I will come back to this eventually. I saw that the site was likely to close down, but it looks like all is well for the time being. Given broken promises before, I will tentatively say I might get back to this in a month or so, I've got some stuff over the next few weeks, and hopefully can get back into it after that.
I'm alive! I'm clearly behind and I haven't played Magic in months, but I do want to add the last years of sets or however much I've missed. Had some other priorities for the beginning of the year, hopefully kickstart this by the end of the month.
On Deadshot Minotaur, I'd probably include it in some DECKS as an instant speed deck thinner in colours that get few, with some occasional board relevance in hard cast mode... but I don't think it is good enough to CUBE.
I did cube Wonder early on. Brawn seems a bit less important or upside. I can see it, but I can't see myself really being interested in drafting it.
Squirrely, why did you consider Filth? It seems atrocious against non-black players, and complete hoser against black. Youv'e said it isn't something you'd want, but prior to that, that you had considered it.
Sorry it been a while since I've posted. I haven't been on here much, and when I am I've been using the limited time to try and get the first page up to date, I'm only a few pages behind now.
Yep, looks like Ash Barrens and Migratory Route have been missed somewhere along the line. I think Commander 2016 might just be missing from my master spreadsheet, which is annoying, but hey, these things are bound to happen with a project this size. I'll make a note to review.
But the short version is that Ash Barrens and Migratory Route are both great.
Mystic Genesis... my initial impression is that while it is essentially a 2 for 1, a 5 mana conditional spell isn't really where you want to be. That said, it does fit nicely into a 'flash / go' control deck, and those are the right colors for it. It probably depends on the average curve of decks in your cube. Countering a 3 drop and getting a 3/3 isn't the worst thing in the world, but if most of your decks only play a handful of 4 and 5 drops, I suspect many decks would just be better off with Fleetfeather Cockatrice in the same slot.
I think sticking with draft as the 'baseline' evaluation is appropriate, as I suspect this is the type of game most people play, and individuals can adjust their evaluation based on their own play format. I think we all play slightly different formats, even if we do draft. Some people do regular 8-mans, some do Glimpse / Burn variants for less players etc. each of which will have their own nuances.
Fair enough, I've dropped it to a 1. Of the ones I had question marks against, Poison-Tip Archer at 1, Skyrider Patrol at 2, and Psychic Symbiont at 1.
Sorry it's been a couple of weeks. Here is the rest of the M19.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Satyr Enchanter - 1 Description - Clearly a signal for an enchantment deck, in the colours that are the easiest to support it. You still need to support it well, but with aura-based removal and enough good enchantments it can be good enough. Anchors - Enchantment Matters Supports -
Heroic Reinforcements - 2 Description - It's an option for go wide and token support. Not good when you are behind, but if you are applying early pressure it can be really good. Anchors - Supports -
Poison-Tip Archer - 1 Description - It's going to be annoying to face sometimes, but it gets lost against stronger options. Anchors - Supports -
Skyrider Patrol - 2 Description - There is a bit of investment, but making beefy fliers is nice. It's fine on its own, but consider it higher if you support +1/+1 counters. Anchors - Supports - +1/+1 counters
Regal Bloodlord - 1 Description - It isn't the highest profile life gain reward, but the stats and flying make it reasonable at stabilising, and if you can get a few Bat tokens out of it, it can be worth your while. Clearly only for cubes with enough repeat life gain triggers. Anchors - Lifegain Matters Supports -
Psychic Symbiont - 1 Description - It can be a 3 for 1, but it is fairly expensive compared to other options. Anchors - Supports -
Diamond Mare - 1 Description - It's a way to support life gain decks while providing a defensive body. It might find its way into more general control decks, but it is a low impact top deck. Anchors - Supports - Life Gain Matters
Meteor Golem - 2 Description - It's expensive, but it kills almost everything, and is colorless, allowing control / ramp decks a catch-all answer card. Also a reasonable high end for blink / flicker decks. A 3/3 on the field isn't embarrassing either if you've taken out their best permanent. Anchors - Supports - Flicker / Bounce
Aerial Engineer - It's fine when it is on, but it isn't so much above the curve that you'd consider a gold slot for for it, when it is pretty bad when it isn't on.
