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  1. [Spoiler=White creatures cc1]
  2. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  3.  
  4. [CARD]Deftblade Elite[/CARD]: This is a very flexible one-drop. It's not just a kind of white [CARD]Scorching Spear[/CARD], it's also absolutely insane with equipment and auras and one of the best blockers for the late game.
  5.  
  6. [CARD]Elite Vanguard[/CARD]: There isn't a more efficient 1-drop creature in any other color. it's simply vanilla, but a penalty/condition-free one.
  7.  
  8. [CARD]Gideon's Lawkeeper[/CARD]/[CARD]Goldmeadow Harrier[/CARD]: 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.
  9.  
  10.  
  11. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  12.  
  13. [CARD]Akrasan Squire[/CARD]: 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.
  14.  
  15. [CARD]Benevolent Bodyguard[/CARD]: Some people call this the pauper [CARD]Mother of Runes[/CARD]. 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.
  16.  
  17. [CARD]Caravan Escort[/CARD]: The level up cost is very low and this creature becomes acceptable at the first level and is simply huge at level 5.
  18.  
  19. [CARD]Doomed Traveler[/CARD]: [CARD]Suntail Hawk[/CARD] is bad, but having an additional body that can chump, be equipped and get pseudo evasion is interesting.
  20.  
  21. [CARD]Icatian Javelineers[/CARD]: The white pendant of [CARD]Mogg Fanatic[/CARD] with the big difference that it's still alive after activating its ability.
  22.  
  23. [CARD]Infantry Veteran[/CARD]: Similar to, but different from, [CARD]Akrasan Squire[/CARD] 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.
  24.  
  25. [CARD]Steppe Lynx[/CARD]: When played on turn 1 this creature will very often be a kind of [CARD]Kird Ape[/CARD], but it's a very bad topdeck in the late game.
  26.  
  27. [CARD]Thraben Inspector[/CARD]: For one mana you get a 1/2 that will replace itself.
  28.  
  29.  
  30. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  31.  
  32. [CARD]Benalish Missionary[/CARD]: The ability is very interesting for a defensive strategy, especially double blocks.
  33.  
  34. [CARD]Charm Peddler[/CARD]: This guy can change combat math and prevent burn spells, but for a high price and with a terrible body.
  35.  
  36. [CARD]Fan Bearer[/CARD]: It's a strictly better [CARD]Dromoka Dunecaster[/CARD], but still not [CARD]Gideon's Lawkeeper[/CARD].
  37.  
  38. [CARD]Lagonna-Band Trailblazer[/CARD]: An medium interesting early blocker, that would only be worth considering with big support for Heroic.
  39.  
  40. [CARD]Loyal Pegasus[/CARD]: This card is far better than the comparable [CARD]Jackal Familiar[/CARD], but not being able to attack before turn 3 hurts a lot for a one-drop.
  41.  
  42. [CARD]Origin Spellbomb[/CARD]: Getting a 1/1 Token and a card for cc2 is ok but not very exciting, especially because of the additional mana.
  43.  
  44. [CARD]Pride Guardian[/CARD]/[CARD]Wall of Hope[/CARD]: 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.
  45.  
  46. [CARD]Sacred Cat[/CARD]: It's mainly a worse [CARD]Doomed Traveler[/CARD] except for lifelink and that it works with self-mill.
  47.  
  48. [CARD]Soltari Foot Soldier[/CARD]: A white [CARD]Tormented Soul[/CARD]. Interesting with equipment, but bad without.
  49.  
  50.  
  51. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  52.  
  53. [CARD]Akroan Jailer[/CARD]/[CARD]Dromoka Dunecaster[/CARD]: There are many better tappers in white.
  54.  
  55. [CARD]Apothecary Initiate[/CARD]/[CARD]Cathedral Sanctifier[/CARD]/[CARD]Children of Korlis[/CARD]/[CARD]Cliffside Lookout[/CARD]/[CARD]Confessor[/CARD]/[CARD]Dedicated Martyr[/CARD]/[CARD]Goldenglow Moth[/CARD]/[CARD]Honorable Scout[/CARD]/[CARD]Icatian Moneychanger[/CARD]/[CARD]Leonin Elder[/CARD]/[CARD]Martyr of Sands[/CARD]/[CARD]Royal Herbalist[/CARD]/[CARD]Soul Warden[/CARD]/[CARD]Soul's Attendant[/CARD]/[CARD]Soulmender[/CARD]: Life by itself is not worth such bad bodies.
  56.  
  57. [CARD]Ardent Recruit[/CARD]/[CARD]Auriok Glaivemaster[/CARD]/[CARD]Auriok Transfixer[/CARD]/[CARD]Court Homunculus[/CARD]/[CARD]Glint Hawk[/CARD]/[CARD]Kitesail Apprentice[/CARD]/[CARD]Salvage Scout[/CARD]: These cards would only be interesting for an artifact-based cube.
  58.  
  59. [CARD]Aven Skirmisher[/CARD]/[CARD]Funeral Pyre[/CARD]/[CARD]Kitesail Scout[/CARD]/[CARD]Lantern Kami[/CARD]/[CARD]Suntail Hawk[/CARD]: [CARD]Flying Men[/CARD] are simply bad on their own.
  60.  
  61. [CARD]Benalish Hero[/CARD]/[CARD]Devoted Hero[/CARD]/[CARD]Devout Monk[/CARD]/[CARD]Eager Cadet[/CARD]/[CARD]Gustcloak Runner[/CARD]/[CARD]Icatian Infantry[/CARD]/[CARD]Kjeldoran Warrior[/CARD]/[CARD]Mtenda Herder[/CARD]/[CARD]Sanctuary Cat[/CARD]/[CARD]Serra Zealot[/CARD]/[CARD]Spiritual Visit[/CARD]/[CARD]Trained Caracal[/CARD]/[CARD]Tundra Wolves[/CARD]/[CARD]Valiant Guard[/CARD]/[CARD]Volunteer Militia[/CARD]/[CARD]Warclamp Mastiff[/CARD]: The [CARD]Eager Cadet[/CARD] club.
  62.  
  63. [CARD]Camel[/CARD]: Perhaps the most useless protection ever.
  64.  
  65. [CARD]Caregiver[/CARD]/[CARD]Netter en-Dal[/CARD]/[CARD]Samite Censer-Bearer[/CARD]/[CARD]Tireless Tribe[/CARD]: The price is way too high for such bad abilities.
  66.  
  67. [CARD]Clergy of the Holy Nimbus[/CARD]/[CARD]Glittering Lynx[/CARD]: It's way too easy to disable these creatures.
  68.  
  69. [CARD]Death Speakers[/CARD]/[CARD]Devout Harpist[/CARD]: These cards would only be interesting for sideboards.
  70.  
  71. [CARD]Devoted Retainer[/CARD]/[CARD]Goldmeadow Dodger[/CARD]: Worse [CARD]Soltari Foot Soldier[/CARD]s.
  72.  
  73. [CARD]Dragon's Eye Sentry[/CARD]: With switched Power and Toughness this would be a really good blocker, but as is it's simply bad.
  74.  
  75. [CARD]Encampment Keeper[/CARD]: 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.
  76.  
  77. [CARD]Foothill Guide[/CARD]/[CARD]Kitsune Diviner[/CARD]/[CARD]Midnight Duelist[/CARD]/[CARD]Trade Caravan[/CARD]: The abilities are way too restrictive.
  78.  
  79. [CARD]Frontline Strategist[/CARD]/[CARD]Kinjalli's Caller[/CARD]/[CARD]Plated Sliver[/CARD]/[CARD]Ramosian Sergeant[/CARD]/[CARD]Sidewinder Sliver[/CARD]/[CARD]War Falcon[/CARD]: These creatures would only be interesting with enough tribal support.
  80.  
  81. [CARD]God-Pharaoh's Faithful[/CARD]: Okay for a defensive wall but won't often gain enough life to be worthwhile.
  82.  
  83. [CARD]Haazda Exonerator[/CARD]/[CARD]Miracle Worker[/CARD]: Worse [CARD]Devout Harpist[/CARD]s
  84.  
  85. [CARD]Honor Guard[/CARD]: Most limited decks are at least 2 colors.
  86.  
  87. [CARD]Icatian Scout[/CARD]: The ability is interesting, but not too exciting and the body is terrible.
  88.  
  89. [CARD]Kami of False Hope[/CARD]: Without the right synergies, a walking [CARD]Fog[/CARD] isn't much better than the instant-speed version.
  90.  
  91. [CARD]Kjeldoran Javelineer[/CARD]: 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.
  92.  
  93. [CARD]Lionheart Maverick[/CARD]: The ability is way too expensive to be relevant.
  94.  
  95. [CARD]Mosquito Guard[/CARD]: A 1/1 First Strike body is as bad as Reinforce 1 for cc2 and the flexibility doesn't make it better.
  96.  
  97. [CARD]Nomads en-Kor[/CARD]: It's hard to kill this creature, but a 1/1 is simply a terrible body and not really protection-worthy.
  98.  
  99. [CARD]Resistance Fighter[/CARD]/[CARD]Shield Mate[/CARD]: Mainly worse [CARD]Benevolent Bodyguard[/CARD]s.
  100.  
  101. [CARD]Selfless Cathar[/CARD]: [CARD]Glorious Charge[/CARD] is better because it's a surprise trick.
  102.  
  103. [CARD]Snubhorn Sentry[/CARD]: The body takes way too long to be relevant.
  104.  
  105. [CARD]Stern Constable[/CARD]: The ability to tap creatures isn't worth the card disadvantage.
  106.  
  107. [CARD]Tasseled Dromedary[/CARD]/[CARD]Yoked Ox[/CARD]: A blocker with solid toughness and without defender, but [CARD]Pride Guardian[/CARD] is more interesting for this job.
  108.  
  109. [CARD]Thraben Standard Bearer[/CARD]: Interesting card because it makes Soldiers, but compared to [CARD]Icatian Crier[/CARD] it is not enough.
  110.  
  111. [CARD]Tragic Poet[/CARD]: The ability is interesting, but enchantments are rarely going to the graveyard.[/Spoiler][Spoiler=White creatures cc2]
  112. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  113.  
  114. [CARD]Kor Skyfisher[/CARD]: 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.
  115.  
  116. [CARD]Porcelain Legionnaire[/CARD]: 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.
  117.  
  118. [CARD]Soltari Trooper[/CARD]: A basically unblockable 2 power beater for [mana]1W[/mana] is pretty good.
  119.  
  120. [CARD]Syndic of Tithes[/CARD]: A solid bear that is great for control decks, as well as giving reach to aggressive decks.
  121.  
  122.  
  123. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  124.  
  125. [CARD]Ainok Bond-Kin[/CARD]: 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 [CARD]Knight of Cliffhaven[/CARD].
  126.  
  127. [CARD]Azorius Arrester[/CARD]: A nice topdeck for a 2-drop, but it's bad on turn 2.
  128.  
  129. [CARD]Benalish Cavalry[/CARD]: A 2-drop with a solid pseudo-evasion.
  130.  
  131. [CARD]Daring Skyjek[/CARD]: A 3/1 Vanilla for 2 mana is good and with an upside, cards like these become insane.
  132.  
  133. [CARD]Expendable Troops[/CARD]: An interesting ability, that is still relevant later.
  134.  
  135. [CARD]Felidar Cub[/CARD]/[CARD]Kami of Ancient Law[/CARD]/[CARD]Keening Apparition[/CARD]/[CARD]Ronom Unicorn[/CARD]: Solid bears, that can get rid of enchantments as well.
  136.  
  137. [CARD]Field Surgeon[/CARD]: 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.
  138.  
  139. [CARD]Fledgling Griffin[/CARD]: Only getting the evasion on landfall is a high restriction, but this creature is still solid.
  140.  
  141. [CARD]Glint Hawk Idol[/CARD]/[CARD]Order of the Golden Cricket[/CARD]: The required investment every turn for these flying bears makes them a little bit unexciting, but 2/2 fliers for cc2 are very solid.
  142.  
  143. [CARD]Gold Myr[/CARD]: A white ramp creature. Pretty unique at common rarity and definitely a good card for clunky white decks or control-heavy white decks.
  144.  
  145. [CARD]Gust Walker[/CARD]: A bear with a relevant upside. The problem is that without ways to untap it, it can only be used every second turn.
  146.  
  147. [CARD]Knight of Cliffhaven[/CARD]: 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.
  148.  
  149. [CARD]Kor Line-Slinger[/CARD]/[CARD]Squall Drifter[/CARD]: The overcosted versions of [CARD]Gideon's Lawkeeper[/CARD], but still playable.
  150.  
