nim/Resourceful Return/Warp Artifact: These cards would only be interesting for an artifact-based cube.
Hypnotic Cloud: Flexibility is nice, but without Kicker, it's very bad and when able to be kicked, it comes too late.
Implement of Malice: This is half of Mind Rot that replaces itself, but that still isn't good.
Insubordination: The effect isn't that bad, but definitely not worth BB.
Macabre Waltz: The effect is not worth the drawback.
Metalspinner's Puzzleknot: 5 mana for Sign in Blood is way too much.
Mind Burst/Surging Dementia: These cards simply don't work in most cubes.
Mind Knives/Specter's Wail: Random discard is good but worse than discarding a card of your choice.
Mind Swords/Shred Memory: Graveyard hate is not needed in most cubes.
Morgue Theft: Flashback makes this card interesting, but it's very expensive,
Painful Memories: The worse version of Lost Hours.
Phyresis: Infect doesn't work in most cubes.
Psychic Miasma: The effect is simply worst than discarding a card of your choice.
Pulling Teeth: Clash is a too high restriction.
Rite of Consumption: This card can work as a finisher, but it's too situative.
Rouse: A terribly useless card.
Scent of Nightshade: This card only works in a mono-black deck.
Scourgemark: 1 additional power without card disadvantage is not good enough to be worth the risk of making card disadvantage due to a removal spell in response.
Seizures: It's too easy to play around the effect.
Shriek of Dread: A mediocre evasion for cc2 and just for one turn is simply bad.
Soulless Revival: There aren't enough playable arcane spells.
Spirit Shackle: The creature can still block without any disadvantage.
Steal Strength: This card may seem like an acceptable combat trick, but black doesn't want combat tricks at all.
Talara's Bane: An acceptable Sideboard card, but not very exciting.
Toxic Stench: Threshold is a big restriction and this card is not worth it.
Transmutation: The effect is very situative.
Trespasser's Curse: This card is good when played at the beginning of the game against creature heavy decks. In all other situations, it is terrible.
Tyrant's Choice: 4 damage to a player for cc2 is a lot, but still card disadvantage.
Warren Weirding: This card would only be really interesting in a tribal-based cube.
Wicked Reward: You don't want to sacrifice creatures if the effect you gain for it isn't just great.
Without Weakness: The flexibility of cycling is nice, but it's kind of expensive for a protection spell and doesn't help a creature trade up in combat.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Ashes to Ashes: 5 Life may seem like a lot, but killing 2 creatures for just cc3 and nearly no further restriction is really bomby. The only problem is that it's very dangerous against red decks with burn and when you are at really low life already.
Read the Bones: Only drawing 2 cards for 3 mana is not enough, but Scrying 2 beforehand makes this card really good.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Cartouche of Ambition: On cards like Crypt Rats, this gets ridiculous. On other creatures, it is at least a removal for an opponent's creature and a buff for your own creature.
Crippling Fatigue: 5 mana and 3 life is a lot to kill two X/2 creatures, but the option to be a 2 for 1 trade makes this card good.
Death's Duet: This card may seem similar to Divination, but Reviving creatures from the graveyard is different from getting cards from the top because it guarantees quality.
Eyeblight's Ending/Rend Flesh: Hard removal spells for 2B are good and these are two of the only ones with no significant restriction.
Stab Wound: On first look, this card may seem like an overcosted version of Dead Weight, but it's not made for killing X/2 creatures with it. It's made to decrease 2/X or something similar to 0/X and then ignore them, so they can do nothing except for blocking and the Wound will constantly deal a relevant amount of damage, that can mainly not be ignored. Meanwhile, it can also be used to kill annoying X/2 creatures.
Wander in Death: Strictly better Death's Duet.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bog Down/Unburden: The effect isn't bad, but a little bit situative. These 2 cards got some flexibility, but not enough to be cubeable.
Butcher's Glee: Black combat tricks may mainly be outclassed by black spot removal, but this one can actually generate a huge amount of life in exchange for the traded creature.
Casting of Bones: Combined with a spot removal this card is Compulsive Research, which would be great, but it depends on a spot removal and as an aura, it's a little bit fragile.
Cower in Fear: This card can be backbreaking or completely useless. Most of the time it's the second.
Cruel Finality: Scry is nice, but there is way better removal available in black.
Dark Banishing/Expunge/Ghostly Visit/Hand of Death/Hideous End/Horobi's Whisper/Murder/Oubliette/Seal of Doom: A hard removal for cc3 is never bad, but there are simply too many better alternatives for these cards.
Dark Dabbling: This card trades 1-for-1 or can save all your creatures and replaces itself, but most of the time it's too situational.
Dirge of Dread: Either using this card as a finisher or cycling it, with an attached effect is Ok, but mainly not exciting enough.
Douse in Gloom/Last Kiss: Simply a weaker Lightning Helix would still be great, but these cards need to cost either cc1 less or deal 1 damage more, to be good.
Ichor Slick: A lot of flexibility in a single card, but for most people, it's simply too overcosted in most cases.
Last Rites: This card can be great when you play against a control deck with a full hand, even in the late game, and you are able to trade some lands each against cards of your choice, but when you got enough lands your opponent usually has an empty hand.
Morbid Plunder/Recover: Mainly the worse versions of Death's Duet.
Renegade's Getaway: This can be a nice blowout for your opponent, but it is very situational.
Shade's Form: Either enchanting your creature to pump and protect it, or stealing a creature from your opponent when combined with a spot removal can be nice, but it remains situative.
Splendid Agony: It can be a 2-for-1, but there are better removals available for that cost.
Succumb to Temptation: Worse than its sorcery counterparts as Black does not need pricier Divination-effects just for Instant speed's sake
Syphon Life: Retrace spells do very well in limited, because of the higher land count, but the effect of this card is pretty weak.
Wail of the Nim: Both effects are sometimes ok, but mainly you don't want this card.
Bad: Don't cube this. It might look fine, but it's not worth it.
Afflict: Drawing cards in addition to a removal is great, but -1/-1 is simply too less for cc3.
Alms of the Vein/Gruesome Fate/Haunting Misery/Inquisition/Onyx Goblet/Soul Bleed/Vampiric Touch: Simply damage that only goes to players is bad in most situations.
Artifact Possession/Stench of Decay: These cards wouldn't even be good in an artifact-based cube.
Aspect of Gorgon: The chance of card disadvantage is simply too high.
Asphyxiate/Assassinate/Lethal Sting: These cards are simply outclassed by too many better and less restrictive versions.
Blessing of Leeches/Soul Channeling: Protecting a creature permanently with regeneration seems nice, but cc3 is simply too much for that.
Bone Harvest/Dead Reckoning/Footbottom Feast/Gravepurge: Mainly you don't want to put anything on the top of your library.
Boon of Emrakul: Aura version of Nameless Inversion. If Auras matter, this may make the cut.
Breach: Just 2 damage combined with evasion isn't exciting.
Choking Sands/Icequake/Rancid Earth: Lands are worth way less in limited than in constructed which makes land destruction quite bad.
Coercion/Dark Inquiry/Night Terrors/Perish the Thought/Psychotic Episode: These cards are simply overcosted for their medium effect.
Complete Disregard/Vanquish the Weak: These cards are outclassed by many other removal spells.
Corpse Lunge: There are too many better alternatives for a black damage based removal.
Crypt Incursion: Graveyard hate is not needed in limited.
Deception/Mind Rot/Rakshasa's Secret/Waking Nightmare: Simply the worse versions of Bog Down.
Delirium Skeins: This card would only be good if your own hand is empty within a few turns.
Demonic Torment: Turning a creature into a defender is no good solution for it most times.
Desperate Charge: Sorcery speed makes this card really bad.
Essence Harvest: The effect is very situative.
Festergloom: A mediocre board sweep.
Fevered Strength: The effect isn't bad combined with card draw, but it's overcosted.
Fortuitous Find: There aren't many artifacts in the graveyard normally and there are cheaper alternatives to recur a creature.
Foul-Tongue Invocation: This card would only be interesting with enough tribal support.
Funeral March: A terribly worse version of Cruel Edict.
Grave Birthing: This card replaces itself and brings a 1/1 body, but the grave hate is irrelevant.
Grim Affliction: There isn't much to proliferate in most pauper cubes.
Grisly Transformation: This card would need to cost 1 mana less, to become interesting.
Hideous Visage: The worse version of Dirge of Dread.
Howling Fury: The pushed creature will simply be traded by everything.
Induce Despair/Quag Sickness/Tar Snare/Tomb Hex: In most situations -X/-X is worse than simply destroying a creature.
Krovikan Fetish/Necromancer's Magemark/Scavenged Weaponry: These auras don't make card disadvantage in most cases, but just +1/+1 is simply too unexciting.
Last Caress/Tainted Well/Touch of Death: Terrible effects, that don't become better if you can draw a card for them.
Live Fast/Painful Lesson: With no "real" advantages in the average cube, these are bad and outclassed by the cheaper two-mana options.
Maggot Therapy/Phyrexian Boon: If you are not sure if a card should be used on your own creatures or your opponent's creatures it's mainly bad.
Melancholy: Black doesn't need tap removals like this, because they got a lot of hard removal spells, with fewer problems.
Merciless Resolve: There is no reason to pay 1 mana more to Altar's Reap just to be able to sacrifice a land.
Mind Extraction: You neither want to sacrifice any creature for a discard spell nor is there anything playable with more than 2 or 3 colors.
Mind Ravel/Unhinge: A single card will often be just a land and in this case, this card was mainly just a tempo disadvantage.
Necrobite: Black doesn't need combat tricks.
Nyx Infusion: A terribly outclassed removal spell.
Reaping the Graves: It's hard to get storm counts, as long as you don't build your deck around it.
Relic Putrescence: Infect doesn't work in pauper cubes.
Rend Spirit: There are simply not enough playable spirits.
Resounding Scream: The worse version of Coercion.
Sick and Tired: Just -1/-1 won't kill many creatures.
Sleeper's Guile: An aura that maybe makes no card disadvantage, but Fear is simply too unexciting.
Soul Kiss: Turning a creature into Putrid Leech seems nice on first look, but it's simply not worth the risk of card disadvantage.
Swarm Surge: A black Trumpet Blast, but black isn't a swarm color.
Swat: Flexibility is nice, but this card is simply too bad in most cases.
Syphon Soul: This card only works in multiplayer games.
Unhallowed Pact: Mainly the worse version of Shade's Form.
Untamed Hunger: This card isn't worth the risk of card disadvantage.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Pestilence: One of the few mass-removal spells in pauper. It's very flexible and has a lot of synergies.
Snuff Out: A really good removal. The possibility to play it for 0 is absolutely great and even cc4 isn't too overcosted. 4 life can be a lot, but if you really need it it's 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.
Bitter Revelation: 4 mana at sorcery speed for drawing 2 cards is a lot, but this card contains card quality and there are ways in black to get an advantage of milling cards.
Evincar's Justice: This card is as close to Pyroclasm/Infest as pauper got right now.
Mark of the Vampire: +2/+2 is a huge threat and even if the creature isn't protected in any way, it will leave the battlefield with a huge difference if it even attacked once.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Chill to the Bone/Feast or Famine/Grisly Spectacle: Destroying a creature for cc4 isn't directly bad, but it's still overcosted, without any "real" advantage.
Fill with Fright: Scry attached to a card that makes card advantage of any kind for the opponent is nice, but simply discarding 2 cards is too situative.
Flay: Hymn to Tourach would still be nuts for cc4, but not with such a hard restriction.
Gruesome Discovery: This card would be interesting, but morbid is a high restriction even for black.
Midnight Recovery: Often this card is Death's Duet for cc4, but Cipher overall isn't a good ability since it's mainly just an aura with an etb-effect.
Mire's Malice: It's an overcosted Mind Rot, but the Awaken-Mode makes it playable.
Nightsnare: It's nice to discard either one specific card or discard two, but 4 mana is a lot for the effect.
Strands of Undeath: Protecting a creature permanently while making the opponent discard 2 cards isn't bad, but just discarding 2 cards is too situative.
Tendrils of Corruption: A great late-game card that is just very bad in the early game, as long as you don't have a mono B deck.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aphetto Dredging: This card would be great without the tribal restriction.
Befoul/Daring Demolition/Impale/Oblivion Strike/Parasitic Implant: Without any significant advantages in the average cube, these sorcery-speed hard removal spells are terrible and outclassed by several better options.
Blood Tithe/Syphon Mind/Unnerve: These cards are only good for multiplayer.
Brink of Disaster: The permanents you mainly want to get rid of are creatures.
Burden of Greed: This card wouldn't even be good in an artifact-based cube.
Curse of Oblivion: Graveyard hate is simply not needed in pauper cubes.
Death Bomb/Launch Party: You don't want to sacrifice creatures, just have an overcosted hard removal.
Despoil: Land destruction becomes worse as later it's played. cc4 is simply way too much.
Devouring Greed/Profane Prayers: There are no playable tribals in pauper cubes.
Dutiful Return/March of the Returned: These cards are outclassed by a lot of recursion spells and especially by Wander in Death.
Fatal Fumes/Flatten/Kagemaro's Clutch/Patriarch's Desire/Torment of Venom/Weight of the Underworld: -X/-X removal spells are outclassed by hard removal with cc4.
Feast of the Unicorn: +4 power is huge, but this creature will still trade with any other creature blocking it.
Instill Infection: This card is simply overcosted.
Irradiate: This card would only be interesting for an artifact-based cube.
Mental Agony/Witness the End: 2 life isn't worth adding 1 mana to a very situative effect.
Morsel Theft: This card would even be Ok for cc4 if you would be allowed to draw the card, but it's actually only worth it if you can enable the prowl effect.
Necromantic Thirst: Simply the worse version of Midnight Recovery.
Psychotic Haze: This card would only be a little bit interesting if you would be able to discard it.
Sink into Takenuma: This card would only work in mono B decks.
Splitting Headache: Flexibility is nice, but both versions are overcosted and not really exciting.
Stronghold Discipline: Simple damage to the opponent's life once is just terrible.
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.
Disturbed Burial: This card wins most late games. Permanently gaining the creature of your choice back is nuts.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Baleful Eidolon: This card contains deathtouch twice and enables a 2 for 2 trade this way, but it's hardly overcosted.
Dead Ringers: Destroying 2 creatures for cc5 would be great, but the color restriction can be hard.
Essence Drain: Dealing 3 damage to either a player or creature and 3 life is nice, but this card is overcosted by 1, to be good.
Sever Soul: Gaining life in addition to destroy a creature can be nice, but cc5 is a lot for that.
Urborg Uprising: Getting +2 cards is nice, but cc5 is a lot.
Bad: Don't cube this. It might look fine, but it's not worth it.
Brainspoil: Flexibility is nice, but Transmute is way better in constructed decks.
Call for Blood/Demon's Grasp/Lash of the Whip/Throttle/Waste Away: Expensive removal spells that are outclassed by too many better versions.
Clutch of Undeath/Death of a Thousand Stings/Traitor's Clutch: Terribly overcosted cards.