Brawl-Bash Ogre - There are better sacrifice outlets, and more generally the upside isn't high enough for a gold card.
Correct. Not even in my 'tribes not worth supporting' section! I've been less able to work on this stuff recently, but I will probably look at this next week. I worked on an update several months ago but then never actually incorporated it. So I will have a look at that, and then update it with the more recent sets since I last worked on it.
Reminder to self; consider a 'power / size matters' entry
@jovian
I think a couple of people were interested in Talons of Wirewood during spoiler season. Not sure how it has panned out for them. I think it is unique enough to consider for its interactions (getting it back after milling, getting multiple enchantment matters / prowess triggers etc), even if it isn't particularly powerful in its own right. Being in the unplayable section as well was a mistake on my behalf.
Seems like Siegebreaker can drop out of consideration. And I guess Rustwing Falcon can hold off spirit tokens or attack into a single opposing one... but Healer's Hawk seems like much better upside than that extra toughness, alongside Topplegeist.
@rancoredmalone
Yeah, it would be better most of the time. I wonder if it was underrated the first time around? Happy for Star-Crowned Crag to be no reason to cube, on the basis you aren't likely to want both, and the bestow upside seems significantly better than the 'dies to enchantment removal' downside.
@BetweenWalls
Wow. That is awesome. Having a quick look, I can see that the anchors / supports fields have been a bit underutilised. Being able to filter these to find something for the archetype you are looking to support was part of the intention of those fields. Might have to go back over those at some point.
Most of the rest. Still got white spells, multi, artifacts and lands to go.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Dryad Greenseeker - 2 Description - It can block some early threats and draw a card about 40% of the time on the end step if needed. Over a long game it can add up. There are few incidental synergies, but Sensei's Divining Top and Sylvan Library are good friends, and plays nice if scry or surveil are prevalent in your cube. Helps pull you out of a land-light hand pretty effectively. Anchors - Supports -
Druid of Horns - 1 Description - The base is bad, but the upside is good if you can get a couple of activations. A single trigger is fine but probably doesn't really get you there; only cube it if you have enough support, and preferably with some repeatable / bouncable auras. Anchors - Voltron / Pants Supports -
Vine Mare - 1 Description - It's got enough power and toughness that a Pants deck might be able to make use of it. Just make sure it has enough support. Anchors - Supports -
Talons of Wildwood - 1 Description - The base isn't amazing, but on the right size creature the trample can make a difference. The re-buy cost also doesn't look efficient on the surface, but can help support enchantment based triggers, supply discard outlets etc. Anchors - Supports - Enchantments Matter
Colossal Majesty - 1 Description - You probably need to draw 3 cards to make it worth it, but midrange decks with enough good sized creatures can happily trade in the early game and then drown the opponent in card advantage later. Elemental Bond and Garruk's Packleader play in a similar space, but once it triggers this is more likely to keep you drawing cards, rather than relying on what you draw. Anchors - Power Matters Supports -
Goblin Instigator - 2 Description - Fine companion to Dragon Fodder. If you don't need both cards, it depends on whether you'd prefer the ability to bounce / flicker, or spells matter / graveyard filling. Anchors - Supports - Tokens, Bounce
Cavalry Drillmaster - 1 Description - It is fine for all out aggro that essentially puts some hasty power on the table, but there are plenty of similar options. Anchors - Supports -
Militia Bugler - 1 Description - It's a little lacklustre on the surface, but if it hits you are going to be pretty happy with the two for one. Anchors - Supports -
Trusty Packbeast - 1 Description - It's narrow on the theme, and requires enough support in artifacts that naturally find their way to the graveyard (creatures or sacrifice), but will be fine in the decks that can get that value out of it. Anchors - Artifacts Matter Supports -
Gallant Cavalry - 1 Description - It's fine for putting bodies on the board. Nothing exceptional, but fine for go wide strategies. You may consider Call the Cavalry as well or instead, depending on your preference for blink targets vs prowess, spells matters etc. Anchors - Supports -
Talons of Wildwood - The base isn't amazing, but on the right size creature the trample can make a difference. The re-buy cost also doesn't look efficient on the surface, but can help support enchantment based triggers, supply discard outlets etc.