  151. [CARD]Leonin Skyhunter[/CARD]: [mana]WW[/mana] on a 2 drop can be problematic, but 2/2 fliers are pretty good.
  152.  
  153. [CARD]Lone Missionary[/CARD]: 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.
  154.  
  155. [CARD]Loyal Cathar[/CARD]: 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 [mana]WW[/mana] is really problematic on turn 2.
  156.  
  157. [CARD]Mistral Charger[/CARD]/[CARD]Stormfront Pegasus[/CARD]: 2 power fliers for [mana]1W[/mana] are extremely solid.
  158.  
  159. [CARD]Oketra's Avenger[/CARD]: A 3/1 with a nice upside is solid for two mana.
  160.  
  161. [CARD]Raise the Alarm[/CARD]: 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.
  162.  
  163. [CARD]Seeker of the Way[/CARD]: 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.
  164.  
  165. [CARD]Soltari Emissary[/CARD]: [b]Only online common![/b] The shadow version of [CARD]Order of the Golden Cricket[/CARD].
  166.  
  167. [CARD]Steadfast Cathar[/CARD]: It is a 2/3 on offense and at [mana]1W[/mana] it's aggressively costed. It is meant to fight and live for faster decks.
  168.  
  169. [CARD]Topan Freeblade[/CARD]: Early in the game it's at it's best and later it's still fine.
  170.  
  171. [CARD]Veteran Armorer[/CARD]: 1 additional toughness for each of your creatures can change a lot.
  172.  
  173. [CARD]Wall of Glare[/CARD]: 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.
  174.  
  175. [CARD]Whitemane Lion[/CARD]: 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.
  176.  
  177. [CARD]Wings of the Guard[/CARD]: A 2/2 flyer is useful and the drawback is bearable.
  178.  
  179. [CARD]Youthful Knight[/CARD]: 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.
  180.  
  181.  
  182. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  183.  
  184. [CARD]Ajani's Sunstriker[/CARD]/[CARD]Bishop's Soldier[/CARD]: 2/2 lifelink bodies for cc2 are alright and can make for a nice roadblock against aggressive decks.
  185.  
  186. [CARD]Angelic Wall[/CARD]/[CARD]Wall of Resistance[/CARD]: Solid walls, that can prevent a big amount of damage.
  187.  
  188. [CARD]Arashin Cleric[/CARD]/[CARD]Temple Acolyte[/CARD]: Lifegain attached to a body is normally good, but 1/3 bodies are rarely needed, especially not in white.
  189.  
  190. [CARD]Audacious Infiltrator[/CARD]/[CARD]Blade of the Sixth Pride[/CARD]/[CARD]Devilthorn Fox[/CARD]/[CARD]Dromoka Warrior[/CARD]/[CARD]Kor Castigator[/CARD]/[CARD]Oreskos Swiftclaw[/CARD]/[CARD]Raptor Companion[/CARD]: 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.
  191.  
  192. [CARD]Avacynian Priest[/CARD]/[CARD]Benalish Trapper[/CARD]/[CARD]Blinding Mage[/CARD]/[CARD]Master Decoy[/CARD]/[CARD]Sigardian Priest[/CARD]: The worse versions of [CARD]Squall Drifter[/CARD].
  193.  
  194. [CARD]Beacon Hawk[/CARD]: The 1/1 flying body isn't very interesting, but the flexible pseudo evasion makes it interesting.
  195.  
  196. [CARD]Benevolent Unicorn[/CARD]: The ability can be very strong, but the body is terrible.
  197.  
  198. [CARD]Cleric of the Forward Order[/CARD]: 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.
  199.  
  200. [CARD]Cliff Threader[/CARD]/[CARD]Crimson Acolyte[/CARD]/[CARD]Disciple of Grace[/CARD]/[CARD]Disciple of Law[/CARD]/[CARD]Duskrider Falcon[/CARD]/[CARD]Freewind Falcon[/CARD]/[CARD]Kithkin Zealot[/CARD]/[CARD]Marsh Threader[/CARD]/[CARD]Obsidian Acolyte[/CARD]/[CARD]Repentant Blacksmith[/CARD]: These cards would only be interesting for sideboards.
  201.  
  202. [CARD]Fortified Rampart[/CARD]: High toughness, but it doesn't kill anything on its own.
  203.  
  204. [CARD]Gather the Townsfolk[/CARD]: 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.
  205.  
  206. [CARD]Herald of Dromoka[/CARD]: 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.
  207.  
  208. [CARD]Ikiral Outrider[/CARD]: The level up cost is very high.
  209.  
  210. [CARD]Jeskai Student[/CARD]: Prowess isn't a very strong ability, especially not in white, and a 1/3 body for [mana]1W[/mana] isn't very impressive.
  211.  
  212. [CARD]Kithkin Shielddare[/CARD]: This guy can change combat math for blocking a lot.
  213.  
  214. [CARD]Leonin Snarecaster[/CARD]: The worse version of [CARD]Azorius Arrester[/CARD].
  215.  
  216. [CARD]Martyr of Dusk[/CARD]: The body isn't great but the 1/1 lifelinker that comes along with it after it dies can be a nice bonus.
  217.  
  218. [CARD]Moorland Drifter[/CARD]: A bear that can be a beater in the later game.
  219.  
  220. [CARD]Moorland Inquisitor[/CARD]: Even if the possibility of First Strike is often enough, but 3 mana is a lot if you should need the ability.
  221.  
  222. [CARD]Ninth Bridge Patrol[/CARD]: A strictly better [CARD]Unruly Mob[/CARD]. You might want to include this if you're running a flicker theme.
  223.  
  224. [CARD]Order of Leitbur[/CARD]: 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, [mana]WW[/mana] can be a problematic mana cost for a 2drop.
  225.  
  226. [CARD]Phantom Nomad[/CARD]: This card is only really worth it with equipment. With any permanent toughness buff, it can't be killed by damage.
  227.  
  228. [CARD]Safehold Sentry[/CARD]: 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 [CARD]Viridian Longbow[/CARD] are given.
  229.  
  230. [CARD]Soul Summons[/CARD]: A 2/2 body with the upside of possibly hiding a creature, but the chance is not very high.
  231.  
  232. [CARD]Split-Tail Miko[/CARD]: This creature can change combat math a lot, but there are better alternatives for it.
  233.  
  234. [CARD]Standard Bearer[/CARD]: This creature will steal every aura or combat trick, but it can die to almost any removal spell, even if it's just [CARD]Lava Dart[/CARD] or [CARD]Lose Hope[/CARD], and the body is terrible.
  235.  
  236. [CARD]Stone Haven Medic[/CARD]: Just 1 life for 1 mana and tap a guy is not enough to be playable. At least it has a big butt.
  237.  
  238. [CARD]Sunscape Familiar[/CARD]: 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.
  239.  
  240. [CARD]Suture Priest[/CARD]: 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.
  241.  
  242.  
  243. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  244.  
  245. [CARD]Advance Scout[/CARD]: The ability is nice, but the body is terrible on its own.
  246.  
  247. [CARD]Aegis Automaton[/CARD]: The ability is overcosted and the body is useless.
  248.  
  249. [CARD]Akroan Skyguard[/CARD]: The body on its own is really useless and there are far from enough good spells that really want to target this card.
  250.  
  251. [CARD]Alaborn Grenadier[/CARD]/[CARD]Huatli's Snubhorn[/CARD]/[CARD]Steadfast Guard[/CARD]/[CARD]Sun Sentinel[/CARD]/[CARD]Thraben Valiant[/CARD]/[CARD]Veteran Cavalier[/CARD]: Vigilance is mainly only interesting for bigger creatures.
  252.  
  253. [CARD]Alaborn Musketeer[/CARD]: Reach can be useful, but it's better to play flying creatures instead.
  254.  
  255. [CARD]Amrou Kithkin[/CARD]/[CARD]Arctic Foxes[/CARD]/[CARD]Augur il-Vec[/CARD]/[CARD]Fleet-Footed Monk[/CARD]: Worse [CARD]Soltari Foot Soldier[/CARD]s.
  256.  
  257. [CARD]Amrou Scout[/CARD]/[CARD]Ballyrush Banneret[/CARD]/[CARD]Battlefield Medic[/CARD]/[CARD]Binding Mummy[/CARD]/[CARD]Cavalry Pegasus[/CARD]/[CARD]Cenn's Heir[/CARD]/[CARD]Daru Spiritualist[/CARD]/[CARD]Defiant Falcon[/CARD]/[CARD]Griffin Rider[/CARD]/[CARD]Icatian Lieutenant[/CARD]/[CARD]Judge of Currents[/CARD]/[CARD]Kithkin Greatheart[/CARD]/[CARD]Mummy Paramount[/CARD]/[CARD]Ondu Cleric[/CARD]/[CARD]Ondu War Cleric[/CARD]/[CARD]Ramosian Lieutenant[/CARD]/[CARD]Sentinel Sliver[/CARD]/[CARD]Silent-Chant Zubera[/CARD]/[CARD]Sinew Sliver[/CARD]/[CARD]Stalwart Shield-Bearers[/CARD]/[CARD]Talon Sliver[/CARD]/[CARD]Veteran Armorsmith[/CARD]: These cards would only be interesting with enough tribal support.
  258.  
  259. [CARD]Angelic Curator[/CARD]/[CARD]Auriok Sunchaser[/CARD]/[CARD]Kor Outfitter[/CARD]/[CARD]Leonin Den-Guard[/CARD]/[CARD]Leonin Squire[/CARD]/[CARD]Pteron Ghost[/CARD]/[CARD]Sunspear Shikari[/CARD]: These cards would only be interesting for artifact-based cubes.
  260.  
  261. [CARD]Angelic Page[/CARD]/[CARD]Ghost Warden[/CARD]/[CARD]Kjeldoran Guard[/CARD]: Worse [CARD]Infantry Veteran[/CARD]s.
  262.  
  263. [CARD]Anointer Priest[/CARD]: This card is only viable in token strategies and even then it is only mediocre.
  264.  
  265. [CARD]Araba Mothrider[/CARD]/[CARD]Armored Pegasus[/CARD]/[CARD]Aven Squire[/CARD]/[CARD]Concordia Pegasus[/CARD]/[CARD]Courier Hawk[/CARD]/[CARD]Makindi Aeronaut[/CARD]/[CARD]Mesa Falcon[/CARD]/[CARD]Mesa Pegasus[/CARD]/[CARD]Osai Vultures[/CARD]/[CARD]Skyblade of the Legion[/CARD]/[CARD]Skyshroud Falcon[/CARD]/[CARD]Territorial Roc[/CARD]: These bodies don't become better just for having flying.
  266.  
  267. [CARD]Armored Warhorse[/CARD]: A 2/3 without any further abilities is simply bad and definitely not worth the risk of not having [mana]WW[/mana] turn 2.
  268.  
  269. [CARD]Aven Farseer[/CARD]: The ability is way too situative.
  270.  
  271. [CARD]Aviary Mechanic[/CARD]: With a flicker theme this may be an inclusion, but in a vacuum, it's just a bear.
  272.  
  273. [CARD]Aysen Bureaucrats[/CARD]/[CARD]Errant Doomsayers[/CARD]: Really bad tappers.
  274.  
  275. [CARD]Boros Mastiff[/CARD]: Battalion is a way too high restriction for such a bad card.
  276.  
  277. [CARD]Capashen Knight[/CARD]: This creature needs 2 mana every turn to be at least be a [CARD]Youthful Knight[/CARD].
  278.  
  279. [CARD]Capashen Unicorn[/CARD]: A walking [CARD]Disenchant[/CARD] would be nice but the problem is just that the body is very bad.
  280.  
  281. [CARD]Clergy en-Vec[/CARD]/[CARD]Crossbow Infantry[/CARD]/[CARD]Femeref Healer[/CARD]/[CARD]Samite Healer[/CARD]/[CARD]Shu Farmer[/CARD]: The abilities of these creatures are simply too weak and outclassed by better alternatives.
  282.  
  283. [CARD]Cogworker's Puzzleknot[/CARD]: A worse version of [CARD]Vessel of Ephemera[/CARD].
  284.  
  285. [CARD]Countless Gears Renegade[/CARD]: It's almost impossible to play this on turn 2 with Revolt triggered and even later in the game it is not quite impressive.
  286.  
  287. [CARD]Eddytrail Hawk[/CARD]: Giving another creature flying can kill your opponents, but it's not that strong on its own.
  288.  
  289. [CARD]Enlightened Ascetic[/CARD]/[CARD]Monk Realist[/CARD]: The 1/1 body is terrible and the ability is highly restrictive. There are many better answers for enchantments.
  290.  
  291. [CARD]Errand of Duty[/CARD]/[CARD]Pikemen[/CARD]: [CARD]Benalish Hero[/CARD] doesn't become less terrible for cc2.