Contract Killing: An overcosted sorcery speed removal spell. The treasures aren't that good by this late in the game and don't make up for the fact that you can't cast this until turn 5.
Cruel Revival: If you have enough Zombies, this card could be considered, but it's still overcosted.
Death's Caress/Unholy Hunger/Weed Strangle: The worse versions of Sever Soul.
Desecrated Earth/Destroy the Evidence/Maw of the Mire/Spreading Rot: Land destruction becomes worse as later it comes and cc5 is way too much for that.
Final Reward/Flesh to Dust: These are unconditional hard removal spells, but overcosted and outclassed by way too many better versions.
Gloomlance: This card isn't even a really good sideboard card.
Lab Rats: On first look, this may look like a black Sprout Swarm, but instant speed, Convoke and the fact that it's green makes such a huge difference.
Liturgy of Blood: This removal is so terribly overcosted that it's not directly bad, but simply not cubeable at all. Even if it's non-restricted and gives some mana back it's also sorcery speed and BBB isn't very useful in most situations.
Nyxborn Eidolon: cc5 for Unholy Strength is simply far too much and a 2/1 is not really a good price for 4 additional mana.
Reach of Shadows: A hard removal for cc5, that is even restricted, is simply terrible.
Shadow Slice: Cipher is a high restriction and this effect is to situative for the risk.
Soul Shred: The worse version of Essence Drain.
Spread the Sickness: There isn't much to proliferate in the most pauper cubes.
Tidy Conclusion: This could only be interesting for an artifact-based cube.
Unmake the Graves: Death's Duet with instant speed and Convoke could be nice, but cc5 is definitely too much for the effect.
Vicious Betrayal: One of the worst cards for limited ever.
Violet Pall: A 1/1 Flying isn't really worth so much 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.
Nothing here.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Corrupt/Spinning Darkness: These cards are only good in heavy B decks.
Bad: Don't cube this. It might look fine, but it's not worth it.
Absorb Vis: The effect is overcosted and Landcycling isn't enough flexibility to make it worth considering.
Brush with Death: The effect isn't good enough to bind 7 mana for it and for cc3 this card is even worse.
Cavern Lampad: Compared to Nimbus Naiad, this card is simply overcosted by 1 in each mode.
Certain Death/Grave Exchange/Morbid Hunger/Pull Under/Rite of the Serpent/Sip of Hemlock: These cards are terribly overcosted.
Covenant of Blood: Convoke or not, cc7 is way too much for this effect.
Dark Withering: This card is only good if you are able to discard it.
Death Rattle: This removal is only ok, in the very late stage of the game.
Essence Feed: 3 Eldrazi Spawns aren't worth so much mana.
Mindstab: This card is mainly only good on Turn 1. Apart from that, it will come too late.
Tasigur's Cruelty: Discard spells like this are highly situative and have to be timed correctly. An additional restriction in the form of Delve makes this card quite bad.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Death Denied: This card doesn't need much mana to win most late games for you.
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.
Death Wind: A very flexible removal, but black has a lot of spells to destroy a creature, no matter how big it is.
Shattered Crypt: The way worse version of Death Denied.
Bad: Don't cube this. It might look fine, but it's not worth it.
Consume Spirit/Drain Life: These cards mainly only work in mono B decks.
Disembowel: Often enough the worse version of Death Wind.
Endless Scream: Giving a lot of power to a creature can be interesting, but it doesn't protect the creature from dying to any creature, that blocks it.
Howl from Beyond: This card could be a bad finisher or a bad combat trick. No matter what, it's bad.
Rats' Feast: Graveyard hate is not needed in pauper cubes.
Soul Strings: In most cases, this card is just the worse version of Death's Duet.
Stir the Grave: In most cases, it's better to play another creature instead of reviving a creature by paying more than it's casting cost.
Word of Binding: A possible finisher for black that is mainly bad because of the Sorcery speed.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Arbor Elf/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 in turn 3. Even later they got relevance, by enabling fatties earlier.
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.
Avacyn's Pilgrim/Boreal Druid: These 2 guys are outclassed by the staple versions of them, but if you can't have enough cards like them, you can play these as well.
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.
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.
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.
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.
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.
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.
Mtenda Lion: This card is staple against every non-blue deck, but you simply can't guarantee that your opponent doesn't play blue.
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.
Nurturer Initiate: A single +1/+1 can be a big difference, but the 1/1 body on its own is simply not good enough.
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.
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.
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.
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.
Jaddi Offshoot: It can be fine when gotten out early against aggro, but other than that, it's too bad to be worth it.
Jukai Messenger/Marsh Boa/Rime Dryad/Shanodin Dryads/Weatherseed Elf/Willow Dryad/Zodiac Rabbit: These cards wouldn't even be good as sideboard cards.
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.
Renowned Weaver: A chump blocker that can be turned into a 1/3 reach. Simply all but exciting.
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.
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.
Garruk's Companion: Even if GG can be problematic on turn 2, a 3/2 Trample for cc2 is definitely worth it.
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.
Silhana Ledgewalker: The perfect carrier for equipment and auras. Without any it's a little bit unexciting, but with some its nuts.
Snapping Gnarlid: A bear that can attack for 3 on turn 3 is awesome.
Swordwise Centaur: Even if this card doesn't have trample like Garruk's Companion, it's still a 3/2 for cc2, which is extremely solid.
Terrain Elemental: A 3/2 for just 2 mana is bigger than everything else you can get in pauper.
Thornscape Familiar: Making about 50% of decks cheaper is nice, while the 2/1 body is acceptable, but not good.
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.
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.
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.
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.
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.
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.
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.
Scrounging Bandar: It can be nice to move the counter on other creatures, but often it is just a bear.
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.
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.
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.
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.
Canopy Spider/Emerald Dragonfly/Heartwood Dryad/Pygmy Razorback/Shelkin Brownie/Uktabi Faerie/Willow Faerie: Terribly weak creatures.
Copper Myr/Devoted Druid/Orochi Sustainer/Whisperer of the Wilds/Wirewood Elf: Unexciting overcosted versions of Llanowar Elves.
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.
Fa'adiyah Seer/Nantuko Tracer/Stonewood Invoker/Vitaspore Thallid: In most cases, these cards are really useless.
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.
Highland Game: Simply gaining 2 life on death, is not worth a 2/1 body with no further advantage.
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.
Pygmy Troll: A weak beater with a bad pseudo evasion.
Sage of Shaila's Claim: There is no need for energy in most cubes.
Seeker of Skybreak: The ability is too situative.
Verdant Automaton: The ability can be relevant in the late game, but is overcosted.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Daggerback Basilisk: 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.
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.
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.
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.
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.
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.
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.
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.
Ulvenwald Bear: Morbid is a high restriction for green and this creature is too bad without it.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
Festerhide Boar: Even if Morbid is a quite high restriction, a 5/5 trample for cc4 is simply huge.
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.
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.
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.
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.
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.
Acorn Harvest: 4 1/1 tokens can be interesting, but cc6 and 3 life is a lot for that.
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.
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.
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.
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.
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.
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.
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.
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/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 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.
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 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.
Nessian Asp: A super solid body for cc5, that even has reach and a great late game mana-sink.
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. It's one of the best mana sinks at common rarity.
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.
Colossapede/Hollowhenge Beast: These may not seem interesting, but they're actually incredibly consistent.
Entourage of Trest: A 4/4 that draws a card and then helps to defend your crown is just value.
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.
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.
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.
Tangle Hulk: 5 power for 5 mana and regenerate is simply good even if regenerate requires a lot of mana.
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.
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.
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.
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.
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.
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.
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.
Ghor-Clan Savage: A 5/6 for cc5 would be great, but Bloodthirst can be a high restriction, especially later in the game.
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.
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.
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.
Rampaging Hippo: A 5/6 with trample is already good and with the flexibility of cycling, it becomes great.
Vulpine Goliath: A huge body with trample.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Cowl Prowler/Kindercatch: A 6/6 is huge, but without trample it's unexciting.
Durkwood Baloth: This creature is mainly interesting on turn 1 and even then it takes very long till it comes.
Giant Warthog/Moss Kami: Solid bodies with trample. They're hard to get rid of, but they aren't very exciting.
Kessig Dire Swine: The body is huge and trample is a nice bonus if you can achieve delirium.
Oran-Rief Recluse: If you can find a target for the ability, it's Ok.
Pathbreaker Wurm/Yavimaya Wurm: 6 power and trample is a lot, but with just 4 toughness, they are already fragile again.
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.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alpha Tyrranax/Barbtooth Wurm/Canopy Gorger/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.
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.
Glowering Rogon/Nightsoil Kami/Scaled Hulk: There are no playable tribals for pauper cubes.
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.
Orchard Elemental: This is just way overcosted in a duel.
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.
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.
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.
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.
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.
Horncaller's Chant: Two 4/4 trample creatures are a solid threat even if cc8 is a lot.
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.
Tangle Golem: There are more interesting alternatives for this guy.
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.
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.
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: The fixing pendant of Llanowar Elves.
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.
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.
Implement of Ferocity: It pumps a creature permanently and replaces itself for just 2 mana, which can be really good.
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.
Vines of the Recluse: One of the most flexible combat tricks out there, especially for only 1 mana.
Wild Growth: Played on turn 1, this card is similar to Llanowar Elves and played later it has "haste", but mainly the body is more interesting.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
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.
Gather Courage: A solid combat trick that can be played surprisingly for cc0 if you have an untapped creature left.
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.
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.
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.
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.
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.
Reclaim/Salvage: Putting cards only on the top of your library is card disadvantage.
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.
Simplify: Only being able to handle enchantments is way too restricted.
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.
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: The better version of Savage Surge.
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.
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.
Moment's Peace: Fog is bad, but Flashback is strong. An interesting card for ramp/control decks.
Pounce: An instant speed Prey Upon is solid.
Rabid Bite: The best green removal spell there is at the moment.
Savage Punch: This is less consistent than Epic Confrontation, but the additional power can be relevant, especially when you want to attack after fighting.
Savage Surge: A fine combat trick, that even works, when all your creatures are tapped.
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.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
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.
Farseek/Fertile Ground/Into the North/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.
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.
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.
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.
Plummet: A really solid flying removal, but sometimes you won't find a target for it.
Predator's Strike: Trample can be interesting for combat tricks, but it's not worth an additional mana.
Regeneration: Protecting your important creatures can be really nice, but regenerate is simply no good protection.
Sheltering Word/Wrap in Vigor: Protecting your creatures against hard removal can be very important, especially for green.
Symbiosis: This combat trick has really good chances to trade 2 for 1, but it's restricted to 2 targets.
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/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.
Highspire Infusion: If you don't have a use for the energy, it is just an overcosted Giant Growth.
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.
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.
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.
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.
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.
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.
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.
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.
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 Paradise: It fixes, gives you life and ramps you, but just for one.
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.
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.
Oakenform: +3/+3 is huge, but this card is still really fragile against hard removal.
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.
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.
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.
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.
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.
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.
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.
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.
Hunt the Weak/Wild Instincts: Big Prey Upons. They're overcosted, but a pump can often make a big difference.
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.
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.
Reins of the Vinesteed: There are no playable tribals for pauper cubes.
Springsage Ritual: 4 life is not worth 2 extra on Naturalize.
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.
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.
Bloodlust Inciter: The 1/1 body doesn't do much on its own, but effectively giving every creature haste is a huge advantage for aggro decks.
Goblin Cohort/Mogg Conscripts: 2/2 guys on turn 1 are pretty big, but the restriction is high.
Intimidator Initiate: Preventing creatures from blocking seems nice, but the 1/1 body doesn't do much on its own and the constant mana investment can be problematic.
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.
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.
Skitter of Lizards: Flexibility is nice, but this card is simply never really exciting.
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.
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.
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.
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.
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: 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.
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.
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.
Thriving Grubs: A 3/2 for 2 mana is really strong. The only risk is that your opponent pings them before you are able to attack.
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: 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.
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 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.
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.
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.
Mogg War Marshal: Tukatongue Thallid with an additional 1/1 token. It's ok, but not too exciting.
Nest Robber: A fine haste threat for aggressive decks.
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.
Skinbrand Goblin: A flexible creature, but none of the possibilities is too exciting.
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.
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.
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.
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.
Dragon Fodder/Krenko's Command: The worse versions of Mogg War Marshal.
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.
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.
Firebrand Archer: An aggressive creature that can help force through damage, but the body is pretty fragile.
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.
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.
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.
Kozilek's Sentinel: It has a big butt, but the ability will almost never trigger.
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.
Pygmy Pyrosaur: This creature can bring some damage through, but it needs a lot of mana investment.
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.
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.
Akki Blizzard-Herder/Akki Rockspeaker/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/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.
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.
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.
Defiant Khenra/Falkenrath Reaver/Goblin Brigand/Goblin Elite Infantry/Goblin Firebug/Goblin Furrier/Goblin Raider/Hulking Goblin/Ironclaw Orcs/Mad Dog/Mogg Toady/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.
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 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.
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.
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.
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.
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.
Boggart Brute: A 3 power creature with evasion is quite useful.
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.
Ghirapur Gearcrafter: The red version of Sandsteppe Outcast.
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.
Goblin Heelcutter: This card is mostly played for 3 mana, once the rest of your hand is played out and you can simply take out the biggest blocker turn after turn. This card is a great topdeck, but not that good on curve.
Hanweir Lancer: A 2/2 First Strike may seem unexciting, but a lot of red creatures becomes a lot better with first strike.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Skirk Commando: Often the worse version of Dwarven Vigilantes.
Spireside Infiltrator: The body is underwhelming for the cost, but it also pings your opponent when it attacks.
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.
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.
Bird Maiden/Goblin Sky Raider: 1 power is simply way too less for cc3.
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.
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.
Convicted Killer: Neither side is exciting.
Craven Giant: The body is too fragile and not worth the restriction.
Desert Nomads: This card doesn't work in limited.
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.
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 Chariot/Raging Cougar/Shinen of Fury's Fire/Wild Colos: A 2 power haste beater for cc3 without any further advantage is simply bad.
Goblin Hero/Gray Ogre/Hurloon Minotaur/Minotaur Warrior/Pensive Minotaur/Raging Bull/Riot Devils: Terribly bad bodies without any ability.
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.
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.
Nettle Drone: Without the right support, this creature is just mediocre.
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.
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.
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.
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.
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.
Vestige of Emrakul: A 3/4 with trample for 4 is already playable. The ability to get around protection is the icing on the cake.
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.
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 Battle Jester: The ability isn't bad, but the mono-colored restriction is problematic and the body is unexciting.
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.
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 a lot of spells for it.
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.
Retromancer: 3/3 bodies are ok and this one has an interesting protection.
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.
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.
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.
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.
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.
Ekundu Cyclops/Incurable Ogre/Mogg Bombers/Ogre Taskmaster/Viashino Bey: There are better alternatives for these cards that are still bad themselves.
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.
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.
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 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.
Shatterskull Recruit: A 4/4 with evasion for 5 is good.
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.
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.