Lightning Mare - Not efficient enough. Even with in the pump, it is just going to die when it runs into anything.
Viashino Pyromancer - It might not be terrible in an aggro deck, but there are just too many other options which are going to perform better on average.
Catalyst Elemental - I guess the dream is to accelerate on turn 4 into a game ending 6 drop or something, but it just doesn't seem worth the investment and risk (seeing as we don't get many ridiculous 6-drops in the first place at peasant).
Siegebreaker Giant - It isn't efficient enough. Making something scared is fine, but it will probably still trade with other things on the battlefield.
Thud - It's a removal spell that does nothing if you have an empty board, and by the time you get a good damage to mana ratio you are sacrificing a good creature.
Leonin Vanguard - This doesn't need an attacking force to trigger, but Boros Elite is the better card.
Novice Knight - It's the most efficient / effective blocker at 1 mana, but most cube decks aren’t in the market for that type of defensive speed, and it certainly isn't good enough to signal a pants deck.
Rustwing Falcon - The upsides and synergy potential on Topplegeist and Healer's Hawk are much better than the 2nd point of toughness here.
I initially scratched my head and wondered why they didn't just make the 'surveil payoffs' trigger on any card going from library to graveyard, but there are much more efficient self-mill cards across magic history, so I guess this gives them better developmental control for Guilds of Ravnica. I'm not interested in the payoffs, but some of the surveil cards themselves are likely to fit pre-existing themes.
Sorry, I haven't been able to work on this much lately. Yes, will get to the others shortly.
I can see Vampire Neonate filling a specific role, as the 3 toughness might be able to mitigate some early damage and allow time for activations. Probably only for a limited number of decks, so a niche rating seems appropriate. And sounds like Vampire Sovereign at 2 is appropriate.
Whoops, don't know how I didn't pick that up in regards to Abnormal Endurance!
I'm not opposed to Stitcher's Supplier going down. I can see some good scenarios, but most of them are conditional on the opponent interacting in the first couple of turns so you can power out a big delve creature or something. But even in those cases, probably not worth a card, and your opponent isn't likely to attack their 2/1 into it or whatever.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Plague Mare - 2 Description - The colour hosing may rub some the wrong way, but the other ability is decent and will usually have some impact on most board states. Whether clearing x/1's, reducing stuff to make attacks favorable, or after combat as a 'trick' to trade up. Anchors - Supports -
Fell Specter - 1 Description - It might do some work in pretty specific cubes, but it is very narrow. Anchors - Supports -
Vampire Sovereign - 2 Description - You can get a bigger creature (Sengir Vampire), but sometimes the life loss will be enough, and (assuming you can swing with it) you will be ahead for a couple of turns on total damage, while also giving you a life swing. Anchors - Supports -
Gearsmith Prodigy - 1 Description - It only fits in one deck and you need to support it pretty heavily, but it gives that deck a 1-drop. Anchors - Artifact Matters Supports -
Departed Deckhand - 4 Description - 2 power mostly unblockable is pretty awesome straight up. The downside is small; if they were going ot target it anyway it was probably to kill it, and the mana efficiency should be good in any case. You can still equip it yourself or target it with other effects, and it even has some great upside in the late game. There is nothing not to love here. Anchors - Supports -
Exclusion Mage - 3 Description - It is going to serve the same purpose as Man-o-War the vast majority of the time, but this can't target your own creatures which is sometimes relevant. The 'upside' of being able to cast this on an empty board is almost never going to come up. It's perfectly fine, but it probably only comes up in cubes that want a second copy of Man-o-War. Anchors - Supports -
Mirror Image - 1 Description - It's cheaper than Clone, which increases your chance of saving mana compared to what you are copying, but the downside is that if your opponent has a better creature, or you don't have a creature, you can't copy it. It makes it much worse when you are behind. Anchors - Supports -
Skilled Animator - 1 Description - It's cute, but needs a reasonable number of artifacts to make their way into a deck to be worth it. Anchors - Artifact Matters Supports -
Salvager of Secrets - 1 Description - Decks that want to buy back instants and sorceries probably want the bigger butt of Mnemonic Wall, but it is an option that can actually tussle in combat if you'd prefer that in your cube. Anchors - Supports - Spells Matter
Aether Tunnel - 1 Description - The usual 2 for 1 aura caveat applies, but if it sticks you can set up a decent clock. Similar options in Aqueous Form. Anchors - Supports - Saboteurs
Psychic Corrosion - 1 Description - Sphinx's Tutelage is strictly better (in a duel). Only if you want redundancy but don't want to break singleton. Anchors - Supports -
Uncomfortable Chill - 1 Description - It might be tricky to engineer 2-for-1's consistently, but the baseline is fine enough and does something in most stages of the game. Anchors - Supports -
Stitcher's Supplier - It can start filling up your graveyard from turn 1, and can put 6 cards in your graveyard for only a single mana… but you had better be capitalising on that. The cost of a card is very real, and this isn't going to be worth putting in decks the vast majority of the time, even if they care about the graveyard.