  292.  
  293. [CARD]Fresh Volunteers[/CARD]/[CARD]Glory Seeker[/CARD]/[CARD]Hipparion[/CARD]/[CARD]Knight Errant[/CARD]/[CARD]Shield Bearer[/CARD]/[CARD]Silkenfist Fighter[/CARD]/[CARD]Silvercoat Lion[/CARD]/[CARD]Squire[/CARD]/[CARD]Traveling Philosopher[/CARD]/[CARD]Wall of Caltrops[/CARD]: Without any further advantage, these creatures are just terrible.
  294.  
  295. [CARD]Guardian of Pilgrims[/CARD]/[CARD]Kinsbaile Skirmisher[/CARD]: The pump is weak and the 2/2 body uninteresting.
  296.  
  297. [CARD]Kitsune Loreweaver[/CARD]/[CARD]Kjeldoran Outrider[/CARD]: These creatures could become solid blockers, but only for a high price.
  298.  
  299. [CARD]Lightwalker[/CARD]: 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.
  300.  
  301. [CARD]Lost Leonin[/CARD]: Infect doesn't work in most pauper cubes.
  302.  
  303. [CARD]Mystic Familiar[/CARD]/[CARD]Mystic Visionary[/CARD]: Threshold is a way too high a restriction.
  304.  
  305. [CARD]Oreskos Sun Guide[/CARD]: This card is outclassed by [CARD]Lone Missionary[/CARD] and [CARD]Bishop's Soldier[/CARD].
  306.  
  307. [CARD]Patrol Hound[/CARD]: Even if the threat of possible First Strike is often enough, the price is simply too high if you should really need it.
  308.  
  309. [CARD]Revered Dead[/CARD]: A solid blocker, but nothing else.
  310.  
  311. [CARD]Setessan Battle Priest[/CARD]: A very defensive body. The ability would be interesting if Heroic wasn't such a weak keyword.
  312.  
  313. [CARD]Shinewend[/CARD]/[CARD]Silverchase Fox[/CARD]: The worse versions of [CARD]Ronom Unicorn[/CARD].
  314.  
  315. [CARD]Soul Shepherd[/CARD]: Mainly just a way worse [CARD]Lone Missionary[/CARD].
  316.  
  317. [CARD]Squadron Hawk[/CARD]/[CARD]Welkin Hawk[/CARD]: Cards like these don't work in the typical cube.
  318.  
  319. [CARD]Starlight Invoker[/CARD]: The body is bad and the ability is extremely expensive.
  320.  
  321. [CARD]Stonewise Fortifier[/CARD]: An unexciting and terribly overcosted ability on an unexciting body.
  322.  
  323. [CARD]Sungrace Pegasus[/CARD]: 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.
  324.  
  325. [CARD]Throne Warden[/CARD]: Without Monarch cards in the cube, this is just a bear.
  326.  
  327. [CARD]Trained Pronghorn[/CARD]: It's hard to kill this creature, but the price to protect it is high.
  328.  
  329. [CARD]Unruly Mob[/CARD]: This card needs at least 2 other creatures to die to become interesting.
  330.  
  331. [CARD]Vessel of Ephemera[/CARD]: This is overcosted by at least 1 mana.[/Spoiler][Spoiler=White creatures cc3]
  332. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  333.  
  334. [CARD]Ballynock Cohort[/CARD]: A super solid First Striker for cc3 that will be a 3/3 most of the time.
  335.  
  336. [CARD]Territorial Hammerskull[/CARD]: A better [CARD]Master of Diversion[/CARD]
  337.  
  338. [CARD]Troubled Healer[/CARD]: 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.
  339.  
  340.  
  341. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  342.  
  343. [CARD]Apex Hawks[/CARD]: A [CARD]Wind Drake[/CARD] with a big flexibility later in the game. None of the options are super exciting, but none of them are really bad.
  344.  
  345. [CARD]Attended Knight[/CARD]: Splitting the power can be useful. 1/1 Tokens are typically not very useful, but sometimes really good.
  346.  
  347. [CARD]Aven Riftwatcher[/CARD]: 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.
  348.  
  349. [CARD]Basilica Guards[/CARD]: Extort is very strong and a 1/4 body is an acceptable blocker.
  350.  
  351. [CARD]Burrenton Bombardier[/CARD]: The [CARD]Wind Drake[/CARD] opportunity isn't very exciting, but Reinforce gives it the ability to also be a white [CARD]Feral Invocation[/CARD] and that's definitely interesting.
  352.  
  353. [CARD]Chapel Geist[/CARD]/[CARD]Exultant Skymarcher[/CARD]/[CARD]Sunspire Griffin[/CARD]: Even if [mana]WW[/mana] can be problematic on turn 3, 2/3 flying bodies are extremely solid and worth the risk.
  354.  
  355. [CARD]Dawnglare Invoker[/CARD]: 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.
  356.  
  357. [CARD]Farrel's Zealot[/CARD]: If this creature should come through the opponent's evasion, it will kill a creature nearly for sure.
  358.  
  359. [CARD]Heliod's Pilgrim[/CARD]: The small brother of [CARD]Totem-Guide Hartebeest[/CARD]. It's worse, but there are still enough powerful auras in pauper to search for.
  360.  
  361. [CARD]Icatian Crier[/CARD]: Being able to turn lands into [CARD]Raise the Alarm[/CARD] is a great late game opportunity.
  362.  
  363. [CARD]Ironclad Slayer[/CARD]: Stats are acceptable. The ability is useful but limited. It is just an odd package that will likely not find many targets.
  364.  
  365. [CARD]Kabuto Moth[/CARD]: 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.
  366.  
  367. [CARD]Kitsune Blademaster[/CARD]: 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.
  368.  
  369. [CARD]Kor Hookmaster[/CARD]: A solid aggressive creature, that can prevent blocking for 2 turns.
  370.  
  371. [CARD]Master of Diversion[/CARD]: This card is great to support highly aggressive strategies. Your opponent simply can't just keep 1 blocker back and attack with the rest.
  372.  
  373. [CARD]Misthoof Kirin[/CARD]: 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.
  374.  
  375. [CARD]Sandsteppe Outcast[/CARD]: The slightly better brother of [CARD]Attended Knight[/CARD]. 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.
  376.  
  377. [CARD]Shu Cavalry[/CARD]: A white [CARD]Phantom Warrior[/CARD]. Solid, but not too exciting.
  378.  
  379. [CARD]Skyhunter Skirmisher[/CARD]: This is a very impactful 2 power flier for cc3. With any kind of pump, it easily reaches absurd dimensions. Only the [mana]WW[/mana] in its cost prevents it from being a staple.
  380.  
  381. [CARD]Soltari Visionary[/CARD]: 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.
  382.  
  383. [CARD]Zealous Inquisitor[/CARD]: It's very hard to kill this creature. It's either an evasive 2 power beater or a very interesting blocker.
  384.  
  385.  
  386. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  387.  
  388. [CARD]Amrou Seekers[/CARD]/[CARD]Knight of Valor[/CARD]/[CARD]Soltari Lancer[/CARD]/[CARD]Zhalfirin Knight[/CARD]: Evasive 2 power beaters for cc3, with a worse evasion than [CARD]Shu Cavalry[/CARD].
  389.  
  390. [CARD]Auramancer[/CARD]/[CARD]Monk Idealist[/CARD]: Enchantments are rarely going to the graveyard, but for cubes with a lot of enchantment hate this card is considerable.
  391.  
  392. [CARD]Benalish Knight[/CARD]: A possible combat trick, but with just 2 power, there isn't much it is able to trade.
  393.  
  394. [CARD]Benalish Lancer[/CARD]: Flexibility is nice, but the first opportunity is terrible and the second is overcosted by 1.
  395.  
  396. [CARD]Cathar's Companion[/CARD]: This creature is okay, but the restriction is too high.
  397.  
  398. [CARD]Cloudchaser Kestrel[/CARD]/[CARD]Wispmare[/CARD]: The restriction is very high, but if they can find a target they are good.
  399.  
  400. [CARD]Court Street Denizen[/CARD]: Most limited decks are at least 2 colors, which makes this card very restrictive. It won't tap down creatures often.
  401.  
  402. [CARD]Dauntless Aven[/CARD]: A 2/1 with pseudo-vigilance for one of your creatures if it attacks is alright but not the greatest.
  403.  
  404. [CARD]Dauntless Cathar[/CARD]: This creature often trades down, but the ability to replace itself after death is great.
  405.  
  406. [CARD]Defender of Law[/CARD]/[CARD]Farbog Explorer[/CARD]/[CARD]Lawbringer[/CARD]/[CARD]Lightbringer[/CARD]/[CARD]Nightwind Glider[/CARD]/[CARD]Pilgrim of Justice[/CARD]/[CARD]Pilgrim of Virtue[/CARD]/[CARD]Thermal Glider[/CARD]/[CARD]Wall of Light[/CARD]: These cards would only be interesting for sideboards.
  407.  
  408. [CARD]Desperate Sentry[/CARD]: It is self-replacing like [CARD]Doomed Traveler[/CARD], but it leaves a formidable body behind. The downside is [i]Delerium[/i] is so hard to trigger on curve, so it is mostly a blocker looking to chump.
  409.  
  410. [CARD]Devout Witness[/CARD]: Turning every land into [CARD]Disenchant[/CARD] can be really interesting, but mainly you don't need to remove more than 1 enchantment or artifact.
  411.  
  412. [CARD]Diving Griffin[/CARD]/[CARD]Eagle of the Watch[/CARD]: 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.
  413.  
  414. [CARD]Dragon Bell Monk[/CARD]: 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.
  415.  
  416. [CARD]Glint-Sleeve Artisan[/CARD]: 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.
  417.  
  418. [CARD]Hallowed Healer[/CARD]: This guy is bad with his first ability but really interesting with Threshold.
  419.  
  420. [CARD]Kemba's Skyguard[/CARD]: Gaining 2 life just for playing a [CARD]Wind Drake[/CARD] is interesting, but not much and the risk of [mana]WW[/mana] in turn 3 is given.
  421.  
  422. [CARD]Kor Sky Climber[/CARD]: 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.
  423.  
  424. [CARD]Lagonna-Band Elder[/CARD]: 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.
  425.  
  426. [CARD]Mardu Hordechief[/CARD]: This card is mainly going to be the strictly worse version of [CARD]Attended Knight[/CARD].
  427.  
  428. [CARD]Niblis of the Mist[/CARD]: A 2 power flying beater for cc3, that can prevent 1 creature from blocking. Ok, but not exciting.
  429.  
  430. [CARD]Nightguard Patrol[/CARD]: 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.
  431.  
  432. [CARD]Pegasus Charger[/CARD]/[CARD]Voiceless Spirit[/CARD]: Even with easier cc, these cards are mainly the worse versions of [CARD]Chapel Geist[/CARD].
  433.  
  434. [CARD]Reliquary Monk[/CARD]: 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.
  435.  
  436. [CARD]Royal Trooper[/CARD]: A 4/4 body is huge for blocking, but for attacking this creature isn't very useful.
  437.  
  438. [CARD]Sanctum Custodian[/CARD]: A worse [CARD]Hallowed Healer[/CARD].
  439.  
  440. [CARD]Sandcrafter Mage[/CARD]: 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.
  441.  
  442. [CARD]Soldier Replica[/CARD]: The ability is very solid, but the body is unexciting.
  443.  
  444. [CARD]Stalwart Aven[/CARD]: 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.
  445.  
  446. [CARD]Those Who Serve[/CARD]: A 2/4 vanilla for 3 is okay, but not what you want in a power-oriented cube.
  447.  
  448. [CARD]Unwavering Initiate[/CARD]: A 3/2 vigilance for 3 is okay and it can come back, but the embalm cost is expensive.
  449.  
  450. [CARD]Village Bell-Ringer[/CARD]: A walking combat trick. The problem is just that the 1/4 body isn't very exciting.
  451.  
  452. [CARD]Wingsteed Rider[/CARD]: If you have a lot of stuff that's able to target this guy it's very solid, but otherwise it's just a [CARD]Wind Drake[/CARD] for [mana]1WW[/mana].
  453.  
  454. [CARD]Zealot il-Vec[/CARD]: A white [CARD]Prodigal Pyromancer[/CARD].
  455.  
  456.  
  457. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  458.  
  459. [CARD]Abbey Matron[/CARD]: A possible 1/6 blocker for cc3. Huge but not too exciting.
  460.  
  461. [CARD]Affa Protector[/CARD]/[CARD]Standing Troops[/CARD]: 1 power is simply too less for a good vigilance blocker.
  462.  