Storm Fleet Pyromancer: The body isn't great and the ability is ok but not really worth the restriction of raid.
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/Berserkers of Blood Ridge/Bonebreaker Giant/Earth Elemental/Fomori Nomad/Frost Ogre/Gerrard's Irregulars/Night Revelers/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.
Bloodpyre Elemental/Crested Craghorn: Mainly these creatures are just a bad burn spells.
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.
Coal Golem: If you can play spells for cc5, you don't need to ramp anymore.
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.
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.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
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.
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.
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.
Desert Cerodon: The body is huge and has some flexibility, but the high cost of just a vanilla creature is a drawback.
Flameborn Hellion/Maze Rusher: The worse alternatives for Tenement Crasher.
Granitic Titan: A decent big evasive creature that has nice cycling flexibility.
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.
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.
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.
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.
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
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.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
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.
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.
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.
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 situative good.
Onslaught: Tapping creatures during your main phase only prevents them from blocking, but the effect is still interesting.
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.
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.
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/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.
Clear a Path/Crush: Terribly restrictive cards.
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.
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.
Rite of Flame: This card doesn't work in most cubes.
Rouse the Mob: This card is mainly going to be outclassed by Dynacharge.
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.
Chandra's Pyrohelix/Twin Bolt: 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.
Fire Ambush/Volcanic Hammer: Super solid burn spells that are only slightly worse than the staple versions of them.
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.
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: 3 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.
Tormenting Voice: A possible way to generate card quality in red.
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.
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.
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.
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.
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.
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.
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/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.
Curse of the Pierced Heart: A clock that is hard to stop, but it's a very slow clock.
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.
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.
Garbage Fire: You need to wait to pick this up, but then it removes almost everything.
Puncture Blast: A solid burn spell that can even handle bigger creatures by simply decreasing their P/T to something unexciting.
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.
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: 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.
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.
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.
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.
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.
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: Flexibility is nice, but Dead is usually the better option of the two.
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.
Raid Bombardment: This card could be playable with a huge amount of Swarm/Token support, but otherwise it's very bad.
Rhystic Lightning/Screaming Fury: It's too easy to disable cards like these.
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.
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.
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.
Burn Trail: Magma Burst without card disadvantage, but mono-color Conspire is a big restriction. You just can't guarantee to have 2 red creatures.
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.
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.
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.
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.
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.
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.
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.
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.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Deftblade Elite: This is a very flexible one-drop. It's not just a kind of white Scorching Spear, it's also absolutely insane with equipment and auras and one of the best blockers for the late game.
Elite Vanguard: There isn't a more efficient 1-drop creature in any other color. it's simply vanilla, but a penalty/condition-free one.
Gideon's Lawkeeper/Goldmeadow Harrier: Activated abilities that require tapping are better the less casting cost the creature has, because of summoning sickness. These guys are simply great soft removal that handles a huge amount of things with a very high flexibility and for a very little amount of mana.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Akrasan Squire: This creature can attack as a 2/2 one-drop and possibly push other creatures later with Exalted, though it's own body is nearly useless in that case.
Benevolent Bodyguard: Some people call this the pauper Mother of Runes. On first sight, it may seem very bad since it has a nearly useless body that can just trade for another card, but the advantage of this creature is that many people don't want to "waste" a removal spell on it and in that way be very interesting during any part of the game.
Caravan Escort: The level up cost is very low and this creature becomes acceptable at the first level and is simply huge at level 5.
Doomed Traveler: Suntail Hawk is bad, but having an additional body that can chump, be equipped and get pseudo evasion is interesting.
Icatian Javelineers: The white pendant of Mogg Fanatic with the big difference that it's still alive after activating its ability.
Infantry Veteran: Similar to, but different from, Akrasan Squire by the fact that this guy can't buff himself to attack as a 2/2 on its own, but can still split up its power with much more flexibility and change combat math permanently. The problem is just that the body on its own isn't very relevant.
Steppe Lynx: When played on turn 1 this creature will very often be a kind of Kird Ape, but it's a very bad topdeck in the late game.
Thraben Inspector: For one mana you get a 1/2 that will replace itself.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Benalish Missionary: The ability is very interesting for a defensive strategy, especially double blocks.
Charm Peddler: This guy can change combat math and prevent burn spells, but for a high price and with a terrible body.
Fan Bearer: It's a strictly better Dromoka Dunecaster, but still not Gideon's Lawkeeper.
Lagonna-Band Trailblazer: An medium interesting early blocker, that would only be worth considering with big support for Heroic.
Loyal Pegasus: This card is far better than the comparable Jackal Familiar, but not being able to attack before turn 3 hurts a lot for a one-drop.
Origin Spellbomb: Getting a 1/1 Token and a card for cc2 is ok but not very exciting, especially because of the additional mana.
Pride Guardian/Wall of Hope: These defenders can deter your opponent from attacking even though they have no power, but with only 3 toughness, they can't block much without dying.
Sacred Cat: It's mainly a worse Doomed Traveler except for lifelink and that it works with self-mill.
Soltari Foot Soldier: A white Tormented Soul. Interesting with equipment, but bad without.
Bad: Don't cube this. It might look fine, but it's not worth it.
Akroan Jailer/Dromoka Dunecaster: There are many better tappers in white.
Apothecary Initiate/Cathedral Sanctifier/Children of Korlis/Cliffside Lookout/Confessor/Dedicated Martyr/Goldenglow Moth/Honorable Scout/Icatian Moneychanger/Leonin Elder/Martyr of Sands/Royal Herbalist/Soul Warden/Soul's Attendant/Soulmender: Life by itself is not worth such bad bodies.
Ardent Recruit/Auriok Glaivemaster/Auriok Transfixer/Court Homunculus/Glint Hawk/Kitesail Apprentice/Salvage Scout: These cards would only be interesting for an artifact-based cube.
Aven Skirmisher/Funeral Pyre/Kitesail Scout/Lantern Kami/Suntail Hawk: Flying Men are simply bad on their own.
Benalish Hero/Devoted Hero/Devout Monk/Eager Cadet/Gustcloak Runner/Icatian Infantry/Kjeldoran Warrior/Mtenda Herder/Sanctuary Cat/Serra Zealot/Spiritual Visit/Trained Caracal/Tundra Wolves/Valiant Guard/Volunteer Militia/Warclamp Mastiff: The Eager Cadet club.
Camel: Perhaps the most useless protection ever.
Caregiver/Netter en-Dal/Samite Censer-Bearer/Tireless Tribe: The price is way too high for such bad abilities.
Clergy of the Holy Nimbus/Glittering Lynx: It's way too easy to disable these creatures.
Death Speakers/Devout Harpist: These cards would only be interesting for sideboards.
Devoted Retainer/Goldmeadow Dodger: Worse Soltari Foot Soldiers.
Dragon's Eye Sentry: With switched Power and Toughness this would be a really good blocker, but as is it's simply bad.
Encampment Keeper: The idea of an early-drop creature with a relevant late game ability is nice, but the body is terrible and 8 mana is a lot.
Foothill Guide/Kitsune Diviner/Midnight Duelist/Trade Caravan: The abilities are way too restrictive.
Frontline Strategist/Kinjalli's Caller/Plated Sliver/Ramosian Sergeant/Sidewinder Sliver/War Falcon: These creatures would only be interesting with enough tribal support.
God-Pharaoh's Faithful: Okay for a defensive wall but won't often gain enough life to be worthwhile.
Haazda Exonerator/Miracle Worker: Worse Devout Harpists
Honor Guard: Most limited decks are at least 2 colors.
Icatian Scout: The ability is interesting, but not too exciting and the body is terrible.
Kami of False Hope: Without the right synergies, a walking Fog isn't much better than the instant-speed version.
Kjeldoran Javelineer: On first sight, this creature may seem interesting, but it needs a lot of mana to become a threat and it doesn't last for long.
Lionheart Maverick: The ability is way too expensive to be relevant.
Mosquito Guard: A 1/1 First Strike body is as bad as Reinforce 1 for cc2 and the flexibility doesn't make it better.
Nomads en-Kor: It's hard to kill this creature, but a 1/1 is simply a terrible body and not really protection-worthy.
Resistance Fighter/Shield Mate: Mainly worse Benevolent Bodyguards.
Selfless Cathar: Glorious Charge is better because it's a surprise trick.
Snubhorn Sentry: The body takes way too long to be relevant.
Stern Constable: The ability to tap creatures isn't worth the card disadvantage.
Tasseled Dromedary/Yoked Ox: A blocker with solid toughness and without defender, but Pride Guardian is more interesting for this job.
Thraben Standard Bearer: Interesting card because it makes Soldiers, but compared to Icatian Crier it is not enough.
Tragic Poet: The ability is interesting, but enchantments are rarely going to the graveyard.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Kor Skyfisher: This creature is not only just a super solid 2/3 flier for just cc2, it can also be played for cc1 when missing land drops or to reenable etb-effects.
Porcelain Legionnaire: A "colorless" 3/1 First Strike for cc2 is absolutely insane. It's maybe the best 2 drop an aggressive deck can have and a super solid blocker for control decks as well.
Soltari Trooper: A basically unblockable 2 power beater for 1W is pretty good.
Syndic of Tithes: A solid bear that is great for control decks, as well as giving reach to aggressive decks.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Ainok Bond-Kin: A solid 2-drop with the option to become relevant in the later stages of the game, that also has some random synergies with other cards with +1/+1 counters. Sadly it's not very good in aggressive decks and this way often worse than Knight of Cliffhaven.
Azorius Arrester: A nice topdeck for a 2-drop, but it's bad on turn 2.
Benalish Cavalry: A 2-drop with a solid pseudo-evasion.
Daring Skyjek: A 3/1 Vanilla for 2 mana is good and with an upside, cards like these become insane.
Expendable Troops: An interesting ability, that is still relevant later.
Felidar Cub/Kami of Ancient Law/Keening Apparition/Ronom Unicorn: Solid bears, that can get rid of enchantments as well.
Field Surgeon: This little guy can turn combat math into a mess for your opponent. On the other hand, it's not that good if your plan is to turn all your creatures sideways every turn and the body is simply bad.
Fledgling Griffin: Only getting the evasion on landfall is a high restriction, but this creature is still solid.
Glint Hawk Idol/Order of the Golden Cricket: The required investment every turn for these flying bears makes them a little bit unexciting, but 2/2 fliers for cc2 are very solid.
Gold Myr: A white ramp creature. Pretty unique at common rarity and definitely a good card for clunky white decks or control-heavy white decks.
Gust Walker: A bear with a relevant upside. The problem is that without ways to untap it, it can only be used every second turn.
Knight of Cliffhaven: It's perhaps the best common level up creature. It curves itself out, is a solid bear at the beginning, a really solid beater afterward and a huge threat later.
Kor Line-Slinger/Squall Drifter: The overcosted versions of Gideon's Lawkeeper, but still playable.
Leonin Skyhunter: WW on a 2 drop can be problematic, but 2/2 fliers are pretty good.
Lone Missionary: 2 power for cc2 and 4 life. This guy can buy a lot of time for control decks and wins races for aggressive decks. Very solid.
Loyal Cathar: Getting a 2 power creature twice for cc2 seems like a dream on first sight, but the transformed card is often a "dead" card, not because it's a zombie, but rather because a 2/1 can't attack very often and without being able to block as well, it will do nothing in most cases. It would still be a staple with this disadvantage, but WW is really problematic on turn 2.
Mistral Charger/Stormfront Pegasus: 2 power fliers for 1W are extremely solid.
Oketra's Avenger: A 3/1 with a nice upside is solid for two mana.
Raise the Alarm: Normally 2 1/1s for cc2 are worse than any 2/2 for 2 with upside, as long as you don't support swarm, but these have instant speed and can surprise kill attacking X/1 or X/2 creatures.
Seeker of the Way: A great card for aggressive/tempo decks. Just from the threat that prowess presents, this creature can be pseudo unblockable sometimes and with just one trigger, it becomes a big 3/3 lifelinker.
Soltari Emissary: Only online common! The shadow version of Order of the Golden Cricket.
Steadfast Cathar: It is a 2/3 on offense and at 1W it's aggressively costed. It is meant to fight and live for faster decks.
Topan Freeblade: Early in the game it's at it's best and later it's still fine.
Veteran Armorer: 1 additional toughness for each of your creatures can change a lot.
Wall of Glare: Being able to block a 4/X or 2x 2/X creatures can prevent a lot of damage, especially because this creature can prevent any kind of final charge.
Whitemane Lion: Saving a creature from removal, while getting a surprising bear for it, is definitely interesting. This creature can also work as a combat trick to kill an attacking X/2 creature or it can retrigger etb-effects, but it can't be played on an empty board and if it's on the board once, it's way less interesting.
Wings of the Guard: A 2/2 flyer is useful and the drawback is bearable.
Youthful Knight: 2 power and First Strike for just cc2. This creature is not just a solid attacker, it's also a great blocker that scares a lot of creatures.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ajani's Sunstriker/Bishop's Soldier: 2/2 lifelink bodies for cc2 are alright and can make for a nice roadblock against aggressive decks.
Angelic Wall/Wall of Resistance: Solid walls, that can prevent a big amount of damage.
Arashin Cleric/Temple Acolyte: Lifegain attached to a body is normally good, but 1/3 bodies are rarely needed, especially not in white.
Audacious Infiltrator/Blade of the Sixth Pride/Devilthorn Fox/Dromoka Warrior/Kor Castigator/Oreskos Swiftclaw/Raptor Companion: 3 power for 2 mana is a fair deal. These guys can race on curve and are still relevant blockers in the later stages of the game but with only 1 toughness they can be fragile.
Avacynian Priest/Benalish Trapper/Blinding Mage/Master Decoy/Sigardian Priest: The worse versions of Squall Drifter.
Beacon Hawk: The 1/1 flying body isn't very interesting, but the flexible pseudo evasion makes it interesting.
Benevolent Unicorn: The ability can be very strong, but the body is terrible.
Cleric of the Forward Order: Unless you play multiple copies of this, it's not too exciting. Lifegain attached to a solid body can be nice, but 2 life is a nearly irrelevant amount.
Cliff Threader/Crimson Acolyte/Disciple of Grace/Disciple of Law/Duskrider Falcon/Freewind Falcon/Kithkin Zealot/Marsh Threader/Obsidian Acolyte/Repentant Blacksmith: These cards would only be interesting for sideboards.
Fortified Rampart: High toughness, but it doesn't kill anything on its own.
Gather the Townsfolk: Splitting 2 power and toughness among 2 creatures has some upsides, but also downsides that are bigger as long as you don't support swarm as an archetype.
Herald of Dromoka: There are some good warriors at common rarity, but not really enough to make this worth it, especially because Vigilance is not a super relevant ability.
Ikiral Outrider: The level up cost is very high.
Jeskai Student: Prowess isn't a very strong ability, especially not in white, and a 1/3 body for 1W isn't very impressive.
Kithkin Shielddare: This guy can change combat math for blocking a lot.
Leonin Snarecaster: The worse version of Azorius Arrester.