Surge Mare - It doesn't seem horrible, but requiring mana to do anything isn't going to have this see much play.
Wall of Mist - There are a number of 0/4 defeners with interesting upsides to warrant playing this. If you desparately want that fifth toughness, you might as well play Tide Drifer and give the occasional artifact creature a boost.
I'm not sold on Will-o-the-wisp being an aggro card either. I don't think 2 equipment / auras is anywhere near enough to consider running it in aggro. As purple said, if you don't draw them (or they have artifact / enchantment removal) your wisp is not advancing your game plan.
I don't think the graftmage is worth elevating either. I'm a fan of cute synergies, but I don't think it is enough here. If you want to specifically combo with the types of cards you've mentioned, I'd much rather run Freed From the Real / Pemmin's Aura, or Vizier of Tumbling Sands for a once-per-turn effect but has much wider targets.
I did cube Wonder early on. Brawn seems a bit less important or upside. I can see it, but I can't see myself really being interested in drafting it.
Squirrely, why did you consider Filth? It seems atrocious against non-black players, and complete hoser against black. Youv'e said it isn't something you'd want, but prior to that, that you had considered it.
Yep, looks like Ash Barrens and Migratory Route have been missed somewhere along the line. I think Commander 2016 might just be missing from my master spreadsheet, which is annoying, but hey, these things are bound to happen with a project this size. I'll make a note to review.
But the short version is that Ash Barrens and Migratory Route are both great.
Mystic Genesis... my initial impression is that while it is essentially a 2 for 1, a 5 mana conditional spell isn't really where you want to be. That said, it does fit nicely into a 'flash / go' control deck, and those are the right colors for it. It probably depends on the average curve of decks in your cube. Countering a 3 drop and getting a 3/3 isn't the worst thing in the world, but if most of your decks only play a handful of 4 and 5 drops, I suspect many decks would just be better off with Fleetfeather Cockatrice in the same slot.
I think sticking with draft as the 'baseline' evaluation is appropriate, as I suspect this is the type of game most people play, and individuals can adjust their evaluation based on their own play format. I think we all play slightly different formats, even if we do draft. Some people do regular 8-mans, some do Glimpse / Burn variants for less players etc. each of which will have their own nuances.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Satyr Enchanter - 1
Description - Clearly a signal for an enchantment deck, in the colours that are the easiest to support it. You still need to support it well, but with aura-based removal and enough good enchantments it can be good enough.
Anchors - Enchantment Matters
Supports -
Heroic Reinforcements - 2
Description - It's an option for go wide and token support. Not good when you are behind, but if you are applying early pressure it can be really good.
Anchors -
Supports -
Poison-Tip Archer - 1
Description - It's going to be annoying to face sometimes, but it gets lost against stronger options.
Anchors -
Supports -
Skyrider Patrol - 2
Description - There is a bit of investment, but making beefy fliers is nice. It's fine on its own, but consider it higher if you support +1/+1 counters.
Anchors -
Supports - +1/+1 counters
Regal Bloodlord - 1
Description - It isn't the highest profile life gain reward, but the stats and flying make it reasonable at stabilising, and if you can get a few Bat tokens out of it, it can be worth your while. Clearly only for cubes with enough repeat life gain triggers.