  463. [CARD]Alabaster Wall[/CARD]/[CARD]Benevolent Ancestor[/CARD]/[CARD]D'Avenant Archer[/CARD]/[CARD]D'Avenant Healer[/CARD]/[CARD]Daru Healer[/CARD]/[CARD]Kithkin Healer[/CARD]/[CARD]Militant Monk[/CARD]/[CARD]Noble Vestige[/CARD]/[CARD]Saltfield Recluse[/CARD]: The abilities are simply too weak and outclassed, by too many better alternatives.
  464.  
  465. [CARD]Alaborn Trooper[/CARD]/[CARD]Bastion Enforcer[/CARD]/[CARD]Border Guard[/CARD]/[CARD]Femeref Scouts[/CARD]/[CARD]Keepers of the Faith[/CARD]/[CARD]Loxodon Wayfarer[/CARD]/[CARD]Pearled Unicorn[/CARD]/[CARD]Regal Unicorn[/CARD]/[CARD]Shu Foot Soldiers[/CARD]: These cards are simply terrible without any further advantage.
  466.  
  467. [CARD]Argivian Blacksmith[/CARD]/[CARD]Skyhunter Cub[/CARD]: These would only be interesting for an artifact-based cube.
  468.  
  469. [CARD]Armor Sliver[/CARD] ([b]Only online common![/b])/[CARD]Avian Changeling[/CARD]/[CARD]Elder Cathar[/CARD]/[CARD]Hive Stirrings[/CARD]/[CARD]Kithkin Zephyrnaut[/CARD]/[CARD]Makindi Patrol[/CARD]/[CARD]Makindi Shieldmate[/CARD]/[CARD]Poultice Sliver[/CARD]/[CARD]Veteran Swordsmith[/CARD]/[CARD]Waxmane Baku[/CARD]/[CARD]Whipgrass Entangler[/CARD]: These would only be interesting with enough tribal support.
  470.  
  471. [CARD]Auriok Replica[/CARD]: The ability is very situative and not really interesting.
  472.  
  473. [CARD]Ballot Broker[/CARD]/[CARD]Brago's Representative[/CARD]: There aren't enough voting cards in pauper to make these cards valuable.
  474.  
  475. [CARD]Benalish Infantry[/CARD]/[CARD]Enchanted Being[/CARD]/[CARD]Kitsune Riftwalker[/CARD]/[CARD]Kjeldoran Skyknight[/CARD]: The abilities of these cards are way too restricted.
  476.  
  477. [CARD]Benalish Veteran[/CARD]/[CARD]Graceful Cat[/CARD]: They attack as a [CARD]Nessian Courser[/CARD], but they block as 2/2s and die to [CARD]Firebolt[/CARD]/[CARD]Disfigure[/CARD].
  478.  
  479. [CARD]Blinding Souleater[/CARD]: An overcosted tapper.
  480.  
  481. [CARD]Capashen Templar[/CARD]: An overcosted [CARD]Kjeldoran Outrider[/CARD].
  482.  
  483. [CARD]Charging Paladin[/CARD]: A 2/5 for cc3 is huge, but only that big when attacking and with just 2 power it will easily be blocked.
  484.  
  485. [CARD]Combat Medic[/CARD]: Even if the prevention doesn't require tapping, it requires a huge amount of mana.
  486.  
  487. [CARD]Custodi Peacekeeper[/CARD]: There are way better unconditional tappers in pauper.
  488.  
  489. [CARD]Daru Sanctifier[/CARD]: Only being able to get rid of enchantments is too restrictive, especially attached to a bad body.
  490.  
  491. [CARD]Dawn Gryff[/CARD]/[CARD]Ghirapur Osprey[/CARD]/[CARD]Shadow Glider[/CARD]/[CARD]Wild Griffin[/CARD]: The white pendants of [CARD]Wind Drake[/CARD] with many better alternatives.
  492.  
  493. [CARD]Disposal Mummy[/CARD]: The body is underwhelming and the ability is rarely relevant in the average cube.
  494.  
  495. [CARD]Elite Javelineer[/CARD]: As a 2/2 this creature won't survive many blocks, so the ability won't be worth it.
  496.  
  497. [CARD]Elite Skirmisher[/CARD]: Heroic is a really bad ability and even if you would support this keyword, the effect of this card is simply far too bad.
  498.  
  499. [CARD]Femeref Knight[/CARD]: Vigilance becomes more interesting on bigger creatures.
  500.  
  501. [CARD]Freewind Equenaut[/CARD]/[CARD]Gate Hound[/CARD]: These cards would even only be of small interest with a big amount of auras.
  502.  
  503. [CARD]Griffin Sentinel[/CARD]/[CARD]Skyhunter Prowler[/CARD]: The worse versions of [CARD]Diving Griffin[/CARD].
  504.  
  505. [CARD]Guardians of Akrasa[/CARD]: Exalted isn't worth such a bad body.
  506.  
  507. [CARD]Gustcloak Harrier[/CARD]/[CARD]Moonlight Geist[/CARD]: The abilities of these cards are very situational.
  508.  
  509. [CARD]Gustrider Exuberant[/CARD]: A bad body with a bad ability. There aren't enough playable 5 power creatures in pauper.
  510.  
  511. [CARD]Haazda Snare Squad[/CARD]: The restriction to attack, makes the ability way worse.
  512.  
  513. [CARD]Harvestguard Alseids[/CARD]: Constellation would only make sense with a very big amount of enchantments.
  514.  
  515. [CARD]Helionaut[/CARD]: Fixing mana can be nice, but the body is very bad.
  516.  
  517. [CARD]Herald of the Fair[/CARD]: Only being able to pump one creature for one turn makes this not very good.
  518.  
  519. [CARD]Jamuraan Lion[/CARD]: The body is very fragile and the ability is weak.
  520.  
  521. [CARD]Keen-Eyed Archers[/CARD]: This card is even worse than [CARD]Wild Griffin[/CARD].
  522.  
  523. [CARD]Kitsune Bonesetter[/CARD]: The damage prevention is big, but the restriction is too high.
  524.  
  525. [CARD]Knight of the Pilgrim's Road[/CARD]: 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.
  526.  
  527. [CARD]Kor Scythemaster[/CARD]: A 3/1 with first strike for 3 would be cubeable, but it's just a vanilla while blocking.
  528.  
  529. [CARD]Legion Conquistador[/CARD]/[CARD]Pious Kitsune[/CARD]/[CARD]Surging Sentinels[/CARD]: Cards like these don't work in most cubes.
  530.  
  531. [CARD]Master's Call[/CARD]: An overcosted [CARD]Raise the Alarm[/CARD].
  532.  
  533. [CARD]Midnight Guard[/CARD]: This card is simply bad without the right synergies.
  534.  
  535. [CARD]Militant Inquisitor[/CARD]: You would need a very equipment heavy deck to make this valuable.
  536.  
  537. [CARD]Mine Bearer[/CARD]: There is a huge amount of better alternatives for white, to get rid of a creature.
  538.  
  539. [CARD]Moonwing Moth[/CARD]: A growing toughness is only a small advantage.
  540.  
  541. [CARD]Palace Guard[/CARD]: A worse [CARD]Wall of Glare[/CARD].
  542.  
  543. [CARD]Priests of Norn[/CARD]: Infect doesn't work in most cubes.
  544.  
  545. [CARD]Queen's Commission[/CARD]: Even with lifelink, two 1/1 tokens aren't worth 3 mana.
  546.  
  547. [CARD]Revered Elder[/CARD]: This creature is hard to kill, but such a weak body is not really protection worthy.
  548.  
  549. [CARD]Rhet-Crop Spearmaster[/CARD]: The base creature is too bad for the exert effect to be viable.
  550.  
  551. [CARD]Rousing of Souls[/CARD]: You could get 2 tokens, but it's not very likely.
  552.  
  553. [CARD]Seller of Songbirds[/CARD]: 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.
  554.  
  555. [CARD]Shieldmage Advocate[/CARD]: The ability is strong, but the price is way too high.
  556.  
  557. [CARD]Shinen of Stars' Light[/CARD]: Either a very bad creature or a very bad combat trick.
  558.  
  559. [CARD]Shu Defender[/CARD]/[CARD]Town Sentry[/CARD]: Way worse versions of [CARD]Royal Trooper[/CARD].
  560.  
  561. [CARD]Shu Grain Caravan[/CARD]/[CARD]Venerable Monk[/CARD]: [CARD]Kemba's Skyguard[/CARD]s without flying.
  562.  
  563. [CARD]Silent Attendant[/CARD]: Life only is not worth a card.
  564.  
  565. [CARD]Solitary Camel[/CARD]: There aren't enough deserts for the typical pauper cube to make this good.
  566.  
  567. [CARD]Soul Charmer[/CARD]: This creature won't survive more than 1 fight, so the ability is only of small interest.
  568.  
  569. [CARD]Springjack Knight[/CARD]: This creature won't survive more than one attack, with Double Strike or without.
  570.  
  571. [CARD]Stonybrook Schoolmaster[/CARD]: Other than attacking, there aren't many ways to be able to tap this and this won't even survive a single attack.
  572.  
  573. [CARD]Task Force[/CARD]: The body is terrible, so the protection against damage based removal is nearly worthless.
  574.  
  575. [CARD]Vigilant Sentry[/CARD]: Threshold is a too high a restriction.
  576.  
  577. [CARD]Wild Aesthir[/CARD]: This card needs a permanent investment of [mana]WW[/mana] to be acceptable.
  578.  
  579. [CARD]Wingbeat Warrior[/CARD]: The effect and body are too weak to be worth 6 total mana.[/Spoiler][Spoiler=White creatures cc4]
  580. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  581.  
  582. [CARD]Battle Screech[/CARD]: [b]Only online common![/b] 4 1/1 flying creatures for cc4 is insane. You only need one additional untapped white creature to immediately flashback it.
  583.  
  584. [CARD]Coalition Honor Guard[/CARD]: 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 [CARD]Pacifism[/CARD]-like, your opponent plays.
  585.  
  586. [CARD]Guardian of the Guildpact[/CARD]: 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.
  587.  
  588. [CARD]Seraph of Dawn[/CARD]: The pauper pendant of [CARD]Baneslayer Angel[/CARD].
  589.  
  590.  
  591. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  592.  
  593. [CARD]Abzan Skycaptain[/CARD]: Bolster is a fine limited ability and a flier for cc4 that actually contains 4 power and 4 toughness is a fine card.
  594.  
  595. [CARD]Alabaster Kirin[/CARD]/[CARD]Armored Griffin[/CARD] ([b]Only online common![/b]): Flying and Vigilance is a good combination of abilities on a 2/3 body.
  596.  
  597. [CARD]Cenn's Enlistment[/CARD]: Being able to turn every useless land in the late game into [CARD]Gather the Townsfolk[/CARD] is very interesting, especially when there is no easy way to stop retrace in the average cube.
  598.  
  599. [CARD]Heavy Ballista[/CARD]: This guy can't only just kill every attacking or blocking X/2 creature, but it can also change combat math a lot.
  600.  
  601. [CARD]Kor Sanctifiers[/CARD]: [CARD]Disenchant[/CARD] attached to a solid body is great. It's card advantage, card quality, and board impact all in one card.
  602.  
  603. [CARD]Mistmoon Griffin[/CARD]: [b]Only online common![/b] A bit similar to [CARD]Abzan Skycaptain[/CARD], but instead of 2 +1/+1 Counters, you get a more or less get to reanimate a random creature from your graveyard.
  604.  
  605. [CARD]Spirit en-Kor[/CARD]: It's very hard to kill this creature with just damage, but a 2/2 flying body isn't too exciting for cc4.
  606.  
  607. [CARD]Tah-Crop Elite[/CARD]: A reusable anthem effect is decent and worth playing.
  608.  
  609.  
  610. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  611.  
  612. [CARD]Aether Inspector[/CARD]: Vigilance is a nice ability, but the body is a little too weak for the cost.
  613.  
  614. [CARD]Ampryn Tactician[/CARD]/[CARD]Inspiring Captain[/CARD]: These are ok in a creature-heavy weenie deck, though they only really shine if you support the swarm archetype.
  615.  
  616. [CARD]Aven Cloudchaser[/CARD]/[CARD]Cloudchaser Eagle[/CARD]: The overcosted versions of [CARD]Cloudchaser Kestrel[/CARD], but still considerable.
  617.  
  618. [CARD]Aven Liberator[/CARD]: 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.
  619.  
  620. [CARD]Bladed Sentinel[/CARD]: Vigilance can be very important on big defensive bodies.
  621.  
  622. [CARD]Captain's Call[/CARD]: 3 Creatures in one cc4 card. Interesting, but without swarm support 1/1 bodies are only of small interest.