Martyr of Dusk: The body isn't great but the 1/1 lifelinker that comes along with it after it dies can be a nice bonus.
Moorland Drifter: A bear that can be a beater in the later game.
Moorland Inquisitor: Even if the possibility of First Strike is often enough, but 3 mana is a lot if you should need the ability.
Ninth Bridge Patrol: A strictly better Unruly Mob. You might want to include this if you're running a flicker theme.
Order of Leitbur: The threat alone of possible First Strike will often be enough, so you won't always need to actually spend the mana, but even if this creature can be pumped, WW can be a problematic mana cost for a 2drop.
Phantom Nomad: This card is only really worth it with equipment. With any permanent toughness buff, it can't be killed by damage.
Safehold Sentry: A bear that can attack as a 2/4 or block as a 2/4 after attacking wouldn't be this interesting because of the high price for it, but the synergies with some stuff like Viridian Longbow are given.
Soul Summons: A 2/2 body with the upside of possibly hiding a creature, but the chance is not very high.
Split-Tail Miko: This creature can change combat math a lot, but there are better alternatives for it.
Standard Bearer: This creature will steal every aura or combat trick, but it can die to almost any removal spell, even if it's just Lava Dart or Lose Hope, and the body is terrible.
Stone Haven Medic: Just 1 life for 1 mana and tap a guy is not enough to be playable. At least it has a big butt.
Sunscape Familiar: Making about 50% of the decks it's played in cheaper can be really nice, but a 0/3 defender is not really a good body.
Suture Priest: This creature can deal some damage and gain some life, but the body is terrible and it's a terrible topdeck for the late game.
Bad: Don't cube this. It might look fine, but it's not worth it.
Advance Scout: The ability is nice, but the body is terrible on its own.
Aegis Automaton: The ability is overcosted and the body is useless.
Akroan Skyguard: The body on its own is really useless and there are far from enough good spells that really want to target this card.
Alaborn Grenadier/Huatli's Snubhorn/Steadfast Guard/Sun Sentinel/Thraben Valiant/Veteran Cavalier: Vigilance is mainly only interesting for bigger creatures.
Alaborn Musketeer: Reach can be useful, but it's better to play flying creatures instead.
Amrou Kithkin/Arctic Foxes/Augur il-Vec/Fleet-Footed Monk: Worse Soltari Foot Soldiers.
Amrou Scout/Ballyrush Banneret/Battlefield Medic/Binding Mummy/Cavalry Pegasus/Cenn's Heir/Daru Spiritualist/Defiant Falcon/Griffin Rider/Icatian Lieutenant/Judge of Currents/Kithkin Greatheart/Mummy Paramount/Ondu Cleric/Ondu War Cleric/Ramosian Lieutenant/Sentinel Sliver/Silent-Chant Zubera/Sinew Sliver/Stalwart Shield-Bearers/Talon Sliver/Veteran Armorsmith: These cards would only be interesting with enough tribal support.
Angelic Curator/Auriok Sunchaser/Kor Outfitter/Leonin Den-Guard/Leonin Squire/Pteron Ghost/Sunspear Shikari: These cards would only be interesting for artifact-based cubes.
Angelic Page/Ghost Warden/Kjeldoran Guard: Worse Infantry Veterans.
Anointer Priest: This card is only viable in token strategies and even then it is only mediocre.
Araba Mothrider/Armored Pegasus/Aven Squire/Concordia Pegasus/Courier Hawk/Makindi Aeronaut/Mesa Falcon/Mesa Pegasus/Osai Vultures/Skyblade of the Legion/Skyshroud Falcon/Territorial Roc: These bodies don't become better just for having flying.
Armored Warhorse: A 2/3 without any further abilities is simply bad and definitely not worth the risk of not having WW turn 2.
Aven Farseer: The ability is way too situative.
Aviary Mechanic: With a flicker theme this may be an inclusion, but in a vacuum, it's just a bear.
Aysen Bureaucrats/Errant Doomsayers: Really bad tappers.
Boros Mastiff: Battalion is a way too high restriction for such a bad card.
Capashen Knight: This creature needs 2 mana every turn to be at least be a Youthful Knight.
Capashen Unicorn: A walking Disenchant would be nice but the problem is just that the body is very bad.
Clergy en-Vec/Crossbow Infantry/Femeref Healer/Samite Healer/Shu Farmer: The abilities of these creatures are simply too weak and outclassed by better alternatives.
Cogworker's Puzzleknot: A worse version of Vessel of Ephemera.
Countless Gears Renegade: It's almost impossible to play this on turn 2 with Revolt triggered and even later in the game it is not quite impressive.
Eddytrail Hawk: Giving another creature flying can kill your opponents, but it's not that strong on its own.
Enlightened Ascetic/Monk Realist: The 1/1 body is terrible and the ability is highly restrictive. There are many better answers for enchantments.
Errand of Duty/Pikemen: Benalish Hero doesn't become less terrible for cc2.
Fresh Volunteers/Glory Seeker/Hipparion/Knight Errant/Shield Bearer/Silkenfist Fighter/Silvercoat Lion/Squire/Traveling Philosopher/Wall of Caltrops: Without any further advantage, these creatures are just terrible.
Guardian of Pilgrims/Kinsbaile Skirmisher: The pump is weak and the 2/2 body uninteresting.
Kitsune Loreweaver/Kjeldoran Outrider: These creatures could become solid blockers, but only for a high price.
Lightwalker: Even if you would be able to consistently put +1/+1 counters on creatures without making card disadvantage, this would not be the best creature.
Lost Leonin: Infect doesn't work in most pauper cubes.
Mystic Familiar/Mystic Visionary: Threshold is a way too high a restriction.
Oreskos Sun Guide: This card is outclassed by Lone Missionary and Bishop's Soldier.
Patrol Hound: Even if the threat of possible First Strike is often enough, the price is simply too high if you should really need it.
Revered Dead: A solid blocker, but nothing else.
Setessan Battle Priest: A very defensive body. The ability would be interesting if Heroic wasn't such a weak keyword.
Shinewend/Silverchase Fox: The worse versions of Ronom Unicorn.
Soul Shepherd: Mainly just a way worse Lone Missionary.
Squadron Hawk/Welkin Hawk: Cards like these don't work in the typical cube.
Starlight Invoker: The body is bad and the ability is extremely expensive.
Stonewise Fortifier: An unexciting and terribly overcosted ability on an unexciting body.
Sungrace Pegasus: Lifelink and Flying seem nice for just cc2, but with only 1 power, it's not really worth it if you don't have a really big amount of spells to pump it.
Throne Warden: Without Monarch cards in the cube, this is just a bear.
Trained Pronghorn: It's hard to kill this creature, but the price to protect it is high.
Unruly Mob: This card needs at least 2 other creatures to die to become interesting.
Vessel of Ephemera: This is overcosted by at least 1 mana.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Ballynock Cohort: A super solid First Striker for cc3 that will be a 3/3 most of the time.
Territorial Hammerskull: A better Master of Diversion
Troubled Healer: This card wins so many games. It doesn't just make combat math completely unpredictable for your opponent, it also makes every damage based removal useless.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Apex Hawks: A Wind Drake with a big flexibility later in the game. None of the options are super exciting, but none of them are really bad.
Attended Knight: Splitting the power can be useful. 1/1 Tokens are typically not very useful, but sometimes really good.
Aven Riftwatcher: This card is way weaker in pauper limited than in constructed, but it's still flexible. You get either 4 life and up to 3 blocks or 4 life, 1 block and up to 2 attacks, with a very solid body. It can be good for control decks to buy some time or for aggressive decks in a race, but the card disadvantage can be problematic later.
Basilica Guards: Extort is very strong and a 1/4 body is an acceptable blocker.
Burrenton Bombardier: The Wind Drake opportunity isn't very exciting, but Reinforce gives it the ability to also be a white Feral Invocation and that's definitely interesting.
Chapel Geist/Exultant Skymarcher/Sunspire Griffin: Even if WW can be problematic on turn 3, 2/3 flying bodies are extremely solid and worth the risk.
Dawnglare Invoker: A 2 power flying beater for cc3 is always Ok and this one is game winning if you should have 8 mana for its ability.
Farrel's Zealot: If this creature should come through the opponent's evasion, it will kill a creature nearly for sure.
Heliod's Pilgrim: The small brother of Totem-Guide Hartebeest. It's worse, but there are still enough powerful auras in pauper to search for.
Icatian Crier: Being able to turn lands into Raise the Alarm is a great late game opportunity.
Ironclad Slayer: Stats are acceptable. The ability is useful but limited. It is just an odd package that will likely not find many targets.
Kabuto Moth: This creature can give pseudo evasion through changing combat math and also block as a 2/4 flyer. The problem is just that the body isn't great and the ability is often not used.
Kitsune Blademaster: As a potential 3/3 First Strike it's hard to block this creature, so it's often an evasive 2 power beater that could also block as a 3/3 First Strike.
Kor Hookmaster: A solid aggressive creature, that can prevent blocking for 2 turns.
Master of Diversion: This card is great to support highly aggressive strategies. Your opponent simply can't just keep 1 blocker back and attack with the rest.
Misthoof Kirin: This card is decent if you hardcast it and also has the upside to be played as a morph and to be bigger later in the game.
Sandsteppe Outcast: The slightly better brother of Attended Knight. Instead of a solid 2/2 First Strike body and a barely useful 1/1 Vanilla, you get an acceptable 2/1 body and a 1/1 flying clock.
Shu Cavalry: A white Phantom Warrior. Solid, but not too exciting.
Skyhunter Skirmisher: This is a very impactful 2 power flier for cc3. With any kind of pump, it easily reaches absurd dimensions. Only the WW in its cost prevents it from being a staple.
Soltari Visionary: This creature is not just a 2 power beater with a great evasion for cc3, it also handles every enchantment your opponent plays that doesn't remove it.
Zealous Inquisitor: It's very hard to kill this creature. It's either an evasive 2 power beater or a very interesting blocker.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Amrou Seekers/Knight of Valor/Soltari Lancer/Zhalfirin Knight: Evasive 2 power beaters for cc3, with a worse evasion than Shu Cavalry.
Auramancer/Monk Idealist: Enchantments are rarely going to the graveyard, but for cubes with a lot of enchantment hate this card is considerable.
Benalish Knight: A possible combat trick, but with just 2 power, there isn't much it is able to trade.
Benalish Lancer: Flexibility is nice, but the first opportunity is terrible and the second is overcosted by 1.
Cathar's Companion: This creature is okay, but the restriction is too high.
Cloudchaser Kestrel/Wispmare: The restriction is very high, but if they can find a target they are good.
Court Street Denizen: Most limited decks are at least 2 colors, which makes this card very restrictive. It won't tap down creatures often.
Dauntless Aven: A 2/1 with pseudo-vigilance for one of your creatures if it attacks is alright but not the greatest.
Dauntless Cathar: This creature often trades down, but the ability to replace itself after death is great.
Defender of Law/Farbog Explorer/Lawbringer/Lightbringer/Nightwind Glider/Pilgrim of Justice/Pilgrim of Virtue/Thermal Glider/Wall of Light: These cards would only be interesting for sideboards.
Desperate Sentry: It is self-replacing like Doomed Traveler, but it leaves a formidable body behind. The downside is Delerium is so hard to trigger on curve, so it is mostly a blocker looking to chump.
Devout Witness: Turning every land into Disenchant can be really interesting, but mainly you don't need to remove more than 1 enchantment or artifact.
Diving Griffin/Eagle of the Watch: Vigilance on a flying creature can be interesting to prevent counter attacks, but on the other hand as a 2/2 or 2/1, that will die to nearly everything else, that is able to fly, it's definitely less exciting.
Dragon Bell Monk: Prowess is a nice thing to scare creatures with the same P/T from blocking or attacking into it, but if the body of the creature with prowess is underpowered, which a 2/2 for cc3 is, it's often better simply to play a bigger body without prowess for the same cost.
Glint-Sleeve Artisan: The flexibility of this creature is good even if you almost always want the counter. Though, it's still only a vanilla creature after that.
Hallowed Healer: This guy is bad with his first ability but really interesting with Threshold.
Kemba's Skyguard: Gaining 2 life just for playing a Wind Drake is interesting, but not much and the risk of WW in turn 3 is given.
Kor Sky Climber: This card can come in for a lot of damage, but you have to pay 2 mana each turn for it you may not have.
Lagonna-Band Elder: 3/2 bodies for cc3 are pretty weak, because of the huge amount of 2/1 and 2/2 bodies, that want to trade them. Without a really high enchantment count, this card is too weak.
Mardu Hordechief: This card is mainly going to be the strictly worse version of Attended Knight.
Niblis of the Mist: A 2 power flying beater for cc3, that can prevent 1 creature from blocking. Ok, but not exciting.
Nightguard Patrol: First Strike and Vigilance is a nice combination of abilities, but with just 2 power, this creature will find it hard to attack after turn 4, what makes this more a bad blocker.
Pegasus Charger/Voiceless Spirit: Even with easier cc, these cards are mainly the worse versions of Chapel Geist.
Reliquary Monk: This could make card advantage, but if you need the ability, it can be very problematic that the creature has to die first for it.
Royal Trooper: A 4/4 body is huge for blocking, but for attacking this creature isn't very useful.
Sanctum Custodian: A worse Hallowed Healer.
Sandcrafter Mage: A 3/3 for cc3 would be decent, but bolster can be a downside as well as an upside. Especially in White, there are some 1/1 Tokens that don't really want to be bolstered.
Soldier Replica: The ability is very solid, but the body is unexciting.
Stalwart Aven: A solid defensive flying body, that is a solid answer to all the 2/1 fliers in pauper. On the other hand, it can be really annoying to take a turn off blocking to make the body more relevant.
Those Who Serve: A 2/4 vanilla for 3 is okay, but not what you want in a power-oriented cube.
Unwavering Initiate: A 3/2 vigilance for 3 is okay and it can come back, but the embalm cost is expensive.
Village Bell-Ringer: A walking combat trick. The problem is just that the 1/4 body isn't very exciting.
Wingsteed Rider: If you have a lot of stuff that's able to target this guy it's very solid, but otherwise it's just a Wind Drake for 1WW.
Zealot il-Vec: A white Prodigal Pyromancer.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abbey Matron: A possible 1/6 blocker for cc3. Huge but not too exciting.
Affa Protector/Standing Troops: 1 power is simply too less for a good vigilance blocker.
Alabaster Wall/Benevolent Ancestor/D'Avenant Archer/D'Avenant Healer/Daru Healer/Kithkin Healer/Militant Monk/Noble Vestige/Saltfield Recluse: The abilities are simply too weak and outclassed, by too many better alternatives.
Alaborn Trooper/Bastion Enforcer/Border Guard/Femeref Scouts/Keepers of the Faith/Loxodon Wayfarer/Pearled Unicorn/Regal Unicorn/Shu Foot Soldiers: These cards are simply terrible without any further advantage.
Argivian Blacksmith/Skyhunter Cub: These would only be interesting for an artifact-based cube.