Anchors - Lifegain Matters
Supports -
Psychic Symbiont - 1
Description - It can be a 3 for 1, but it is fairly expensive compared to other options.
Anchors -
Supports -
Diamond Mare - 1
Description - It's a way to support life gain decks while providing a defensive body. It might find its way into more general control decks, but it is a low impact top deck.
Anchors -
Supports - Life Gain Matters
Meteor Golem - 2
Description - It's expensive, but it kills almost everything, and is colorless, allowing control / ramp decks a catch-all answer card. Also a reasonable high end for blink / flicker decks. A 3/3 on the field isn't embarrassing either if you've taken out their best permanent.
Anchors -
Supports - Flicker / Bounce
Reminder to self; consider a 'power / size matters' entry
I think a couple of people were interested in Talons of Wirewood during spoiler season. Not sure how it has panned out for them. I think it is unique enough to consider for its interactions (getting it back after milling, getting multiple enchantment matters / prowess triggers etc), even if it isn't particularly powerful in its own right. Being in the unplayable section as well was a mistake on my behalf.
Seems like Siegebreaker can drop out of consideration. And I guess Rustwing Falcon can hold off spirit tokens or attack into a single opposing one... but Healer's Hawk seems like much better upside than that extra toughness, alongside Topplegeist.
@rancoredmalone
Yeah, it would be better most of the time. I wonder if it was underrated the first time around? Happy for Star-Crowned Crag to be no reason to cube, on the basis you aren't likely to want both, and the bestow upside seems significantly better than the 'dies to enchantment removal' downside.
@BetweenWalls
Wow. That is awesome. Having a quick look, I can see that the anchors / supports fields have been a bit underutilised. Being able to filter these to find something for the archetype you are looking to support was part of the intention of those fields. Might have to go back over those at some point.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Dryad Greenseeker - 2
Description - It can block some early threats and draw a card about 40% of the time on the end step if needed. Over a long game it can add up. There are few incidental synergies, but Sensei's Divining Top and Sylvan Library are good friends, and plays nice if scry or surveil are prevalent in your cube. Helps pull you out of a land-light hand pretty effectively.
Anchors -
Supports -
Druid of Horns - 1
Description - The base is bad, but the upside is good if you can get a couple of activations. A single trigger is fine but probably doesn't really get you there; only cube it if you have enough support, and preferably with some repeatable / bouncable auras.
Anchors - Voltron / Pants
Supports -
Vine Mare - 1
Description - It's got enough power and toughness that a Pants deck might be able to make use of it. Just make sure it has enough support.
Anchors -
Supports -
Talons of Wildwood - 1
Description - The base isn't amazing, but on the right size creature the trample can make a difference. The re-buy cost also doesn't look efficient on the surface, but can help support enchantment based triggers, supply discard outlets etc.
Anchors -
Supports - Enchantments Matter
Colossal Majesty - 1
Description - You probably need to draw 3 cards to make it worth it, but midrange decks with enough good sized creatures can happily trade in the early game and then drown the opponent in card advantage later. Elemental Bond and Garruk's Packleader play in a similar space, but once it triggers this is more likely to keep you drawing cards, rather than relying on what you draw.
Anchors - Power Matters
Supports -
Goblin Instigator - 2
Description - Fine companion to Dragon Fodder. If you don't need both cards, it depends on whether you'd prefer the ability to bounce / flicker, or spells matter / graveyard filling.
Anchors -
Supports - Tokens, Bounce
Cavalry Drillmaster - 1
Description - It is fine for all out aggro that essentially puts some hasty power on the table, but there are plenty of similar options.
Anchors -
Supports -
Militia Bugler - 1
Description - It's a little lacklustre on the surface, but if it hits you are going to be pretty happy with the two for one.
Anchors -
Supports -
Trusty Packbeast - 1
Description - It's narrow on the theme, and requires enough support in artifacts that naturally find their way to the graveyard (creatures or sacrifice), but will be fine in the decks that can get that value out of it.