  623.  
  624. [CARD]Charging Griffin[/CARD]: Slightly better than [CARD]Assault Griffin[/CARD], but it's way too easy to kill compared to [CARD]Phantom Monster[/CARD] and it's worse than [CARD]Armored Griffin[/CARD].
  625.  
  626. [CARD]Courier Griffin[/CARD]: 2 life isn't much, but 2/3 flyer for 4 isn't totally bad.
  627.  
  628. [CARD]Daru Lancer[/CARD]: 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.
  629.  
  630. [CARD]Daru Stinger[/CARD]: When this card was still human it was pretty decent, but nowadays it's a lot weaker.
  631.  
  632. [CARD]Elgaud Inquisitor[/CARD]: 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.
  633.  
  634. [CARD]Fiend Binder[/CARD]: [CARD]Master of Diversion[/CARD] that gets +1/+0 for [b]+[/b][mana]1[/mana]. Run this only for redundancy sake.
  635.  
  636. [CARD]Flickering Spirit[/CARD]: 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.
  637.  
  638. [CARD]Griffin Protector[/CARD]: 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.
  639.  
  640. [CARD]Hillcomber Giant[/CARD]: This card would only be interesting for sideboards.
  641.  
  642. [CARD]Kinsbaile Balloonist[/CARD]: The body in combination with the ability is interesting, but the whole card is overcosted by 1.
  643.  
  644. [CARD]Kor Cartographer[/CARD]: A solid white ramp creature. It's very unique, but not really needed.
  645.  
  646. [CARD]Makindi Griffin[/CARD]: It's a solid flying body, but it's completely outclassed by [CARD]Seraph of Dawn[/CARD].
  647.  
  648. [CARD]Mystic Zealot[/CARD]: With Threshold this card is huge, but without it's only of small interest and Threshold is a high restriction.
  649.  
  650. [CARD]Ondu Greathorn[/CARD]: This creature just can't compete with other four drops.
  651.  
  652. [CARD]Palace Sentinels[/CARD]: Being the monarch is nice, but the body is not as great as it could be.
  653.  
  654. [CARD]Paladin of the Bloodstained[/CARD]: The combination of bodies and stats aren't great but they're not terrible either.
  655.  
  656. [CARD]Sacred Knight[/CARD]: A creature with solid power and evasion against 2 of 5 colors.
  657.  
  658. [CARD]Salt Road Patrol[/CARD]: 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.
  659.  
  660. [CARD]Sparring Mummy[/CARD]: The ETB-effect of this creature can be very good, but the cost is a little bit too high.
  661.  
  662. [CARD]Steadfast Sentinel[/CARD]: Two creatures in one can be nice but neither body is great for the cost.
  663.  
  664. [CARD]Stonehorn Dignitary[/CARD]: Even if the body is very bad, this guy can buy some time for you if you should really need it.
  665.  
  666. [CARD]Student of Ojutai[/CARD]: 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.
  667.  
  668. [CARD]Thraben Sentry[/CARD]: The restriction is very high, but if this creature flips it's simply huge.
  669.  
  670. [CARD]Thriving Ibex[/CARD]: A 3/5 for 4 is okay, even if it needs to attack first to be that big, but it isn't very strong.
  671.  
  672.  
  673. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  674.  
  675. [CARD]Abbey Griffin[/CARD]/[CARD]Ardent Soldier[/CARD]: The worse versions of [CARD]Armored Griffin[/CARD].
  676.  
  677. [CARD]Absolver Thrull[/CARD]/[CARD]Daru Sanctifier[/CARD]: Only being able to destroy enchantments is too restrictive.
  678.  
  679. [CARD]Akroan Mastiff[/CARD]/[CARD]Ephara's Warden[/CARD]: Terribly overcosted tappers.
  680.  
  681. [CARD]Apothecary Geist[/CARD]/[CARD]Changeling Sentinel[/CARD]/[CARD]Join the Ranks[/CARD]/[CARD]Moonlit Strider[/CARD]/[CARD]Pallid Mycoderm[/CARD]/[CARD]Pterodon Knight[/CARD]/[CARD]Sanguine Glorifier[/CARD]/[CARD]Spawnbinder Mage[/CARD]/[CARD]Watcher Sliver[/CARD]: These cards would only be interesting with enough tribal support.
  682.  
  683. [CARD]Armory Guard[/CARD]/[CARD]Aurora Eidolon[/CARD]/[CARD]Daru Cavalier[/CARD]/[CARD]Kitsune Healer[/CARD]/[CARD]Saltskitter[/CARD]/[CARD]Sunspire Gatekeepers[/CARD]/[CARD]Takeno's Cavalry[/CARD]/[CARD]Tine Shrike[/CARD]: Cards like these don't work in typical pauper cubes.
  684.  
  685. [CARD]Assault Griffin[/CARD]: A 3/2 body is really fragile, with flying or without.
  686.  
  687. [CARD]Aurora Griffin[/CARD]: A terribly overcosted [CARD]Wind Drake[/CARD] with a useless ability.
  688.  
  689. [CARD]Aven Redeemer[/CARD]/[CARD]Loxodon Anchorite[/CARD]: The ability doesn't require a solid body and would be better on a body for less mana.
  690.  
  691. [CARD]Aven Trooper[/CARD]: An extremely weak creature with a very bad ability.
  692.  
  693. [CARD]Ballynock Trapper[/CARD]/[CARD]Shade of Trokair[/CARD]: Being bound to a single color is often very problematic in limited because most decks are at least 2 colors.
  694.  
  695. [CARD]Battlewise Aven[/CARD]: 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.
  696.  
  697. [CARD]Carrier Pigeons[/CARD]: Creatures with an included cantrip can be very nice, but this one is quite overcosted.
  698.  
  699. [CARD]Champion of Arashin[/CARD]: 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.
  700.  
  701. [CARD]Cloud Crusader[/CARD]/[CARD]Ekundu Griffin[/CARD]/[CARD]Razorfoot Griffin[/CARD]/[CARD]Skyhunter Patrol[/CARD]/[CARD]Spotted Griffin[/CARD]: Mainly just the worse versions of [CARD]Makindi Griffin[/CARD].
  702.  
  703. [CARD]Dawnfluke[/CARD]: The ability is weak and the body is terrible.
  704.  
  705. [CARD]Defender en-Vec[/CARD]: There are way better alternatives to prevent damage if needed.
  706.  
  707. [CARD]Dive Bomber[/CARD]: The body is weak and the ability is only of small interest.
  708.  
  709. [CARD]Dutiful Servants[/CARD]/[CARD]Foot Soldiers[/CARD]/[CARD]Great Hart[/CARD]/[CARD]Loxodon Convert[/CARD]/[CARD]Pillarfield Ox[/CARD]/[CARD]Prison Barricade[/CARD]/[CARD]Shu Elite Infantry[/CARD]/[CARD]Trokin High Guard[/CARD]: Without any further advantage, these cards are simply terrible.
  710.  
  711. [CARD]Eyes in the Skies[/CARD]: There isn't enough to populate in most pauper cubes to make this card worthy of inclusion.
  712.  
  713. [CARD]Foriysian Interceptor[/CARD]: An overcosted [CARD]Wall of Glare[/CARD].
  714.  
  715. [CARD]Ghalma's Warden[/CARD]/[CARD]Sanctum Gargoyle[/CARD]: These cards would only be interesting for an artifact-based cube.
  716.  
  717. [CARD]Harsh Deceiver[/CARD]: As long as you have no influence on your topdeck, this card is simply terrible.
  718.  
  719. [CARD]Inquisitor's Ox[/CARD]: With Delirium this card is good, but without it is mediocre.
  720.  
  721. [CARD]Kjeldoran Elite Guard[/CARD]: This card would be interesting if there wouldn't be such a high risk of card disadvantage,
  722.  
  723. [CARD]Kjeldoran Escort[/CARD]/[CARD]Knights of Thorn[/CARD]/[CARD]Noble Elephant[/CARD]/[CARD]Teremko Griffin[/CARD]/[CARD]War Elephant[/CARD]: There aren't enough playable creatures with banding to make any of them playable.
  724.  
  725. [CARD]Knight of Sursi[/CARD]: This guy either takes too long with Suspend or is overcosted. Not very exciting.
  726.  
  727. [CARD]Looming Altisaur[/CARD]/[CARD]Wall of Faith[/CARD]: Bad walls that come too late.
  728.  
  729. [CARD]Midvast Protector[/CARD]: Without flash, the ability is only of small interest.
  730.  
  731. [CARD]Moorish Cavalry[/CARD]: On small bodies, Trample is only of small interest.
  732.  
  733. [CARD]Mothrider Samurai[/CARD]/[CARD]Sustainer of the Realm[/CARD]: Being good flying blockers doesn't change much about the fact that 2 damage with flying is simply not enough for cc4.
  734.  
  735. [CARD]Mounted Archers[/CARD]: This card is simply way too weak.
  736.  
  737. [CARD]Oaken Brawler[/CARD]: Clash is a high restriction and this card is definitely not worth the risk of losing it.
  738.  
  739. [CARD]Pious Warrior[/CARD]: "Lifelink" doesn't change much about the fact, that a 2/3 is simply way too weak for cc4.
  740.  
  741. [CARD]Propeller Pioneer[/CARD]: The flexibility is nice, but the card is overcosted.
  742.  
  743. [CARD]Samite Alchemist[/CARD]: The protection is big, but the price is high.
  744.  
  745. [CARD]Shu General[/CARD]: Unblockable and Vigilance seems nice, but a 2/2 can't block very much without dying.
  746.  
  747. [CARD]Spectral Reserves[/CARD]: It is a steep price, but this is the Pauper design for 2x Spirit tokens. It's probably [mana]1[/mana] too slow. Not overcosted, just a White [CARD]Rise of Eagles[/CARD]
  748.  
  749. [CARD]Teroh's Faithful[/CARD]/[CARD]Tormented Angel[/CARD]: Great defensive creatures, but 1 power is simply too less for a 4 drop.
  750.  
  751. [CARD]Trenching Steed[/CARD]: Even with the activated ability, this creature is only of small interest.
  752.  
  753. [CARD]Zarichi Tiger[/CARD]: A weak body with a solid ability. Ok, but not too exciting.[/Spoiler][Spoiler=White creatures cc5]
  754. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  755.  
  756. [CARD]Custodi Squire[/CARD]: A 3/3 flying body for cc5, that returns a permanent of your choice to your hand.
  757.  
  758. [CARD]Totem-Guide Hartebeest[/CARD]: 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.
  759.  
  760.  
  761. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  762.  
  763. [CARD]Angel of Mercy[/CARD]/[CARD]Aven of Enduring Hope[/CARD]: The body is okay and life can be nice to help stabilize.
  764.  
  765. [CARD]Dawnfeather Eagle[/CARD]: Just one mana more for a [CARD]Inspiring Captain[/CARD] with a flying body that grants also Vigilance to your other creatures is good.
  766.  
  767. [CARD]Supply-Line Cranes[/CARD]: This card comes as close to a [CARD]Serra Angel[/CARD] 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.
  768.  
  769.  
  770. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  771.  
  772. [CARD]Antler Skulkin[/CARD]: A really solid ability, but the 3/3 body isn't very exciting.
  773.  
  774. [CARD]Aven Tactician[/CARD]: 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 [CARD]Supply-Line Cranes[/CARD].
  775.  
  776. [CARD]Bastion Mastodon[/CARD]: 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.
  777.  
  778. [CARD]Castle Raptors[/CARD]: 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.
  779.  
  780. [CARD]Conclave Phalanx[/CARD]: This can be good in a slow token-heavy deck, but that's very specific.
  781.  
  782. [CARD]Dawnstrike Paladin[/CARD]: 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.
  783.  
  784. [CARD]Expedition Raptor[/CARD]: Support is a nice mechanic, but the inability to put the counters on itself is bad.
  785.  
  786. [CARD]Faithbearer Paladin[/CARD]: [CARD]Dawnstrike Paladin[/CARD] that trades [i]Vigilance[/i] for +1/+0. Costs a bunch, but rather unique as a package. Still worse than [CARD]Seraph of Dawn[/CARD]
  787.  
  788. [CARD]Ghostly Sentinel[/CARD]: A solid body with evasion and vigilance.
  789.  
  790. [CARD]Griffin Dreamfinder[/CARD]: The big brother of [CARD]Auramancer[/CARD] 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 [CARD]Disenchant[/CARD]-like spells to make this card interesting.
  791.  
  792. [CARD]Plover Knights[/CARD]: Another 3/3 flying for cc5, that at least has First Strike, to be able to hold off other flying creatures.
  793.  