Armor Sliver (Only online common!)/Avian Changeling/Elder Cathar/Hive Stirrings/Kithkin Zephyrnaut/Makindi Patrol/Makindi Shieldmate/Poultice Sliver/Veteran Swordsmith/Waxmane Baku/Whipgrass Entangler: These would only be interesting with enough tribal support.
Auriok Replica: The ability is very situative and not really interesting.
Ballot Broker/Brago's Representative: There aren't enough voting cards in pauper to make these cards valuable.
Benalish Infantry/Enchanted Being/Kitsune Riftwalker/Kjeldoran Skyknight: The abilities of these cards are way too restricted.
Benalish Veteran/Graceful Cat: They attack as a Nessian Courser, but they block as 2/2s and die to Firebolt/Disfigure.
Blinding Souleater: An overcosted tapper.
Capashen Templar: An overcosted Kjeldoran Outrider.
Charging Paladin: A 2/5 for cc3 is huge, but only that big when attacking and with just 2 power it will easily be blocked.
Combat Medic: Even if the prevention doesn't require tapping, it requires a huge amount of mana.
Custodi Peacekeeper: There are way better unconditional tappers in pauper.
Daru Sanctifier: Only being able to get rid of enchantments is too restrictive, especially attached to a bad body.
Dawn Gryff/Ghirapur Osprey/Shadow Glider/Wild Griffin: The white pendants of Wind Drake with many better alternatives.
Disposal Mummy: The body is underwhelming and the ability is rarely relevant in the average cube.
Elite Javelineer: As a 2/2 this creature won't survive many blocks, so the ability won't be worth it.
Elite Skirmisher: Heroic is a really bad ability and even if you would support this keyword, the effect of this card is simply far too bad.
Femeref Knight: Vigilance becomes more interesting on bigger creatures.
Freewind Equenaut/Gate Hound: These cards would even only be of small interest with a big amount of auras.
Griffin Sentinel/Skyhunter Prowler: The worse versions of Diving Griffin.
Guardians of Akrasa: Exalted isn't worth such a bad body.
Gustcloak Harrier/Moonlight Geist: The abilities of these cards are very situational.
Gustrider Exuberant: A bad body with a bad ability. There aren't enough playable 5 power creatures in pauper.
Haazda Snare Squad: The restriction to attack, makes the ability way worse.
Harvestguard Alseids: Constellation would only make sense with a very big amount of enchantments.
Helionaut: Fixing mana can be nice, but the body is very bad.
Herald of the Fair: Only being able to pump one creature for one turn makes this not very good.
Jamuraan Lion: The body is very fragile and the ability is weak.
Keen-Eyed Archers: This card is even worse than Wild Griffin.
Kitsune Bonesetter: The damage prevention is big, but the restriction is too high.
Knight of the Pilgrim's Road: 3/2 bodies with cc3 are pretty bad because they trade with all the 2/2s and 2/1s your opponent has left from the early game or that already did their job when entering the battlefield.
Kor Scythemaster: A 3/1 with first strike for 3 would be cubeable, but it's just a vanilla while blocking.
Legion Conquistador/Pious Kitsune/Surging Sentinels: Cards like these don't work in most cubes.
Master's Call: An overcosted Raise the Alarm.
Midnight Guard: This card is simply bad without the right synergies.
Militant Inquisitor: You would need a very equipment heavy deck to make this valuable.
Mine Bearer: There is a huge amount of better alternatives for white, to get rid of a creature.
Moonwing Moth: A growing toughness is only a small advantage.
Palace Guard: A worse Wall of Glare.
Priests of Norn: Infect doesn't work in most cubes.
Queen's Commission: Even with lifelink, two 1/1 tokens aren't worth 3 mana.
Revered Elder: This creature is hard to kill, but such a weak body is not really protection worthy.
Rhet-Crop Spearmaster: The base creature is too bad for the exert effect to be viable.
Rousing of Souls: You could get 2 tokens, but it's not very likely.
Seller of Songbirds: Splitting the power can be interesting, but a 1/1 flying is only of small interest and a 1/2 on the ground is terrible.
Shieldmage Advocate: The ability is strong, but the price is way too high.
Shinen of Stars' Light: Either a very bad creature or a very bad combat trick.
Shu Defender/Town Sentry: Way worse versions of Royal Trooper.
Shu Grain Caravan/Venerable Monk: Kemba's Skyguards without flying.
Silent Attendant: Life only is not worth a card.
Solitary Camel: There aren't enough deserts for the typical pauper cube to make this good.
Soul Charmer: This creature won't survive more than 1 fight, so the ability is only of small interest.
Springjack Knight: This creature won't survive more than one attack, with Double Strike or without.
Stonybrook Schoolmaster: Other than attacking, there aren't many ways to be able to tap this and this won't even survive a single attack.
Task Force: The body is terrible, so the protection against damage based removal is nearly worthless.
Vigilant Sentry: Threshold is a too high a restriction.
Wild Aesthir: This card needs a permanent investment of WW to be acceptable.
Wingbeat Warrior: The effect and body are too weak to be worth 6 total mana.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Battle Screech: Only online common! 4 1/1 flying creatures for cc4 is insane. You only need one additional untapped white creature to immediately flashback it.
Coalition Honor Guard: This card wins a lot of games on its own. This card can't only just blank every damage based removal that deals less than 4 damage, it can also steal almost every combat trick and aura, pumping or Pacifism-like, your opponent plays.
Guardian of the Guildpact: Even if this guy has 1 power too less for powered and unpowered cubes, it has still protection from about 90% of cards in the average cube. This card is not just the perfect blocker, it can also beat down, being nearly unblockable, and goes crazy with equipment.
Seraph of Dawn: The pauper pendant of Baneslayer Angel.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Abzan Skycaptain: Bolster is a fine limited ability and a flier for cc4 that actually contains 4 power and 4 toughness is a fine card.
Alabaster Kirin/Armored Griffin (Only online common!): Flying and Vigilance is a good combination of abilities on a 2/3 body.
Cenn's Enlistment: Being able to turn every useless land in the late game into Gather the Townsfolk is very interesting, especially when there is no easy way to stop retrace in the average cube.
Heavy Ballista: This guy can't only just kill every attacking or blocking X/2 creature, but it can also change combat math a lot.
Kor Sanctifiers: Disenchant attached to a solid body is great. It's card advantage, card quality, and board impact all in one card.
Mistmoon Griffin: Only online common! A bit similar to Abzan Skycaptain, but instead of 2 +1/+1 Counters, you get a more or less get to reanimate a random creature from your graveyard.
Spirit en-Kor: It's very hard to kill this creature with just damage, but a 2/2 flying body isn't too exciting for cc4.
Tah-Crop Elite: A reusable anthem effect is decent and worth playing.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Aether Inspector: Vigilance is a nice ability, but the body is a little too weak for the cost.
Ampryn Tactician/Inspiring Captain: These are ok in a creature-heavy weenie deck, though they only really shine if you support the swarm archetype.
Aven Cloudchaser/Cloudchaser Eagle: The overcosted versions of Cloudchaser Kestrel, but still considerable.
Aven Liberator: This can curve itself out and has a solid flying body and nice ability. The only problem is that it's overcosted at 7 total mana overall.
Bladed Sentinel: Vigilance can be very important on big defensive bodies.
Captain's Call: 3 Creatures in one cc4 card. Interesting, but without swarm support 1/1 bodies are only of small interest.
Charging Griffin: Slightly better than Assault Griffin, but it's way too easy to kill compared to Phantom Monster and it's worse than Armored Griffin.
Courier Griffin: 2 life isn't much, but 2/3 flyer for 4 isn't totally bad.
Daru Lancer: A solid morph creature that can curve itself out. The main problem is just that it's either overcosted or underpowered for such a high mana investment.
Daru Stinger: When this card was still human it was pretty decent, but nowadays it's a lot weaker.
Elgaud Inquisitor: If this card dies in combat while trading for another creature it did its job with leaving the battlefield with an advantage for you. The problem is just that a 2/2 body for cc4 isn't such a big threat and a single 1/1 flying token isn't too exciting.
Fiend Binder: Master of Diversion that gets +1/+0 for +1. Run this only for redundancy sake.
Flickering Spirit: As long as you keep 4 mana, this flying beater is very hard to get rid of, but 4 mana is a lot and a 2/2 flying isn't too exciting.
Griffin Protector: As long as you can put out a creature each turn this creature has a huge body, but if you stop, it's only of small interest.
Hillcomber Giant: This card would only be interesting for sideboards.
Kinsbaile Balloonist: The body in combination with the ability is interesting, but the whole card is overcosted by 1.
Kor Cartographer: A solid white ramp creature. It's very unique, but not really needed.
Makindi Griffin: It's a solid flying body, but it's completely outclassed by Seraph of Dawn.
Mystic Zealot: With Threshold this card is huge, but without it's only of small interest and Threshold is a high restriction.
Ondu Greathorn: This creature just can't compete with other four drops.
Palace Sentinels: Being the monarch is nice, but the body is not as great as it could be.
Paladin of the Bloodstained: The combination of bodies and stats aren't great but they're not terrible either.
Sacred Knight: A creature with solid power and evasion against 2 of 5 colors.
Salt Road Patrol: A very defensive body with the option to grow during the late game. The problem is that it can't block when you pump it.
Sparring Mummy: The ETB-effect of this creature can be very good, but the cost is a little bit too high.
Steadfast Sentinel: Two creatures in one can be nice but neither body is great for the cost.
Stonehorn Dignitary: Even if the body is very bad, this guy can buy some time for you if you should really need it.
Student of Ojutai: With enough noncreature spells, this card could be huge in white control decks, but mainly there aren't enough to make this mediocre body worth it.
Thraben Sentry: The restriction is very high, but if this creature flips it's simply huge.
Thriving Ibex: A 3/5 for 4 is okay, even if it needs to attack first to be that big, but it isn't very strong.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abbey Griffin/Ardent Soldier: The worse versions of Armored Griffin.
Absolver Thrull/Daru Sanctifier: Only being able to destroy enchantments is too restrictive.
Akroan Mastiff/Ephara's Warden: Terribly overcosted tappers.
Apothecary Geist/Changeling Sentinel/Join the Ranks/Moonlit Strider/Pallid Mycoderm/Pterodon Knight/Sanguine Glorifier/Spawnbinder Mage/Watcher Sliver: These cards would only be interesting with enough tribal support.
Armory Guard/Aurora Eidolon/Daru Cavalier/Kitsune Healer/Saltskitter/Sunspire Gatekeepers/Takeno's Cavalry/Tine Shrike: Cards like these don't work in typical pauper cubes.
Assault Griffin: A 3/2 body is really fragile, with flying or without.
Aurora Griffin: A terribly overcosted Wind Drake with a useless ability.
Aven Redeemer/Loxodon Anchorite: The ability doesn't require a solid body and would be better on a body for less mana.
Aven Trooper: An extremely weak creature with a very bad ability.
Ballynock Trapper/Shade of Trokair: Being bound to a single color is often very problematic in limited because most decks are at least 2 colors.
Battlewise Aven: Threshold is a high restriction and even if you would achieve it, a 3/3 Flying First Strike is not exciting enough to be worth it.
Carrier Pigeons: Creatures with an included cantrip can be very nice, but this one is quite overcosted.
Champion of Arashin: 3 power and lifelink is nice for cc4, but with just 2 toughness, this will trade for any 2/1 or 2/2, that already did its job during the early game or when entering the battlefield.
Cloud Crusader/Ekundu Griffin/Razorfoot Griffin/Skyhunter Patrol/Spotted Griffin: Mainly just the worse versions of Makindi Griffin.
Dawnfluke: The ability is weak and the body is terrible.
Defender en-Vec: There are way better alternatives to prevent damage if needed.
Dive Bomber: The body is weak and the ability is only of small interest.
Dutiful Servants/Foot Soldiers/Great Hart/Loxodon Convert/Pillarfield Ox/Prison Barricade/Shu Elite Infantry/Trokin High Guard: Without any further advantage, these cards are simply terrible.
Eyes in the Skies: There isn't enough to populate in most pauper cubes to make this card worthy of inclusion.
Foriysian Interceptor: An overcosted Wall of Glare.
Ghalma's Warden/Sanctum Gargoyle: These cards would only be interesting for an artifact-based cube.
Harsh Deceiver: As long as you have no influence on your topdeck, this card is simply terrible.
Inquisitor's Ox: With Delirium this card is good, but without it is mediocre.
Kjeldoran Elite Guard: This card would be interesting if there wouldn't be such a high risk of card disadvantage,
Kjeldoran Escort/Knights of Thorn/Noble Elephant/Teremko Griffin/War Elephant: There aren't enough playable creatures with banding to make any of them playable.
Knight of Sursi: This guy either takes too long with Suspend or is overcosted. Not very exciting.
Looming Altisaur/Wall of Faith: Bad walls that come too late.
Midvast Protector: Without flash, the ability is only of small interest.
Moorish Cavalry: On small bodies, Trample is only of small interest.
Mothrider Samurai/Sustainer of the Realm: Being good flying blockers doesn't change much about the fact that 2 damage with flying is simply not enough for cc4.
Mounted Archers: This card is simply way too weak.
Oaken Brawler: Clash is a high restriction and this card is definitely not worth the risk of losing it.
Pious Warrior: "Lifelink" doesn't change much about the fact, that a 2/3 is simply way too weak for cc4.
Propeller Pioneer: The flexibility is nice, but the card is overcosted.
Samite Alchemist: The protection is big, but the price is high.
Shu General: Unblockable and Vigilance seems nice, but a 2/2 can't block very much without dying.
Spectral Reserves: It is a steep price, but this is the Pauper design for 2x Spirit tokens. It's probably 1 too slow. Not overcosted, just a White Rise of Eagles
Teroh's Faithful/Tormented Angel: Great defensive creatures, but 1 power is simply too less for a 4 drop.
Trenching Steed: Even with the activated ability, this creature is only of small interest.
Zarichi Tiger: A weak body with a solid ability. Ok, but not too exciting.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Custodi Squire: A 3/3 flying body for cc5, that returns a permanent of your choice to your hand.
Totem-Guide Hartebeest: A 2/5 for cc5 may seem bad, but it does something on the board and is hard to handle. Way more important is the second ability because most of white's removal spells are auras plus the additional options in other colors. You don't just get a big wall that can still attack, you also get any aura you have in your deck and that's just insane, especially because the Hartebeest itself isn't a bad target for auras on its own.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Angel of Mercy/Aven of Enduring Hope: The body is okay and life can be nice to help stabilize.
Dawnfeather Eagle: Just one mana more for a Inspiring Captain with a flying body that grants also Vigilance to your other creatures is good.
Supply-Line Cranes: This card comes as close to a Serra Angel as pauper got so far. A 3/5 flying would have already been unique enough, but the upside to split the power makes this card even more interesting.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Antler Skulkin: A really solid ability, but the 3/3 body isn't very exciting.