Anchors - Artifacts Matter
Supports -
Gallant Cavalry - 1
Description - It's fine for putting bodies on the board. Nothing exceptional, but fine for go wide strategies. You may consider Call the Cavalry as well or instead, depending on your preference for blink targets vs prowess, spells matters etc.
Anchors -
Supports -
Goblin Motivator - Add to Bloodlust Inciter.
I can see Vampire Neonate filling a specific role, as the 3 toughness might be able to mitigate some early damage and allow time for activations. Probably only for a limited number of decks, so a niche rating seems appropriate. And sounds like Vampire Sovereign at 2 is appropriate.
I'm not opposed to Stitcher's Supplier going down. I can see some good scenarios, but most of them are conditional on the opponent interacting in the first couple of turns so you can power out a big delve creature or something. But even in those cases, probably not worth a card, and your opponent isn't likely to attack their 2/1 into it or whatever.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Plague Mare - 2
Description - The colour hosing may rub some the wrong way, but the other ability is decent and will usually have some impact on most board states. Whether clearing x/1's, reducing stuff to make attacks favorable, or after combat as a 'trick' to trade up.
Anchors -
Supports -
Fell Specter - 1
Description - It might do some work in pretty specific cubes, but it is very narrow.
Anchors -
Supports -
Vampire Sovereign - 2
Description - You can get a bigger creature (Sengir Vampire), but sometimes the life loss will be enough, and (assuming you can swing with it) you will be ahead for a couple of turns on total damage, while also giving you a life swing.
Anchors -
Supports -
Gearsmith Prodigy - 1
Description - It only fits in one deck and you need to support it pretty heavily, but it gives that deck a 1-drop.
Anchors - Artifact Matters
Supports -
Departed Deckhand - 4
Description - 2 power mostly unblockable is pretty awesome straight up. The downside is small; if they were going ot target it anyway it was probably to kill it, and the mana efficiency should be good in any case. You can still equip it yourself or target it with other effects, and it even has some great upside in the late game. There is nothing not to love here.
Anchors -
Supports -
Exclusion Mage - 3
Description - It is going to serve the same purpose as Man-o-War the vast majority of the time, but this can't target your own creatures which is sometimes relevant. The 'upside' of being able to cast this on an empty board is almost never going to come up. It's perfectly fine, but it probably only comes up in cubes that want a second copy of Man-o-War.
Anchors -
Supports -
Mirror Image - 1
Description - It's cheaper than Clone, which increases your chance of saving mana compared to what you are copying, but the downside is that if your opponent has a better creature, or you don't have a creature, you can't copy it. It makes it much worse when you are behind.
Anchors -
Supports -
Skilled Animator - 1
Description - It's cute, but needs a reasonable number of artifacts to make their way into a deck to be worth it.
Anchors - Artifact Matters
Supports -
Salvager of Secrets - 1
Description - Decks that want to buy back instants and sorceries probably want the bigger butt of Mnemonic Wall, but it is an option that can actually tussle in combat if you'd prefer that in your cube.
Anchors -
Supports - Spells Matter
Aether Tunnel - 1
Description - The usual 2 for 1 aura caveat applies, but if it sticks you can set up a decent clock. Similar options in Aqueous Form.
Anchors -
Supports - Saboteurs
Psychic Corrosion - 1
Description - Sphinx's Tutelage is strictly better (in a duel). Only if you want redundancy but don't want to break singleton.
Anchors -
Supports -
Uncomfortable Chill - 1
Description - It might be tricky to engineer 2-for-1's consistently, but the baseline is fine enough and does something in most stages of the game.
Anchors -
Supports -
I'm not sold on Will-o-the-wisp being an aggro card either. I don't think 2 equipment / auras is anywhere near enough to consider running it in aggro. As purple said, if you don't draw them (or they have artifact / enchantment removal) your wisp is not advancing your game plan.
I don't think the graftmage is worth elevating either. I'm a fan of cute synergies, but I don't think it is enough here. If you want to specifically combo with the types of cards you've mentioned, I'd much rather run Freed From the Real / Pemmin's Aura, or Vizier of Tumbling Sands for a once-per-turn effect but has much wider targets.