  794. [CARD]Shining Aerosaur[/CARD]/[CARD]Skyswirl Harrier[/CARD]: A solid flyer, but nothing more.
  795.  
  796. [CARD]Shu Elite Companions[/CARD]: [b]Only online common![/b] 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.
  797.  
  798. [CARD]Supply Caravan[/CARD]: The payoff of this is fine, but the restriction can be high.
  799.  
  800.  
  801. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  802.  
  803. [CARD]Ardent Militia[/CARD]/[CARD]Border Patrol[/CARD]/[CARD]Guardian Lions[/CARD]: Vigilance doesn't change much when the body is totally overcosted.
  804.  
  805. [CARD]Aven Flock[/CARD]: 2 power in the air for cc5 is too bad.
  806.  
  807. [CARD]Barrenton Medic[/CARD]: An aggressive ability on an expensive and defensive body is pretty useless.
  808.  
  809. [CARD]Battle Hurda[/CARD]/[CARD]Titanium Golem[/CARD]: [CARD]Plover Knights[/CARD] without flying.
  810.  
  811. [CARD]Battleflight Eagle[/CARD]: Giving pump and evasion to another creature isn't bad, but the 2/2 flying body is simply too bad.
  812.  
  813. [CARD]Boreal Griffin[/CARD]/[CARD]Lucent Liminid[/CARD]/[CARD]Peregrine Griffin[/CARD]/[CARD]Silverclaw Griffin[/CARD]/[CARD]Skyrider Trainee[/CARD]/[CARD]Steeple Roc[/CARD]: The worse versions of [CARD]Plover Knights[/CARD].
  814.  
  815. [CARD]Burrenton Shield-Bearers[/CARD]: Giving additional toughness to other creatures can be nice, but the 3/3 body on its own is simply too unexciting.
  816.  
  817. [CARD]Caravan Hurda[/CARD]/[CARD]Dromad Purebred[/CARD]: A huge wall, that only grants 1 life per block.
  818.  
  819. [CARD]Daunting Defender[/CARD]/[CARD]Hundred-Talon Kami[/CARD]/[CARD]Kami of Tattered Shoji[/CARD]/[CARD]Kami of the Painted Road[/CARD]/[CARD]Lymph Sliver[/CARD]/[CARD]Sun-Crested Pterodon[/CARD]: There aren't enough playable creatures of any tribe.
  820.  
  821. [CARD]Emissary of the Sleepless[/CARD]: This creature is overcosted, even with the morbid trigger.
  822.  
  823. [CARD]Ghost Tactician[/CARD]: The worse version of [CARD]Loxodon Partisan[/CARD].
  824.  
  825. [CARD]Great-Horn Krushok[/CARD]/[CARD]Siege Mastodon[/CARD]/[CARD]Silent Artisan[/CARD]/[CARD]Thraben Purebloods[/CARD]: Bad and overcosted bodies.
  826.  
  827. [CARD]Heavy Infantry[/CARD]: An aggressive ability on a very bad defensive and expensive body is just terrible.
  828.  
  829. [CARD]Icatian Phalanx[/CARD]/[CARD]Kjeldoran Skycaptain[/CARD]: Banding is really bad in most cases.
  830.  
  831. [CARD]Kithkin Spellduster[/CARD]: The body is terrible for the cost and only enchantments is a too high restriction.
  832.  
  833. [CARD]Kitsune Dawnblade[/CARD]: The body is terrible and the ability isn't even good.
  834.  
  835. [CARD]Lieutenants of the Guard[/CARD]: This card is just not worth the mana in a duel.
  836.  
  837. [CARD]Lowland Tracker[/CARD]: 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.
  838.  
  839. [CARD]Loxodon Mystic[/CARD]: Either you want a big body to attack or you want to use the ability.
  840.  
  841. [CARD]Nav Squad Commandos[/CARD]: A 4/6 Vigilance seems nice, but on its own, this card is simply too bad and battalion is a huge restriction.
  842.  
  843. [CARD]Righteous Avengers[/CARD]: Not even a good sideboard card.
  844.  
  845. [CARD]Sage-Eye Harrier[/CARD]: A very defensive, overcosted body, that doesn't become better through morph.
  846.  
  847. [CARD]Sandstorm Charger[/CARD]: Hardcasting this card is extremely unattractive and paying 8 mana for a 4/5 Vanilla is not very good, split up or not.
  848.  
  849. [CARD]Sensor Splicer[/CARD]: A 1/1 and a 3/3 for cc5 isn't exciting and Vigilance doesn't change much about that.
  850.  
  851. [CARD]Shriek Raptor[/CARD]: Infect doesn't work in pauper cubes.
  852.  
  853. [CARD]Shu Soldier-Farmers[/CARD]/[CARD]Tireless Missionaries[/CARD]: Lifegain on a big body is sometimes nice, but it's not worth such bad bodies.
  854.  
  855. [CARD]Spectral Gateguards[/CARD]: On its own, this card is really bad and Vigilance is only a situative advantage.
  856.  
  857. [CARD]Staunch Defenders[/CARD]: [b]Only online common![/b] 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.
  858.  
  859. [CARD]Sunrise Seeker[/CARD]: Neither outcome is that great or exciting and the inability to choose between the two can be annoying.[/Spoiler][Spoiler=White creatures cc6+]
  860. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  861.  
  862. Nothing here.
  863.  
  864.  
  865. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  866.  
  867. [CARD]Benalish Lancer[/CARD]: 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.
  868.  
  869. [CARD]Noble Templar[/CARD]: cc6 is a lot, but with Plainscycling, this creature has the needed flexibility.
  870.  
  871. [CARD]Razor Golem[/CARD]: This card is mainly played for about 4 mana and a 3/4 Vigilance is simply extremely solid at any time of the game.
  872.  
  873. [CARD]Triplicate Spirits[/CARD]: 3 1/1 fliers are nice and with Convoke, this can be cast quite early.
  874.  
  875.  
  876. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  877.  
  878. [CARD]Ivory Giant[/CARD]: This card is very bad for suspend because your opponent sees the effect coming and for cc7 this card is simply overcosted.
  879.  
  880. [CARD]Maze Sentinel[/CARD]: Vigilance is very important for big creatures, but this card is overcosted.
  881.  
  882. [CARD]War Behemoth[/CARD]: 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.
  883.  
  884. [CARD]Yoked Plowbeast[/CARD]: Flexibility through cycling can be very interesting, but cc7 is a huge amount of mana and a 5/5 Vanilla is not too exciting.
  885.  
  886.  
  887. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  888.  
  889. [CARD]Aven Battle Priest[/CARD]: 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.
  890.  
  891. [CARD]Conclave Equenaut[/CARD]: Convoke is a very weak ability in most limited decks because tokens are rarely played.
  892.  
  893. [CARD]Gempalm Avenger[/CARD]/[CARD]Grassland Crusader[/CARD]: These cards would only be interesting with enough tribal support.
  894.  
  895. [CARD]Jedit's Dragoons[/CARD]: 4 life is a lot, but the body is really bad for cc6.
  896.  
  897. [CARD]Lairwatch Giant[/CARD]: A huge blocker, but with just 3 toughness it's really fragile against removal, as well as bad at attacking.
  898.  
  899. [CARD]Loxodon Mender[/CARD]: This card would only be interesting for artifact-based cubes.
  900.  
  901. [CARD]Silverstorm Samurai[/CARD]: 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.
  902.  
  903. [CARD]Voice of the Provinces[/CARD]: 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.
  904.  
  905. [CARD]Winged Shepherd[/CARD]: This creature is a just one mana overcosted and will almost always be cycled away.
  906.  
  907. [CARD]Woeleecher[/CARD]: Most cubes don't have the right synergies to play a card like this.[/Spoiler]
  908. [Spoiler=White noncreature spells cc1]
  909. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  910.  
  911. [CARD]Sunlance[/CARD]: A very cheap removal for just cc1 that handles a lot. The white version of [CARD]Flame Slash[/CARD] and the only effective removal for this low cost.
  912.  
  913.  
  914. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  915.  
  916. [CARD]Ajani's Presence[/CARD]: 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.
  917.  
  918. [CARD]Apostle's Blessing[/CARD]/[CARD]Emerge Unscathed[/CARD]/[CARD]Gods Willing[/CARD]/[CARD]Stave Off[/CARD]: They can trade 1/1 with removal spells and possibly creatures as well. They each have their ups and downs.
  919.  
  920. [CARD]Hyena Umbra[/CARD]: +1/+1 is not huge, but First Strike is very strong. Totem Armor does nothing against [CARD]Pacifism[/CARD]-like effects, but for the normal case, it can be very useful.
  921.  
  922. [CARD]Mana Tithe[/CARD]: [CARD]Force Spike[/CARD] is good and this card is the same.
  923.  
  924.  
  925. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  926.  
  927. [CARD]Alley Evasion[/CARD]: This card can shine in a flicker deck but doesn't enough in either mode to be valuable in other decks.
  928.  
  929. [CARD]Anoint[/CARD]: 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 [CARD]Doom Blade[/CARD] can also turn it into card disadvantage for you.
  930.  
  931. [CARD]Cartouche of Solidarity[/CARD]: It doesn't produce card disadvantage if it resolves, but the effect isn't that strong.
  932.  
  933. [CARD]Defiant Strike[/CARD]: 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.
  934.  
  935. [CARD]Enshrouding Mist[/CARD]: +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.
  936.  
  937. [CARD]Ethereal Armor[/CARD]: 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.
  938.  
  939. [CARD]Moment of Triumph[/CARD]: It's an alright pump spell with life gain attached, which is a nice combination.
  940.  
  941. [CARD]Niveous Wisps[/CARD]: It could give you some time in a tempo deck without making card disadvantage, but it's unexciting.
  942.  
  943. [CARD]Oppressive Rays[/CARD]: An interesting removal for really fast decks, but with a huge drawback for the later game during slower games.
  944.  
  945. [CARD]Pollen Remedy[/CARD]: 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.
  946.  
  947. [CARD]Righteous Blow[/CARD]/[CARD]Slash of Talons[/CARD]: A kind of [CARD]Shock[/CARD] 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.
  948.  
  949. [CARD]Smite[/CARD]: It's a very interesting hard removal for cc1, but the restriction is high.
  950.  
  951. [CARD]Stand Firm[/CARD]: This combat trick is nice with Scry 2, but it's missing the First Strike.
  952.  
  953. [CARD]Swift Justice[/CARD]: 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.
  954.  
  955.  
  956. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  957.  
  958. [CARD]Alms[/CARD]: You need a lot of cards in your graveyard to make it worth it.
  959.  
  960. [CARD]Armor of Faith[/CARD]/[CARD]Glaring Aegis[/CARD]/[CARD]Holy Armor[/CARD]/[CARD]Holy Strength[/CARD]/[CARD]Iron Will[/CARD]/[CARD]Kithkin Armor[/CARD]/[CARD]Lifelink[/CARD]/[CARD]Mortal Obstinacy[/CARD]/[CARD]Vigilance[/CARD]: These auras will make card disadvantage way too easy, without ever being a real threat.
  961.  
  962. [CARD]Artifact Ward[/CARD]: This card isn't even good in an artifact-based cube, because it still trades 2/1 for every removal.
  963.  
  964. [CARD]Awe Strike[/CARD]: Life is not worth a card.
  965.  
  966. [CARD]Bandage[/CARD]/[CARD]Heal[/CARD]: The effect won't do anything most times.
  967.  
  968. [CARD]Benediction of Moons[/CARD]/[CARD]Chaplain's Blessing[/CARD]/[CARD]Ephara's Radiance[/CARD]/[CARD]Festival of Trokin[/CARD]/[CARD]Peach Garden Oath[/CARD]/[CARD]Reaping the Rewards[/CARD]/[CARD]Scent of Jasmine[/CARD]/[CARD]Sunbeam Spellbomb[/CARD]/[CARD]Sunspring Expedition[/CARD]: Life only is not worth a card.
  969.  
  970. [CARD]Blessed Breath[/CARD]: The strictly worse version of [CARD]Stave Off[/CARD].
  971.  
  972. [CARD]Brainwash[/CARD]/[CARD]Guard Duty[/CARD]: Not being able to attack is no solution.
  973.  
  974. [CARD]Built to Last[/CARD]/[CARD]Ritual of Restoration[/CARD]: These would only be interesting for an artifact-based cube.
  975.  
  976. [CARD]Burden of Guilt[/CARD]: You don't want to keep spending mana for an unflexible removal spell.
  977.  
  978. [CARD]Burst of Energy[/CARD]/[CARD]Veteran's Reflexes[/CARD]: The surprise through untapping is often not enough to kill a creature.
  979.  