Aven Tactician: Bolster has its ups and downs against a targeted +1/+1 counter and mainly the downsides overwhelm. The missing point in toughness is another point, that makes this nearly strictly worse than the comparable Supply-Line Cranes.
Bastion Mastodon: The body is big and vigilance is a relevant keyword. 1 mana is not much to pay every turn after turn 5, but white has better 5-drops.
Castle Raptors: A 3/3 flying for cc5 isn't really good, but with the 2 additional toughness, this one is at least able to block most creatures in a cube.
Conclave Phalanx: This can be good in a slow token-heavy deck, but that's very specific.
Dawnstrike Paladin: Vigilance and Lifelink are perhaps the best abilities a finisher can have apart from Hexproof, but no matter if you call it overcosted or underpowered, this card is simply too weak. It would need to cost cc1 less or have at least 1 power more.
Expedition Raptor: Support is a nice mechanic, but the inability to put the counters on itself is bad.
Faithbearer Paladin: Dawnstrike Paladin that trades Vigilance for +1/+0. Costs a bunch, but rather unique as a package. Still worse than Seraph of Dawn
Ghostly Sentinel: A solid body with evasion and vigilance.
Griffin Dreamfinder: The big brother of Auramancer that has the same problem that enchantments are typically not going end up in the graveyard. You would need a huge amount of enchantments and Disenchant-like spells to make this card interesting.
Plover Knights: Another 3/3 flying for cc5, that at least has First Strike, to be able to hold off other flying creatures.
Shining Aerosaur/Skyswirl Harrier: A solid flyer, but nothing more.
Shu Elite Companions: Only online common! Horsemanship is great evasion, the only problem is that cc5 is a lot for just 3 power. Also, while it's typically better evasion than flying, it won't be able to block the more common flying creatures that that may come from the opponent.
Supply Caravan: The payoff of this is fine, but the restriction can be high.
Bad: Don't cube this. It might look fine, but it's not worth it.
Ardent Militia/Border Patrol/Guardian Lions: Vigilance doesn't change much when the body is totally overcosted.
Aven Flock: 2 power in the air for cc5 is too bad.
Barrenton Medic: An aggressive ability on an expensive and defensive body is pretty useless.
Battle Hurda/Titanium Golem: Plover Knights without flying.
Battleflight Eagle: Giving pump and evasion to another creature isn't bad, but the 2/2 flying body is simply too bad.
Boreal Griffin/Lucent Liminid/Peregrine Griffin/Silverclaw Griffin/Skyrider Trainee/Steeple Roc: The worse versions of Plover Knights.
Burrenton Shield-Bearers: Giving additional toughness to other creatures can be nice, but the 3/3 body on its own is simply too unexciting.
Caravan Hurda/Dromad Purebred: A huge wall, that only grants 1 life per block.
Daunting Defender/Hundred-Talon Kami/Kami of Tattered Shoji/Kami of the Painted Road/Lymph Sliver/Sun-Crested Pterodon: There aren't enough playable creatures of any tribe.
Emissary of the Sleepless: This creature is overcosted, even with the morbid trigger.
Ghost Tactician: The worse version of Loxodon Partisan.
Great-Horn Krushok/Siege Mastodon/Silent Artisan/Thraben Purebloods: Bad and overcosted bodies.
Heavy Infantry: An aggressive ability on a very bad defensive and expensive body is just terrible.
Icatian Phalanx/Kjeldoran Skycaptain: Banding is really bad in most cases.
Kithkin Spellduster: The body is terrible for the cost and only enchantments is a too high restriction.
Kitsune Dawnblade: The body is terrible and the ability isn't even good.
Lieutenants of the Guard: This card is just not worth the mana in a duel.
Lowland Tracker: Provoke is a really nice ability, but a 2/2 First Strike body for cc5 isn't exciting enough on its own. This creature depends on auras or enchantments to be really good.
Loxodon Mystic: Either you want a big body to attack or you want to use the ability.
Nav Squad Commandos: A 4/6 Vigilance seems nice, but on its own, this card is simply too bad and battalion is a huge restriction.
Righteous Avengers: Not even a good sideboard card.
Sage-Eye Harrier: A very defensive, overcosted body, that doesn't become better through morph.
Sandstorm Charger: Hardcasting this card is extremely unattractive and paying 8 mana for a 4/5 Vanilla is not very good, split up or not.
Sensor Splicer: A 1/1 and a 3/3 for cc5 isn't exciting and Vigilance doesn't change much about that.
Shriek Raptor: Infect doesn't work in pauper cubes.
Shu Soldier-Farmers/Tireless Missionaries: Lifegain on a big body is sometimes nice, but it's not worth such bad bodies.
Spectral Gateguards: On its own, this card is really bad and Vigilance is only a situative advantage.
Staunch Defenders: Only online common! Life attached to a useful effect or body can be good, but a 3/4 for cc5 is simply way too bad to make this a good card.
Sunrise Seeker: Neither outcome is that great or exciting and the inability to choose between the two can be annoying.
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.
Benalish Lancer: A 4/4 First Strike is a huge threat and if it should be really needed, this card can still be played as a Bear to trade with X/2 creatures.
Noble Templar: cc6 is a lot, but with Plainscycling, this creature has the needed flexibility.
Razor Golem: This card is mainly played for about 4 mana and a 3/4 Vigilance is simply extremely solid at any time of the game.
Triplicate Spirits: 3 1/1 fliers are nice and with Convoke, this can be cast quite early.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Ivory Giant: This card is very bad for suspend because your opponent sees the effect coming and for cc7 this card is simply overcosted.
Maze Sentinel: Vigilance is very important for big creatures, but this card is overcosted.
War Behemoth: Morph to reduce the mana cost can be fine and a 3/6 is definitely surprising, but after that, it's just a 3/6 blocker, that would need Vigilance to attack.
Yoked Plowbeast: Flexibility through cycling can be very interesting, but cc7 is a huge amount of mana and a 5/5 Vanilla is not too exciting.
Bad: Don't cube this. It might look fine, but it's not worth it.
Aven Battle Priest: Lifegain attached to creatures can be a good thing, but a 3/3 flier for cc6 is very bad and 3 life is not even much.
Conclave Equenaut: Convoke is a very weak ability in most limited decks because tokens are rarely played.
Gempalm Avenger/Grassland Crusader: These cards would only be interesting with enough tribal support.
Jedit's Dragoons: 4 life is a lot, but the body is really bad for cc6.
Lairwatch Giant: A huge blocker, but with just 3 toughness it's really fragile against removal, as well as bad at attacking.
Loxodon Mender: This card would only be interesting for artifact-based cubes.
Silverstorm Samurai: Being played as a combat trick, that can kill up to 3/4 attacking bodies without dying and trade with any X/4, it's interesting, but cc6 is a huge amount of mana and afterward this card is only of small interest.
Voice of the Provinces: This card is simply overcosted. The 3/3 flying body isn't worth more than cc4 and the 1/1 token is only of small interest.
Winged Shepherd: This creature is a just one mana overcosted and will almost always be cycled away.
Woeleecher: Most cubes don't have the right synergies to play a card like this.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Sunlance: A very cheap removal for just cc1 that handles a lot. The white version of Flame Slash and the only effective removal for this low cost.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Ajani's Presence: An interesting combat trick that has the option to trade 2 for 1 or even 3 for, if more mana is spent. The problem is just that indestructible is mainly worse than protection from a color.
Apostle's Blessing/Emerge Unscathed/Gods Willing/Stave Off: They can trade 1/1 with removal spells and possibly creatures as well. They each have their ups and downs.
Hyena Umbra: +1/+1 is not huge, but First Strike is very strong. Totem Armor does nothing against Pacifism-like effects, but for the normal case, it can be very useful.
Mana Tithe: Force Spike is good and this card is the same.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Alley Evasion: This card can shine in a flicker deck but doesn't enough in either mode to be valuable in other decks.
Anoint: Endless damage prevention seems nice, but when your opponent knows about it he/she can play around it. Cc4 is also a very high cost to keep casting it every turn. A removal spell like Doom Blade can also turn it into card disadvantage for you.
Cartouche of Solidarity: It doesn't produce card disadvantage if it resolves, but the effect isn't that strong.
Defiant Strike: For replacing itself this card is not bad, but it's not a good combat trick since it misses First Strike or an additional toughness.
Enshrouding Mist: +1/+1 and damage protection helps in a lot of cases, but it's still outclassed and the untap part can usually be ignored since there aren't a lot of cubeable commons with renown.
Ethereal Armor: With enough other auras or protected creatures, it could be interesting because First Strike does a lot, but normally it will trade 1 for 2.
Moment of Triumph: It's an alright pump spell with life gain attached, which is a nice combination.
Niveous Wisps: It could give you some time in a tempo deck without making card disadvantage, but it's unexciting.
Oppressive Rays: An interesting removal for really fast decks, but with a huge drawback for the later game during slower games.
Pollen Remedy: A very flexible and cheap answer to burn and some situations in combat, but to enable its full potential you have to sacrifice a land.
Righteous Blow/Slash of Talons: A kind of Shock that would be interesting, but the restriction is hard, especially since the X/2 creatures you really need to handle with it won't attack or block later in the game.
Smite: It's a very interesting hard removal for cc1, but the restriction is high.
Stand Firm: This combat trick is nice with Scry 2, but it's missing the First Strike.
Swift Justice: A good combat trick for just cc1. First Strike makes this playable and the life gain is great for aggressive decks to get an advantage in a possible damage race. The problem is that white has spot removal and doesn't depend on pumps spells as much as green.
Bad: Don't cube this. It might look fine, but it's not worth it.
Alms: You need a lot of cards in your graveyard to make it worth it.
Armor of Faith/Glaring Aegis/Holy Armor/Holy Strength/Iron Will/Kithkin Armor/Lifelink/Mortal Obstinacy/Vigilance: These auras will make card disadvantage way too easy, without ever being a real threat.
Artifact Ward: This card isn't even good in an artifact-based cube, because it still trades 2/1 for every removal.
Awe Strike: Life is not worth a card.
Bandage/Heal: The effect won't do anything most times.
Benediction of Moons/Chaplain's Blessing/Ephara's Radiance/Festival of Trokin/Peach Garden Oath/Reaping the Rewards/Scent of Jasmine/Sunbeam Spellbomb/Sunspring Expedition: Life only is not worth a card.
Blessed Breath: The strictly worse version of Stave Off.
Brainwash/Guard Duty: Not being able to attack is no solution.
Built to Last/Ritual of Restoration: These would only be interesting for an artifact-based cube.
Burden of Guilt: You don't want to keep spending mana for an unflexible removal spell.
Burst of Energy/Veteran's Reflexes: The surprise through untapping is often not enough to kill a creature.
Capashen Standard: It will mainly trade 2 for 1 because you don't always have cc2 left. As well, +1/+1 is unexciting without first strike.
Change of Heart: It costs cc4 everytime you want to prevent just 1 creature from attacking.
Cloudshift: It can trade for removal spells and retrigger etb-effects, but that's mainly unexciting.
Coordinated Barrage/Unified Strike: There aren't many tribes in the most cubes and this would mainly don't deal more than just 1 or 2 damage.
Cowed by Wisdom: Your hand normally becomes more empty with the time and later it does nothing.
Death Ward: It can trade for some things, but it's really situational.
Demystify/Erase/Quiet Purity: The restriction is too high. There are a lot of better cards that can handle enchantments.
Detainment Spell: The activated abilities of a creature are not usually the biggest issue.
Dispeller's Capsule: Without having a big advantage against Disenchant in most cubes, it costs too much.
Divine Light: The Sorcery speed makes this card really bad.
Djeru's Resolve: This card is way too situational.
Equinox: Land destruction is very bad in cubes and making yourself save against it is even worse.
Ethereal Haze/Holy Day: Fog-like effects are too situational.
Excise: There are a lot of better removal spells.
False Peace/Festival/Moment of Silence/Off Balance: These cards are even worse than Fog because your opponent's creatures don't even end up being tapped.
Fragmentize: It's a sideboard card and not even the best one.
Fylgja: It's not that bad because it can change combat math, but it needs too much mana to keep it "alive".
Gaze of Justice: It would be a great card because it's able to trade 2 for 1, but it's already hard to have 3 creatures alive, let alone 3 white ones.
Gelid Shackles: It's ok, but you don't want to keep spending mana on it.
Gift of Granite: With just +0/+2 it's not able to trade 1 for 2 in most situations. The surprising effect is redundant in that case.
Glyph of Life: There are not many good walls in pauper and this card would even be bad with a large number of walls.
Guardian Angel/Indestructible Aura/Mending Hands/Orim's Touch/Pay No Heed/Shielded Passage/Shieldmate's Blessing/Warning: Simple damage prevention won't do anything most times.
Guildscorn Ward: Even with a bigger amount of multicolor cards than normal, this card would still be bad.
Guilty Conscience: This kills a lot of creatures, but the creature is still allowed to deal damage one last time, which gives it the ability to trade with one of your creatures or deal more damage to you.
Hallow: This can only prevent damage from mostly red spells, which makes it very bad.
Healing Salve/Hope Charm/Ivory Charm/Piety Charm: Flexibility is nice, but when all effects are bad in most cases, it's useless.
Hundred-Talon Strike: There aren't many arcane spells in pauper, which makes this card uninteresting.
Implement of Improvement: Lifegain alone isn't good, even if the card replaces itself.
Kirtar's Desire: Threshold is too big a restriction.
Lithomancer's Focus/Strength of Arms/Vampire's Zeal: Combat trick that lack a relevant upside for most cubes.
Mask of Law and Grace/Shield of Duty and Reason: These are great sideboard cards, but only that.
Mortal's Ardor: This card is outclassed by Swift Justice.
Opal Caryatid: On turn 1 it could be interesting, but apart from that it's mainly useless.
Reinforcements: Putting cards just on the top of your library isn't a big advantage.
Remove Enchantments: This card is way too situational
Sacred Rites/Shields of Velis Vel: An only-toughness isn't good enough in most cases.
Samite Blessing: This effect remains, but you don't want to use a creature for it normally.
Searing Light: There are way better removal spells available.
Seize the Initiative: There is no big difference between +1/+0 First Strike and +1/+1 First Strike. As long as there is nothing else, it's not interesting.
Strip Bare: The restrictions for this card are too high.
Valor Made Real: A mainly useless card.
Wake the Reflections: There isn't enough to populate in most pauper cubes.
Wojek Siren: In the average cube most decks are multicolored, so this card won't typically do much.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Bonds of Faith/Journey to Nowhere/Pacifism/Temporal Isolation: All of these are cc2 hard removal spells that are on a similar power level as Doom Blade with their own relative advantages and disadvantages compared to one another.
Shelter: This card can be very flexible, trading for removal or a creature or giving evasion without creating card disadvantage.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Celestial Flare: A solution for everything from Guardian of the Guildpact to Blastoderm. It's one of the best Verdict-like effects ever. Even if WW is annoying, overall it's just cc2 and you will rarely play this card on turn 2.
Cho-Manno's Blessing: Permanent protection that often trades for a removal or creature just when it comes into play is insane. The only problems are the WW cost at times and that your opponent can trade for it later with their second color.
Compulsory Rest: Strictly worse Pacifism, but it is still a solid removal.
Feat of Resistance: Removal protection with built-in pump. Definitely a fine card for offering a lot of flexibility.
Gideon's Reproach: This kills many creatures, but not all.
Tandem Tactics: This card is able to kill two creatures at once and gives you some life.
Test of Faith: This card can be a Divine Transformation with flash for 1W. In addition, it helps to save the creature in many situations. On the other hand, it only helps while blocking or against burn.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Act of Heroism: An alright situational combat trick.
Angelic Gift: This doesn't create card disadvantage and gives evasion but nothing more.
Angelic Renewal: This card can keep important creatures alive really well. It would be insane with Auramancer, but that card is too bad apart from the combination and the most people prefer another creature instead of saving one they already have.
Brilliant Halo: The pump is really small, but the recursion makes this card interesting.
Carom: Redirecting damage can be great, but often a single damage isn't enough to make this card worth it.
Dazzling Reflection: This card creates a big advantage, but is very situational.
Disenchant/Revoke Existence/Seal of Cleansing: Flexibility of destroying either an artifact or enchantment for just cc2 is ok, but these cards need a target and sometimes they just don't find one.
Ephemeral Shields: With convoke, this card can easily cast for 0-1 mana, which adds a surprise factor.
Expose Evil: The card replaces itself, but just tapping the creatures isn't very strong.
Graceful Reprieve: It gives additional value out of a creature, if you support the flicker archetype, but not very good in other decks.
Guided Strike: Perhaps the best white combat trick, apart from Shelter, because it can make card advantage for just cc2. The problems are just that +1/+0 and First Strike isn't much and white isn't forced to play combat tricks because it has a bunch of spot removal.
Impeccable Timing: A strictly worse Gideon's Reproach.
Judge Unworthy: Only dealing damage to an attacking or blocking creature would be unexciting, but this card can make card quality through scry. The only problem is that you never know for sure how much damage it will be. It's risky, but still not bad.
Otherworldly Journey: Protecting a creature from removal or retriggering etb-effects for cc2 wouldn't be interesting, but the +1/+1 Counter gives this Cloudshift an additional advantage that can be important.
Spare from Evil: This card can't protect your creatures from removal but is able to trade for creatures and make your creatures unblockable in the late game.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abzan Advantage: If you have a lot of enchantments in your cube this could be a considerable card, since destroying one of them and pumping a creature in addition for only cc2 is Ok, but for most cubes, this card is way too narrow.
Aerial Maneuver/Alarum/Artful Maneuver/Battlewise Valor/Mighty Leap/Moment of Heroism/Plow Through Reito/Show of Valor/Skillful Lunge/Zealous Strike: Combat tricks in white should either be cc1 or make card advantage if they resolve. None of these do so and none of the upsides are worth it.
Ajani's Mantra/Font of Vigor/Life Burst/Rest for the Weary/Reverse Polarity/Sacred Nectar/Soothing Balm/Soul's Grace/Sun's Bounty/Whitesun's Passage: Only life is not worth a card.
Alabaster Potion/Cleansing Ray/Dawn Charm: Flexibility is nice, but if all versions are bad, it's not interesting.
Allay/Aura Blast: Being able to destroy enchantments effectively doesn't solve the problem that there aren't always enchantments in the game.
Angelsong/Djeru's Renunciation/Fend Off/Gilded Light/Wipe Clean: Cycling can make situative cards a lot better, but some effects are just too situative, that you still nearly never want them.
Blessed Wine: A terrible overcosted card.
Break of Day/Glorious Charge/In Oketra's Name/Kjeldoran War Cry/Rally/Surge of Thoughtweft: Just +1/+1 for all of your creatures isn't much. As well, you mainly won't have many creatures in limited.
Cagemail: You don't want to give your opponent a big blocker or prevent one of your creatures from attacking.
Call to Glory/Rhystic Shield/Shield Wall: Making some surprising blockers isn't good enough and won't help you most times.
Call to Serve/Chosen by Heliod/Divine Favor/Grasp of the Hieromancer/Hero's Resolve/Heroic Defiance/Inviolability/Lashknife/Nimbus Wings/Prismatic Ward: These auras will make card disadvantage way too easy without ever being a big threat.
Center Soul: There is a lot of white protection spells with different upsides, but Rebound is not enough to make this good enough, especially since it's cc2.
Circle of Protection: Black/Circle of Protection: Blue/Circle of Protection: Green/Circle of Protection: Red/Circle of Protection: White/Rune of Protection: Black/Rune of Protection: Blue/Rune of Protection: Green/Rune of Protection: Red/Rune of Protection: White: These cards can be sideboard cards, but 1/5 colors is not enough to make them even worth that.
Circle of Protection: Shadow: There aren't many shadow cards in pauper. Hating the few, that exists is horribly bad.
Conviction/Sun Clasp: These auras might not create card disadvantage, but +1/+3 is not a big enough threat to make them worth it.
Crown of Awe/Inquisitor's Snare: Only sideboard cards.
Cursebreak/Divine Offering/Echoing Calm/Leave No Trace/Stasis Cocoon/Urgent Exorcism: Only targeting enchantments or artifacts is too narrow.
Curtain of Light: Just preventing damage for one turn isn't interesting.
Defang/Muzzle: These cards are way better than Guard Duty or something similar because a creature with defender can still kill one of your creatures, but turning a creature into a wall that can still prevent a lot of damage is mainly still not good enough.
Disempower: Putting a card on the top of the opponent's library isn't card disadvantage because it steals a draw, but if you really want to get rid of something like Vulshok Morningstar, it's worse than simply destroying it.
Dragon Scales: There aren't enough cc6 creatures to make this card interesting.
Eland Umbra: This can make one of your creatures very huge, but without pushing the power just a little bit it's no threat.
Forced Worship: Preventing a creature just from attacking is no solution for it.
Forfend: A different version of Holy Day, that isn't much better.
Gossamer Chains: A bad kind of defender, that requires a constant payment of WW.
Hold at Bay/Redeem/Remedy/Soul Parry/Swift Maneuver: Only being able to prevent damage is not enough.
Humble: White has many better options for removal that either don't require combat or for you to have a creature for it to work.
Indomitable Will/Mageta's Boon/Triclopean Sight: Remaining combat tricks. +1/+2 or +1/+1 Vigilance can do something, but often it's not enough.
Last Breath: One of the worst removal spells, white got.
Lead Astray: Just tapping creatures for one round is very bad.
Lightning Blow: Just First Strike will rarely be enough to kill a creature.
Lumithread Field: It would be only interesting if you play a lot of Morph cards.
Lunarch Mantle: Only good for a Sacrifice-matters theming.
Lyev Decree: Card disadvantage just for a small tempo advantage. Not really worth it.
Mine Excavation: Artifacts and Enchantments mainly remain on the field.
Opal Gargoyle: A 2/2 Flying for cc2 is nice, but later your opponent is not forced to play creatures anymore and this card is maybe dead or even, when it resolves, not exciting enough.
Orim's Cure: For cc0 it's surprising but too situative.
Parapet: +0/+1 isn't that impactful, even if it remains.
Pressure Point: The strictly worse version of Niveous Wisps.
Puncturing Light: The restrictions for this removal make it bad.
Razor Barrier: being able to protect other permanents as well, doesn't make it worth cc1 against Stave Off.
Reprisal: This card is great if it has a target, but if you are killed by a big amount of 2/2 and 3/4 fliers it becomes useless.
Righteous Aura: This card remains, but the price is too high for the weak effect.
Steadfastness: Being sorcery speed, this is the worst mass-pump spell pauper has.
Ward of Lights: The way worse version of Cho-Manno's Blessing.
Weight of Conscience: There isn't such a big difference between disabled and exile, that this card would be worth it.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Oblivion Ring: An insane removal, that handles nearly anything.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Afterlife: Only online common! A really solid hard removal.
Arrest/Cage of Hands: Really solid hard removal spells, but not as good as the big amount of other white hard removal spells.
Borrowed Grace: It is either a Fortify, or an instant speed Righteous Charge for 3WW
Embolden: A combat trick that is not just able to make card advantage the first time, but also dominate the game from the graveyard.
Hobble: Normally it's not good just to prevent a creature from attacking and not from blocking, but this card does it without any disadvantage apart from binding 3 mana.
Kor Chant: A combat trick that trades often enough 2 for1.
Pitfall Trap: Solid hard removal with a reasonable cost, which can get cheaper.
Prismatic Strands: This card doesn't just protect your creatures from nearly anything once, but twice and without any mana the second time.
Recumbent Bliss: Pacifism and Ajani's Mantra in one card. Life may not worth a card, but linked to useful cards, it's a great feature. Another example is Pristine Talisman.
Repel the Darkness: A great card for tempo decks and even aggressive decks can be happy about 1 attack with fewer or no blockers.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Acrobatic Maneuver: This is a nice addition to a flicker-theme, that can save a creature and replaces itself, but 3 mana is a lot.
Angelic Purge: A nice hard removal, but sacrificing a permanent can really set you back.
Bound in Silence/Caught in the Brights/Luminous Bonds/Revoke Privileges: Solid hard removal spells that are each missing an additional advantage that comes up often or at all in the average cube, compared to Pacifism, to become really interesting.
Choking Restraints: A 3-mana Pacifism that has the ability to exile the enchanted creature for an additional 5 mana. Unless perhaps you use Auramancer-effects, it is overcosted and not worth it over the two-mana option or better 3 mana options with better upsides.
Empyrial Armor: An aura that can make card disadvantage easily, but it often creates a huge threat that has to be handled fast, because otherwise, it wins the game in its own.
Excommunicate: Putting a creature on the top of its owner's library can be an even better solution for creatures that are not worth a hard removal, for slowing your opponent down without making card disadvantage.
Exile (Only online common!)/Just Fate (Only online common!)/Kill Shot/Rebuke: Playable, but only good when your are the defending player.
Fanatical Devotion: This card is mainly not good unless you have tokens or creatures with death-triggered-abilities and something that is worth protecting.
Forsake the Worldly: A very good sideboard card, but nothing more.
Fortify/Guardians' Pledge/Kytheon's Tactics/Righteous Charge: Masspumps are playable as stall-breakers in a creature heavy deck, but their pull potential only shows if you support the swarm archetype.
Pentarch Ward: A good enchantment that can turn one of your creatures into a game-winner and make card advantage as well if it resolves.
Radiant's Judgment: A flexible hard removal.
Rootborn Defenses/Safe Passage: Very high cost Fog-like cards, that are way better because they are one-sided.
Sandblast: Since there are very few creatures at common rarity with more than 5 toughness, this is nearly a hard removal spell with the upside of being able to aim for blocking creatures as well. It's at least at the same power level as Kill Shot, but far from being great.
Sheer Drop: It only destroys tapped creatures, but the possibility to awaken a land can turn the tables.
Shoulder to Shoulder: It's a buff for two creatures and without card disadvantage, but sorcery speed is kind of annoying.
Squire's Devotion: A fine aura, but it's usually still not worth the risk of card disadvantage on non-hexproof creatures.
Survival Cache: It's a unique take on a white Divination, but it can sometimes be somewhat situational and high variance. At its ceiling, it's a fine card, but it can easily become just a Healing Hands or even a Sacred nectar which aren't typically great. Against aggro it's Sacred Nectar and against control it's Divination with a life boost. It can be pretty unreliable against midrange at times.
Survive the Night: This is almost always a 2 for 1, but only +1 power is very situational.
Bad: Don't cube this. It might look fine, but it's not worth it.
Angelic Blessing/Riding Red Hare: With sorcery speed, these cards can't even be used as combat tricks.
Armament of Nyx: Defang for cc3 in most cubes.
Armed Response: There aren't enough playable equipment in pauper to make this card playable.
Army of Allah: A way worse version of Fortify.
Asha's Favor: This card will make card disadvantage very fast, without ever been a big threat.
Astral Steel: You typically won't up to more than 1 Storm Count for it.
Aura Fracture/Frantic Purification/Ray of Dissolution: Only being able to handle enchantments is too narrow.
Avenging Arrow: You want to kill a creature before it kills one of your creatures or deals damage to you.
Bar the Door/Piety: Only pumping your creatures' toughness is too situational.
Bold Defense: This card would be the best mass-pump with instant speed, +2/+2, and First Strike but cc7 for the effect is way too much.
Cease-Fire: A very weak effect that's definitely not worth the 3 mana.
Cessation: Only preventing the creature from attacking is not good enough and getting the spell back after the creature maybe blocked and killed one of your creatures isn't a big advantage.
Cooperation: There aren't enough playable creatures with banding in pauper.
Dazzling Beauty: cc3 for such a weak effect is terrible.
Decommission/Solemn Offering/Terashi's Grasp: Lifegain attached to situational effects doesn't make them very less situational.
Dust to Dust: Finding a single artifact to remove is hard enough, but 2 at once is nearly impossible in most cubes.
Ethereal Guidance: Sorcery speed makes this card terrible.
Fate Forgotten/Ironwright's Cleansing: Strictly worse versions of Forsake the Worldy.
Floating Shield: Just being protected from one color isn't good enough very often and being able to sacrifice this enchantment isn't a big enough advantage.
Fortified Area: With enough walls, this card could be awesome because of the banding rules for blocking, but there aren't enough good walls in pauper and most of them would depend on this card to be good.
Fulgent Distraction: Just tapping 2 creatures for one round, without any further advantage, is not good enough.
Ghostly Possession/Heart of Light/Sandskin: Turning a creature into a Fog Bank is bad.
Guardian Zendikon: A 2/6 Wall for just cc3 would be great, but you don't want to waste a land for it because either it can either only block or be tapped for mana and the fact that it has haste, similar to other Zendikons, doesn't bring much if it's not allowed to attack.
Guardian's Magemark: There aren't enough good auras that could make this card playable.
Healing Hands/Reviving Dose/Ritual of Rejuvenation: Lifegain without card disadvantage could be interesting, but spells that cost more than 2 mana without affecting the board in any way are not good.
Holy Light: A white mass removal would be great, but in most cases -1/-1 doesn't do enough.
Lapse of Certainty: Memory Lapse isn't the best counter for cc2, but for cc3 it's just bad.
Leap of Faith/Martyrdom: Very bad combat tricks, because just preventing damage on a creature won't bring much in the most cases.
Legion's Judgment/Pillar of Light: Removal that's outclassed by way too many cards.
Marble Chalice/Renewed Faith/Riot Control: Lifegain by itself is definitely not worth a card or too much mana.
Marshaling Cry: This card is very flexible, but just +1/+1 for every creature isn't good enough.
Metal Fatigue: Only being able to tap some creatures for one round is bad, but this card is really terribly bad.
Morale/Virtuous Charge/Warrior's Charge/Warrior's Honor: The worse versions of Glorious Charge, which is already bad.
Narrow Escape: This card is too situational.
Noble Steeds: Flexibility to give any creature first strike to a creature seems nice, but the price is high.