  980. [CARD]Capashen Standard[/CARD]: It will mainly trade 2 for 1 because you don't always have cc2 left. As well, +1/+1 is unexciting without first strike.
  981.  
  982. [CARD]Change of Heart[/CARD]: It costs cc4 everytime you want to prevent just 1 creature from attacking.
  983.  
  984. [CARD]Cloudshift[/CARD]: It can trade for removal spells and retrigger etb-effects, but that's mainly unexciting.
  985.  
  986. [CARD]Coordinated Barrage[/CARD]/[CARD]Unified Strike[/CARD]: There aren't many tribes in the most cubes and this would mainly don't deal more than just 1 or 2 damage.
  987.  
  988. [CARD]Cowed by Wisdom[/CARD]: Your hand normally becomes more empty with the time and later it does nothing.
  989.  
  990. [CARD]Death Ward[/CARD]: It can trade for some things, but it's really situational.
  991.  
  992. [CARD]Demystify[/CARD]/[CARD]Erase[/CARD]/[CARD]Quiet Purity[/CARD]: The restriction is too high. There are a lot of better cards that can handle enchantments.
  993.  
  994. [CARD]Detainment Spell[/CARD]: The activated abilities of a creature are not usually the biggest issue.
  995.  
  996. [CARD]Dispeller's Capsule[/CARD]: Without having a big advantage against [CARD]Disenchant[/CARD] in most cubes, it costs too much.
  997.  
  998. [CARD]Divine Light[/CARD]: The Sorcery speed makes this card really bad.
  999.  
  1000. [CARD]Djeru's Resolve[/CARD]: This card is way too situational.
  1001.  
  1002. [CARD]Equinox[/CARD]: Land destruction is very bad in cubes and making yourself save against it is even worse.
  1003.  
  1004. [CARD]Ethereal Haze[/CARD]/[CARD]Holy Day[/CARD]: [CARD]Fog[/CARD]-like effects are too situational.
  1005.  
  1006. [CARD]Excise[/CARD]: There are a lot of better removal spells.
  1007.  
  1008. [CARD]False Peace[/CARD]/[CARD]Festival[/CARD]/[CARD]Moment of Silence[/CARD]/[CARD]Off Balance[/CARD]: These cards are even worse than [CARD]Fog[/CARD] because your opponent's creatures don't even end up being tapped.
  1009.  
  1010. [CARD]Fragmentize[/CARD]: It's a sideboard card and not even the best one.
  1011.  
  1012. [CARD]Fylgja[/CARD]: It's not that bad because it can change combat math, but it needs too much mana to keep it "alive".
  1013.  
  1014. [CARD]Gaze of Justice[/CARD]: 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.
  1015.  
  1016. [CARD]Gelid Shackles[/CARD]: It's ok, but you don't want to keep spending mana on it.
  1017.  
  1018. [CARD]Gift of Granite[/CARD]: With just +0/+2 it's not able to trade 1 for 2 in most situations. The surprising effect is redundant in that case.
  1019.  
  1020. [CARD]Glyph of Life[/CARD]: There are not many good walls in pauper and this card would even be bad with a large number of walls.
  1021.  
  1022. [CARD]Guardian Angel[/CARD]/[CARD]Indestructible Aura[/CARD]/[CARD]Mending Hands[/CARD]/[CARD]Orim's Touch[/CARD]/[CARD]Pay No Heed[/CARD]/[CARD]Shielded Passage[/CARD]/[CARD]Shieldmate's Blessing[/CARD]/[CARD]Warning[/CARD]: Simple damage prevention won't do anything most times.
  1023.  
  1024. [CARD]Guildscorn Ward[/CARD]: Even with a bigger amount of multicolor cards than normal, this card would still be bad.
  1025.  
  1026. [CARD]Guilty Conscience[/CARD]: 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.
  1027.  
  1028. [CARD]Hallow[/CARD]: This can only prevent damage from mostly red spells, which makes it very bad.
  1029.  
  1030. [CARD]Healing Salve[/CARD]/[CARD]Hope Charm[/CARD]/[CARD]Ivory Charm[/CARD]/[CARD]Piety Charm[/CARD]: Flexibility is nice, but when all effects are bad in most cases, it's useless.
  1031.  
  1032. [CARD]Hundred-Talon Strike[/CARD]: There aren't many arcane spells in pauper, which makes this card uninteresting.
  1033.  
  1034. [CARD]Implement of Improvement[/CARD]: Lifegain alone isn't good, even if the card replaces itself.
  1035.  
  1036. [CARD]Kirtar's Desire[/CARD]: Threshold is too big a restriction.
  1037.  
  1038. [CARD]Lithomancer's Focus[/CARD]/[CARD]Strength of Arms[/CARD]/[CARD]Vampire's Zeal[/CARD]: Combat trick that lack a relevant upside for most cubes.
  1039.  
  1040. [CARD]Mask of Law and Grace[/CARD]/[CARD]Shield of Duty and Reason[/CARD]: These are great sideboard cards, but only that.
  1041.  
  1042. [CARD]Mortal's Ardor[/CARD]: This card is outclassed by [CARD]Swift Justice[/CARD].
  1043.  
  1044. [CARD]Opal Caryatid[/CARD]: On turn 1 it could be interesting, but apart from that it's mainly useless.
  1045.  
  1046. [CARD]Reinforcements[/CARD]: Putting cards just on the top of your library isn't a big advantage.
  1047.  
  1048. [CARD]Remove Enchantments[/CARD]: This card is way too situational
  1049.  
  1050. [CARD]Sacred Rites[/CARD]/[CARD]Shields of Velis Vel[/CARD]: An only-toughness isn't good enough in most cases.
  1051.  
  1052. [CARD]Samite Blessing[/CARD]: This effect remains, but you don't want to use a creature for it normally.
  1053.  
  1054. [CARD]Searing Light[/CARD]: There are way better removal spells available.
  1055.  
  1056. [CARD]Seize the Initiative[/CARD]: 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.
  1057.  
  1058. [CARD]Strip Bare[/CARD]: The restrictions for this card are too high.
  1059.  
  1060. [CARD]Valor Made Real[/CARD]: A mainly useless card.
  1061.  
  1062. [CARD]Wake the Reflections[/CARD]: There isn't enough to populate in most pauper cubes.
  1063.  
  1064. [CARD]Wojek Siren[/CARD]: In the average cube most decks are multicolored, so this card won't typically do much.[/Spoiler][Spoiler=White noncreature spells cc2]
  1065. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1066.  
  1067. [CARD]Bonds of Faith[/CARD]/[CARD]Journey to Nowhere[/CARD]/[CARD]Pacifism[/CARD]/[CARD]Temporal Isolation[/CARD]: All of these are cc2 hard removal spells that are on a similar power level as [CARD]Doom Blade[/CARD] with their own relative advantages and disadvantages compared to one another.
  1068.  
  1069. [CARD]Shelter[/CARD]: This card can be very flexible, trading for removal or a creature or giving evasion without creating card disadvantage.
  1070.  
  1071.  
  1072. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1073.  
  1074. [CARD]Celestial Flare[/CARD]: A solution for everything from [CARD]Guardian of the Guildpact[/CARD] to [CARD]Blastoderm[/CARD]. It's one of the best Verdict-like effects ever. Even if [mana]WW[/mana] is annoying, overall it's just cc2 and you will rarely play this card on turn 2.
  1075.  
  1076. [CARD]Cho-Manno's Blessing[/CARD]: Permanent protection that often trades for a removal or creature just when it comes into play is insane. The only problems are the [mana]WW[/mana] cost at times and that your opponent can trade for it later with their second color.
  1077.  
  1078. [CARD]Compulsory Rest[/CARD]: Strictly worse [CARD]Pacifism[/CARD], but it is still a solid removal.
  1079.  
  1080. [CARD]Feat of Resistance[/CARD]: Removal protection with built-in pump. Definitely a fine card for offering a lot of flexibility.
  1081.  
  1082. [CARD]Gideon's Reproach[/CARD]: This kills many creatures, but not all.
  1083.  
  1084. [CARD]Tandem Tactics[/CARD]: This card is able to kill two creatures at once and gives you some life.
  1085.  
  1086. [CARD]Test of Faith[/CARD]: This card can be a [CARD]Divine Transformation[/CARD] with flash for [mana]1W[/mana]. In addition, it helps to save the creature in many situations. On the other hand, it only helps while blocking or against burn.
  1087.  
  1088.  
  1089. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1090.  
  1091. [CARD]Act of Heroism[/CARD]: An alright situational combat trick.
  1092.  
  1093. [CARD]Angelic Gift[/CARD]: This doesn't create card disadvantage and gives evasion but nothing more.
  1094.  
  1095. [CARD]Angelic Renewal[/CARD]: This card can keep important creatures alive really well. It would be insane with [CARD]Auramancer[/CARD], but that card is too bad apart from the combination and the most people prefer another creature instead of saving one they already have.
  1096.  
  1097. [CARD]Brilliant Halo[/CARD]: The pump is really small, but the recursion makes this card interesting.
  1098.  
  1099. [CARD]Carom[/CARD]: Redirecting damage can be great, but often a single damage isn't enough to make this card worth it.
  1100.  
  1101. [CARD]Dazzling Reflection[/CARD]: This card creates a big advantage, but is very situational.
  1102.  
  1103. [CARD]Disenchant[/CARD]/[CARD]Revoke Existence[/CARD]/[CARD]Seal of Cleansing[/CARD]: 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.
  1104.  
  1105. [CARD]Ephemeral Shields[/CARD]: With convoke, this card can easily cast for 0-1 mana, which adds a surprise factor.
  1106.  
  1107. [CARD]Expose Evil[/CARD]: The card replaces itself, but just tapping the creatures isn't very strong.
  1108.  
  1109. [CARD]Graceful Reprieve[/CARD]: It gives additional value out of a creature, if you support the flicker archetype, but not very good in other decks.
  1110.  
  1111. [CARD]Guided Strike[/CARD]: Perhaps the best white combat trick, apart from [CARD]Shelter[/CARD], 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.
  1112.  
  1113. [CARD]Impeccable Timing[/CARD]: A strictly worse [CARD]Gideon's Reproach[/CARD].
  1114.  
  1115. [CARD]Judge Unworthy[/CARD]: 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.
  1116.  
  1117. [CARD]Otherworldly Journey[/CARD]: Protecting a creature from removal or retriggering etb-effects for cc2 wouldn't be interesting, but the +1/+1 Counter gives this [CARD]Cloudshift[/CARD] an additional advantage that can be important.
  1118.  
  1119. [CARD]Spare from Evil[/CARD]: 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.
  1120.  
  1121.  
  1122. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1123.  
  1124. [CARD]Abzan Advantage[/CARD]: 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.
  1125.  
  1126. [CARD]Aerial Maneuver[/CARD]/[CARD]Alarum[/CARD]/[CARD]Artful Maneuver[/CARD]/[CARD]Battlewise Valor[/CARD]/[CARD]Mighty Leap[/CARD]/[CARD]Moment of Heroism[/CARD]/[CARD]Plow Through Reito[/CARD]/[CARD]Show of Valor[/CARD]/[CARD]Skillful Lunge[/CARD]/[CARD]Zealous Strike[/CARD]: 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.
  1127.  
  1128. [CARD]Ajani's Mantra[/CARD]/[CARD]Font of Vigor[/CARD]/[CARD]Life Burst[/CARD]/[CARD]Rest for the Weary[/CARD]/[CARD]Reverse Polarity[/CARD]/[CARD]Sacred Nectar[/CARD]/[CARD]Soothing Balm[/CARD]/[CARD]Soul's Grace[/CARD]/[CARD]Sun's Bounty[/CARD]/[CARD]Whitesun's Passage[/CARD]: Only life is not worth a card.
  1129.  
  1130. [CARD]Alabaster Potion[/CARD]/[CARD]Cleansing Ray[/CARD]/[CARD]Dawn Charm[/CARD]: Flexibility is nice, but if all versions are bad, it's not interesting.
  1131.  
  1132. [CARD]Allay[/CARD]/[CARD]Aura Blast[/CARD]: Being able to destroy enchantments effectively doesn't solve the problem that there aren't always enchantments in the game.
  1133.  
  1134. [CARD]Angelsong[/CARD]/[CARD]Djeru's Renunciation[/CARD]/[CARD]Fend Off[/CARD]/[CARD]Gilded Light[/CARD]/[CARD]Wipe Clean[/CARD]: Cycling can make situative cards a lot better, but some effects are just too situative, that you still nearly never want them.
  1135.  
  1136. [CARD]Blessed Wine[/CARD]: A terrible overcosted card.
  1137.  