Nyxborn Shieldmate: Holy Strength for 2W doesn't become more interesting if you get Sanctuary Cat in exchange for it being terribly overcosted.
Opal Champion: A 3/3 First Strike for cc3 would be great, but the creature restriction is high.
Prismatic Circle: This card could buy you some time, but only a little bit.
Protective Sphere: The high restriction for this card makes it bad.
Remember the Fallen: This card would be really good in an artifact-based cube.
Restrain: The chance that this card kills a creature is really low.
Ritual of Steel: Giving a creature just some toughness isn't a big enough threat.
Shackles: This card would only be interesting if it could tap the enchanted creature on its own.
Steeling Stance: If Forecast would have fewer restrictions, this card would be more interesting.
Topple: A very non-flexible removal, that can even kill your own creature.
Withstand: Just preventing some damage won't do much most of the time.
Staple: This card will usually be in every cube unless there are very specific reasons not to run it.
Faith's Fetters: The best white removal, beneath Oblivion Ring. For just cc1 more this grants 4 life.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Blinding Beam: A great finisher for white, that is able to remove blockers for 2 turns.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Breath of Life/False Defeat: Some people like these cards because they are the only cards for a reanimation archetype in pauper, beside Exhume, but there aren't many reanimate-worthy creatures in pauper.
Divine Verdict/Neck Snap: These cards are more flexible than Smite or Rebuke, but cc4 is mainly too much for a removal spell that still needs mana open.
Hopeful Eidolon: Pump and Lifelink is a strong combination, but +1/+1 is very weak and the 1/1 body you get is nearly useless.
Inspired Charge: Perhaps the best mass-pump in pauper, but at cc4 it's really expensive and just +2/+1 instead of +2/+2 can be problematic. As well it could still be, that there are simply not enough creatures, to make this card worth it.
Inspiring Roar: This can be huge, but it is really situational and often a win-more card.
Isolation Zone: This is outclassed by many other cards like Oblivion Ring.
Pious Interdiction: Lifegain attached to removal can be nice but this somewhat overcosted.
Spirit Flare: This card could possibly make card advantage, but it needs untapped creatures.
Suppression Bonds: A very flexible removal that can answer a lot of things, but gaining 4 life for the same effect with Faith's Fetters can make a huge difference. Also, since pauper doesn't have planeswalkers, the biggest problems in pauper are mainly creatures so Arrest pretty much does the same for 1 mana less.
Bad: Don't cube this. It might look fine, but it's not worth it.
Abuna's Chant/Recuperate: Flexibility is nice, but if none of the effects are good, the card itself doesn't become better.
Angel's Mercy/Congregate/Divine Congregation/War Report: Lifegain by itself is not worth a card.
Conclave's Blessing/Marked by Honor/Siegecraft: The effects are not big enough threats to make these auras worth the risk of card disadvantage.
Defensive Maneuvers/Solidarity: The worse versions of Bar the Door, which is already bad.
Excoriate: The problem with the restriction of this removal is that white is often is a very aggressive color, so you often don't want to get rid of creatures that are attacking you, but rather possible blockers, which this can't deal with.
Frantic Salvage/Sphere of Purity: These cards wouldn't even be really good in an artifact-based cube.
Harmless Assault: An overcosted Safe Passage.
Misfortune's Gain/Path of Peace: Destroying a creature without any compromise is good, but cc4 is much and you don't want to give the opponent a life advantage for it.
Patrician's Scorn: Only being able to handle enchantments is really bad for cc4.
Ramosian Rally: The better version of Glorious Charge is still bad.
Ray of Distortion: Paying cc4 just to remove an artifact or enchantment is a high cost. The Flashback possibility doesn't make it better than Disenchant.
Resounding Silence: The cycling cost, which is too hard to get, makes this card bad.
Rhystic Circle: This card doesn't slow your opponent much more than it slows yourself.
Rush of Battle: Sorcery speed makes this card way worse than Inspired Charge and there aren't that many playable warriors at common rarity.
Seeker: The chance for card disadvantage is not worth the risk.
Smite the Monstrous: The worse version of Reprisal, which is already bad.
Terashi's Cry: Sorcery speed makes this card terrible.
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.
Observant Alseid: +2/+2 is a big threat and vigilance guarantees, that you are not counter attacked. On the other hand, cc5 is a lot and you nearly never want to cast it as a creature.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Gleam of Resistance: Landcycling is a nice flexibility, but the hardcast effect is way better on defense and requires a lot of creatures, to be good.
Knightly Valor: This is mostly the worse version of Observant Alseid.
Sanctified Charge: The big brother of Inspired Charge. It's only really good if you heavily support a swarm archetype.
Second Thoughts: A nearly sure 2/1 trade, but cc5 is a lot.
Bad: Don't cube this. It might look fine, but it's not worth it.
Angelic Edict/Iona's Judgment: Exiling a creature without any compromise is ok, but cc5 is too much.
Banishment Decree: Putting a creature just on the top of its owner's library is not directly bad, but it's no lasting solution.
Enduring Victory: Cc5 is way too much for such a restricted removal. Bolster 1 doesn't change that much.
Meditation Puzzle: 8 life at instant speed is a lot, but it's still only life gain and this way card disadvantage. It's rarely going to be more than a Fog.
Resupply: 6 mana for 6 life is simply awful. This card would need to cost about half of the mana only not to be terrible.
Soaring Hope: Gaining 3 life for cc5 and flying on one creature is no big advantage and definitely not wort cc5. Putting a card on the top of your own library is card disadvantage.
Trostani's Judgment: Simply killing a creature without any compromises isn't bad, but cc6 is simply too much for it and there isn't a lot to populate in most pauper cubes.
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.
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.
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.
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.
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.
Blazing Torch: A colorless Shock for 2 mana and tapping a creature. Solid, but not exciting.
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.
Honed Khopesh/Leonin Scimitar: +1/+1 isn't much, but it's cheap and often relevant.
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.
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.
Shriekhorn: This card would only be interesting for a cube with a mill topic.
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.
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.
Mana Cylix: Fixing without mana advantage isn't worth a card.
Myr Servitor: Cards like this don't work in most cubes.
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.
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/Dimir Signet/Izzet Signet/Orzhov Signet: These 4 Signets are extremely strong for being able to ramp and fix at the same time in typical control colors.
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 Shock for 3 mana over all. Overcosted, but solid.
Armillary Sphere: A colorless ramp spell, that makes card advantage.
Boros Signet/Golgari Signet/Gruul Signet/Rakdos Signet/Selesnya Signet/Simic Signet: These Signets are worse than the other 4, because they are either the typical aggressive colors or green which is a color without much need for colorless fixing and ramp.
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.
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.
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.
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.
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.
Prophetic Prism: Fixing without card disadvantage. It's interesting, but binding 2 mana without being ramped can be problematic.
Sky Skiff: This is easy to crew and has evasion, but it doesn't have a lot of power.
Skyshaper: Only online common! The colorless and slightly better version of Falter.
Torch Gauntlet: A fairly costed Bonesplitter, but that makes it way worse.
True-Faith Censer: Many creatures are Humans, but if not, it isn't good.
Veteran's Sidearm: A worse version of Leonin Scimitar.
Vial of Dragonfire: This is not bad, but outclassed by the strictly better Aeolipile.
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.
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.
Ichorclaw Myr: Infect doesn't work in pauper cubes.
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.
Tyrant's Machine: The effect is overcosted. It would need cost cc4 and cc2 for tapping a creature to be good.
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.
Alloy Myr/Scuttlemutt: Manalith on a 2/2 stick.
Armored Transport: The ability is very unique and makes this creature a great carrier for even the most offensive equipment.
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.
Darksteel Ingot/Manalith: Solid fixing and ramping for decks with 3 or more colors, but cc3 can be a lot.
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: Only online common! 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.
Seer's Lantern: The Scry ability is interesting, but only producing colorless is setting it back.
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.
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.
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.
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.
Night Market Guard: With just 1 toughness, it literally dies to everything.
Phyrexian Digester: Infect doesn't work in pauper cubes.
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.
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.
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.
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.
Scrapbasket/Staff of Zegon: Terribly weak and nearly useless effects for limited.
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.
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.
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.
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.
Self-Assembler: A 4/4 for 5 is not very good and the ability is useless in singleton cube.
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.
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.
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.
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.
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.
Razorfield Rhino: This card would only be interesting for artifact-based cubes.
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.
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.
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.
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.
Quicksand: A land, that can be traded for a lot of X/2 creatures is simply 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.
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.
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.
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: These cards are nearly as good as the Guildgates, but there are only 5 of them which could imbalance a cube.
Halimar Depths/Khalni Garden/Sejiri Steppe/Smoldering Spires/Soaring Seacliff/Teetering Peaks/Turntimber Grove: The effects of these lands are worth entering the battlefield tapped, but they are not color balanced.
Haunted Fengraf: Trading a land for one of your creatures can be really strong later in the game.
Looming Spires: Pump plus first strike is a nice addition to a land.
Mortuary Mire: The ability to recur a creature with a land drop is strong, but it's useless in the early game.
Rupture Spire/Transguild Promenade: A really solid fixing for 3 colored decks, but they are a little bit too slow for 2 colored decks.
Sandstone Bridge: Pump plus vigilance is useful.
Skyline Cascade: The targeted creature has to already be tapped, but on a land, it's still strong.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Bojuka Bog: You need to play a lot of graveyard-related cards to make this card worth it.
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.
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.
Painted Bluffs/Shimmering Grotto/Unknown Shores: 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.
Radiant Fountain: Different from Kabira Crossroads in that can this can enter the battlefield untapped, but being colorless is an equal drawback.
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.
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.
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.
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.
Stonefare Crocodile: Lifelink on a solid body is interesting, but 3 mana for the ability is a lot.
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.
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.
Agonizing Demise: This removal is very interesting for the late game, but cc6 is a lot.
Auger Spree: A solid removal that can also be used as a push, but there are a lot of better alternatives.
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.
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.
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.
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.
Thunderscape Familiar: Reducing the mana cost is nice, but 1/1s are bad, with First Strike or not.
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.
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.
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.
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.
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.
Dinrova Horror: A nice finisher for control decks with a huge enter-the-battlefield effect.
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.
Recoil: A really strong bounce spell. It's on the same power level as Repulse.
Sedraxis Alchemist: Man-o'-War is an extremely strong card, but it's questionable if it's worth such a restriction.
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.
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.
Bad: Don't cube this. It might look fine, but it's not worth it.
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.
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.
Horror of the Dim: A 3/4 Hexproof is solid, but simply overcosted for cc5.
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.
Shaper Guildmage: Only +1 power is not relevant most of the time.
Shore Snapper: This card would even be overcosted as a sideboard card.
Sivitri Scarzam: A terribly overcosted creature.
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.
Blind Hunter: A Bloodhunter Bat, that drains for 8 overall.
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.
Kingpin's Pet: Extort on a really solid body.
Pillory of the Sleepless: A really solid hard removal, with Curse of the Pierced Heart included.
Tithe Drinker: 2 good abilities on a decent body for only cc2 is pretty good.
Cubeable: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
Darklit Gargoyle: A solid 3/1 flying creature for cc2, that just needs 1 mana per round to beat for 3.
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.
Unmake: A really solid hard removal.
Borderline: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
Castigate: A solid, but interesting discard.
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.
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.
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.
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.
Executioner's Swing: A solid removal, but with a really high restriction.
Mardu Hateblade: The strictly worse version of Typhoid Rats.
Mournful Zombie: The ability isn't worth such a bad body.
Mourning Thrull: Without equipment, this creature is simply too weak and not worth cc2.
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.
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.
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.
Ember Weaver: A 3/3 First Strike for cc3 is extremely solid and Reach makes it even better.
Foxfire Oak/Gorger Wurm/Scuzzback Marauders/Streetbreaker Wurm/Zhur-Taa Swine: Really solid fatties.
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.
Hull Breach: A really solid artifact and enchantment hate.
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.
Rhox Brute: A 4/4 for cc4 is extremely solid and surprisingly unique.
Scab-Clan Mauler: A 3/3 trample for cc2 is extremely solid, but Bloodthirst is sometimes a high restriction.
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.
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.
Gruul Nodorog: The evasion is solid, but a 4/4 body is a little bit too less for cc6.
Morselhoarder: A solid fatty, but it's unexciting to be able to ramp when you are already able to play creatures for cc6.
Rip-Clan Crasher: A 2/2 with haste for cc2 is solid, but unexciting and outclassed by too many alternatives.
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.
Tin Street Hooligan: Solid artifact hate attached to an acceptable body.
Tinder Wall: A solid wall, that can Shock what it blocks and also be used to ramp, when needed.
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.
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.
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.
Thorn-Thrash Viashino: This creature becomes huge very easy, but Devour has a high risk of card disadvantage.
Thornscape Apprentice: Without additional power, First Strike alone is simply not enough.
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.
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.
Assault Zeppelid: A 3/3 flying for cc4 is extremely solid, while trample is not really needed.
Beetleform Mage: Either a 2 power beater with a solid pseudo evasion or a huge 4/4 flying finisher.
Drakewing Krasis: 3 power and evasion for cc3 is solid, but 1 toughness is extremely fragile.
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.
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.
Shielding Plax: Hexproof is very strong and there aren't many cards in pauper that can give it, especially not without card disadvantage.
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.
Coiling Oracle: The better version of Elvish Visionary, but still unexciting.
Embodiment of Spring: An early blocking Rampant Growth. Fine, but mainly not worth a multicolor slot.
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.
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.
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.
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.
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.
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.
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.
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 Cavalry: A 1/4 is simply too bad for cc3.
Llanowar Knight/Raven's Run Dragoon/Valeron Outlander: These cards are only interesting for sideboards.
Medicine Runner: The ability is useless in most situations.
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.
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.
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.
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.
Steamcore Weird: Shock attached to bodies is great, but cc4 is a lot and a 1/3 body isn't very exciting.
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: A bigger Kiln Fiend. 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.
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.
Wee Dragonauts: This card can be very strong, but only if you support it enough.
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.
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.
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.
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.
Priest of Iroas: A really bad one-drop with a terribly situative and overcosted ability.
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.
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.
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.
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.
Deft Duelist: The main problem of Youthful Knight is that it's really fragile against spot removal with just 1 toughness. Shroud solves this problem, which makes this creature really interesting.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mardu Warshrieker: The Raid version of Coal Stoker, that fixes Mardu colors.
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.
Nightscape Familiar/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.
T2 powpercube Value https://cubecobra.com/cube/list/37t
B, G, R, U: https://pastebin.com/M6KG8Xe3
W, colorless, land, multicolor: https://pastebin.com/VMmQmiWj
Note that any deleted posts within it will not be restored.
The EU user did not opt in to have is information transferred.
No longer staff here.
btw whats with google mirrors or the way back machine? they should have stored the data as well? how does that work with eu regulations.
im pretty sure its a false claim anyway, it might be possible that userdata is not allowed to be transferred, but their postings as well??
T2 powpercube Value https://cubecobra.com/cube/list/37t