  1138. [CARD]Break of Day[/CARD]/[CARD]Glorious Charge[/CARD]/[CARD]In Oketra's Name[/CARD]/[CARD]Kjeldoran War Cry[/CARD]/[CARD]Rally[/CARD]/[CARD]Surge of Thoughtweft[/CARD]: Just +1/+1 for all of your creatures isn't much. As well, you mainly won't have many creatures in limited.
  1139.  
  1140. [CARD]Cagemail[/CARD]: You don't want to give your opponent a big blocker or prevent one of your creatures from attacking.
  1141.  
  1142. [CARD]Call to Glory[/CARD]/[CARD]Rhystic Shield[/CARD]/[CARD]Shield Wall[/CARD]: Making some surprising blockers isn't good enough and won't help you most times.
  1143.  
  1144. [CARD]Call to Serve[/CARD]/[CARD]Chosen by Heliod[/CARD]/[CARD]Divine Favor[/CARD]/[CARD]Grasp of the Hieromancer[/CARD]/[CARD]Hero's Resolve[/CARD]/[CARD]Heroic Defiance[/CARD]/[CARD]Inviolability[/CARD]/[CARD]Lashknife[/CARD]/[CARD]Nimbus Wings[/CARD]/[CARD]Prismatic Ward[/CARD]: These auras will make card disadvantage way too easy without ever being a big threat.
  1145.  
  1146. [CARD]Center Soul[/CARD]: 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.
  1147.  
  1148. [CARD]Circle of Protection: Black[/CARD]/[CARD]Circle of Protection: Blue[/CARD]/[CARD]Circle of Protection: Green[/CARD]/[CARD]Circle of Protection: Red[/CARD]/[CARD]Circle of Protection: White[/CARD]/[CARD]Rune of Protection: Black[/CARD]/[CARD]Rune of Protection: Blue[/CARD]/[CARD]Rune of Protection: Green[/CARD]/[CARD]Rune of Protection: Red[/CARD]/[CARD]Rune of Protection: White[/CARD]: These cards can be sideboard cards, but 1/5 colors is not enough to make them even worth that.
  1149.  
  1150. [CARD]Circle of Protection: Shadow[/CARD]: There aren't many shadow cards in pauper. Hating the few, that exists is horribly bad.
  1151.  
  1152. [CARD]Conviction[/CARD]/[CARD]Sun Clasp[/CARD]: These auras might not create card disadvantage, but +1/+3 is not a big enough threat to make them worth it.
  1153.  
  1154. [CARD]Crown of Awe[/CARD]/[CARD]Inquisitor's Snare[/CARD]: Only sideboard cards.
  1155.  
  1156. [CARD]Cursebreak[/CARD]/[CARD]Divine Offering[/CARD]/[CARD]Echoing Calm[/CARD]/[CARD]Leave No Trace[/CARD]/[CARD]Stasis Cocoon[/CARD]/[CARD]Urgent Exorcism[/CARD]: Only targeting enchantments or artifacts is too narrow.
  1157.  
  1158. [CARD]Curtain of Light[/CARD]: Just preventing damage for one turn isn't interesting.
  1159.  
  1160. [CARD]Defang[/CARD]/[CARD]Muzzle[/CARD]: These cards are way better than [CARD]Guard Duty[/CARD] 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.
  1161.  
  1162. [CARD]Disempower[/CARD]: 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 [CARD]Vulshok Morningstar[/CARD], it's worse than simply destroying it.
  1163.  
  1164. [CARD]Dragon Scales[/CARD]: There aren't enough cc6 creatures to make this card interesting.
  1165.  
  1166. [CARD]Eland Umbra[/CARD]: This can make one of your creatures very huge, but without pushing the power just a little bit it's no threat.
  1167.  
  1168. [CARD]Forced Worship[/CARD]: Preventing a creature just from attacking is no solution for it.
  1169.  
  1170. [CARD]Forfend[/CARD]: A different version of [CARD]Holy Day[/CARD], that isn't much better.
  1171.  
  1172. [CARD]Gossamer Chains[/CARD]: A bad kind of defender, that requires a constant payment of [mana]WW[/mana].
  1173.  
  1174. [CARD]Hold at Bay[/CARD]/[CARD]Redeem[/CARD]/[CARD]Remedy[/CARD]/[CARD]Soul Parry[/CARD]/[CARD]Swift Maneuver[/CARD]: Only being able to prevent damage is not enough.
  1175.  
  1176. [CARD]Humble[/CARD]: White has many better options for removal that either don't require combat or for you to have a creature for it to work.
  1177.  
  1178. [CARD]Indomitable Will[/CARD]/[CARD]Mageta's Boon[/CARD]/[CARD]Triclopean Sight[/CARD]: Remaining combat tricks. +1/+2 or +1/+1 Vigilance can do something, but often it's not enough.
  1179.  
  1180. [CARD]Last Breath[/CARD]: One of the worst removal spells, white got.
  1181.  
  1182. [CARD]Lead Astray[/CARD]: Just tapping creatures for one round is very bad.
  1183.  
  1184. [CARD]Lightning Blow[/CARD]: Just First Strike will rarely be enough to kill a creature.
  1185.  
  1186. [CARD]Lumithread Field[/CARD]: It would be only interesting if you play a lot of Morph cards.
  1187.  
  1188. [CARD]Lunarch Mantle[/CARD]: Only good for a Sacrifice-matters theming.
  1189.  
  1190. [CARD]Lyev Decree[/CARD]: Card disadvantage just for a small tempo advantage. Not really worth it.
  1191.  
  1192. [CARD]Mine Excavation[/CARD]: Artifacts and Enchantments mainly remain on the field.
  1193.  
  1194. [CARD]Opal Gargoyle[/CARD]: 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.
  1195.  
  1196. [CARD]Orim's Cure[/CARD]: For cc0 it's surprising but too situative.
  1197.  
  1198. [CARD]Parapet[/CARD]: +0/+1 isn't that impactful, even if it remains.
  1199.  
  1200. [CARD]Pressure Point[/CARD]: The strictly worse version of [CARD]Niveous Wisps[/CARD].
  1201.  
  1202. [CARD]Puncturing Light[/CARD]: The restrictions for this removal make it bad.
  1203.  
  1204. [CARD]Razor Barrier[/CARD]: being able to protect other permanents as well, doesn't make it worth cc1 against [CARD]Stave Off[/CARD].
  1205.  
  1206. [CARD]Reprisal[/CARD]: 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.
  1207.  
  1208. [CARD]Righteous Aura[/CARD]: This card remains, but the price is too high for the weak effect.
  1209.  
  1210. [CARD]Steadfastness[/CARD]: Being sorcery speed, this is the worst mass-pump spell pauper has.
  1211.  
  1212. [CARD]Ward of Lights[/CARD]: The way worse version of [CARD]Cho-Manno's Blessing[/CARD].
  1213.  
  1214. [CARD]Weight of Conscience[/CARD]: There isn't such a big difference between disabled and exile, that this card would be worth it.[/Spoiler][Spoiler=White noncreature spells cc3]
  1215. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1216.  
  1217. [CARD]Oblivion Ring[/CARD]: An insane removal, that handles nearly anything.
  1218.  
  1219.  
  1220. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1221.  
  1222. [CARD]Afterlife[/CARD]: [b]Only online common![/b] A really solid hard removal.
  1223.  
  1224. [CARD]Arrest[/CARD]/[CARD]Cage of Hands[/CARD]: Really solid hard removal spells, but not as good as the big amount of other white hard removal spells.
  1225.  
  1226. [CARD]Borrowed Grace[/CARD]: It is either a [CARD]Fortify[/CARD], or an instant speed [CARD]Righteous Charge[/CARD] for [mana]3WW[/mana]
  1227.  
  1228. [CARD]Embolden[/CARD]: A combat trick that is not just able to make card advantage the first time, but also dominate the game from the graveyard.
  1229.  
  1230. [CARD]Hobble[/CARD]: 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.
  1231.  
  1232. [CARD]Kor Chant[/CARD]: A combat trick that trades often enough 2 for1.
  1233.  
  1234. [CARD]Pitfall Trap[/CARD]: Solid hard removal with a reasonable cost, which can get cheaper.
  1235.  
  1236. [CARD]Prismatic Strands[/CARD]: This card doesn't just protect your creatures from nearly anything once, but twice and without any mana the second time.
  1237.  
  1238. [CARD]Recumbent Bliss[/CARD]: [CARD]Pacifism[/CARD] and [CARD]Ajani's Mantra[/CARD] in one card. Life may not worth a card, but linked to useful cards, it's a great feature. Another example is [CARD]Pristine Talisman[/CARD].
  1239.  
  1240. [CARD]Repel the Darkness[/CARD]: A great card for tempo decks and even aggressive decks can be happy about 1 attack with fewer or no blockers.
  1241.  
  1242.  
  1243. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1244.  
  1245. [CARD]Acrobatic Maneuver[/CARD]: This is a nice addition to a flicker-theme, that can save a creature and replaces itself, but 3 mana is a lot.
  1246.  
  1247. [CARD]Angelic Purge[/CARD]: A nice hard removal, but sacrificing a permanent can really set you back.
  1248.  
  1249. [CARD]Bound in Silence[/CARD]/[CARD]Caught in the Brights[/CARD]/[CARD]Luminous Bonds[/CARD]/[CARD]Revoke Privileges[/CARD]: Solid hard removal spells that are each missing an additional advantage that comes up often or at all in the average cube, compared to [CARD]Pacifism[/CARD], to become really interesting.
  1250.  
  1251. [CARD]Choking Restraints[/CARD]: A 3-mana [CARD]Pacifism[/CARD] that has the ability to exile the enchanted creature for an additional 5 mana. Unless perhaps you use [CARD]Auramancer[/CARD]-effects, it is overcosted and not worth it over the two-mana option or better 3 mana options with better upsides.
  1252.  
  1253. [CARD]Empyrial Armor[/CARD]: 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.
  1254.  
  1255. [CARD]Excommunicate[/CARD]: 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.
  1256.  
  1257. [CARD]Exile[/CARD] ([b]Only online common![/b])/[CARD]Just Fate[/CARD] ([b]Only online common![/b])/[CARD]Kill Shot[/CARD]/[CARD]Rebuke[/CARD]: Playable, but only good when your are the defending player.
  1258.  
  1259. [CARD]Fanatical Devotion[/CARD]: This card is mainly not good unless you have tokens or creatures with death-triggered-abilities and something that is worth protecting.
  1260.  
  1261. [CARD]Forsake the Worldly[/CARD]: A very good sideboard card, but nothing more.
  1262.  
  1263. [CARD]Fortify[/CARD]/[CARD]Guardians' Pledge[/CARD]/[CARD]Kytheon's Tactics[/CARD]/[CARD]Righteous Charge[/CARD]: Masspumps are playable as stall-breakers in a creature heavy deck, but their pull potential only shows if you support the swarm archetype.
  1264.  
  1265. [CARD]Pentarch Ward[/CARD]: A good enchantment that can turn one of your creatures into a game-winner and make card advantage as well if it resolves.
  1266.  
  1267. [CARD]Radiant's Judgment[/CARD]: A flexible hard removal.
  1268.  
  1269. [CARD]Rootborn Defenses[/CARD]/[CARD]Safe Passage[/CARD]: Very high cost [CARD]Fog[/CARD]-like cards, that are way better because they are one-sided.
  1270.  
  1271. [CARD]Sandblast[/CARD]: 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 [CARD]Kill Shot[/CARD], but far from being great.
  1272.  
  1273. [CARD]Sheer Drop[/CARD]: It only destroys tapped creatures, but the possibility to awaken a land can turn the tables.
  1274.  
  1275. [CARD]Shoulder to Shoulder[/CARD]: It's a buff for two creatures and without card disadvantage, but sorcery speed is kind of annoying.
  1276.  
  1277. [CARD]Squire's Devotion[/CARD]: A fine aura, but it's usually still not worth the risk of card disadvantage on non-hexproof creatures.
  1278.  
  1279. [CARD]Survival Cache[/CARD]: It's a unique take on a white [CARD]Divination[/CARD], 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 [CARD]Healing Hands[/CARD] or even a [CARD]Sacred nectar[/CARD] which aren't typically great. Against aggro it's [CARD]Sacred Nectar[/CARD] and against control it's [CARD]Divination[/CARD] with a life boost. It can be pretty unreliable against midrange at times.
  1280.  
  1281. [CARD]Survive the Night[/CARD]: This is almost always a 2 for 1, but only +1 power is very situational.
  1282.  
  1283.  
  1284. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1285.  
  1286. [CARD]Angelic Blessing[/CARD]/[CARD]Riding Red Hare[/CARD]: With sorcery speed, these cards can't even be used as combat tricks.
  1287.  
  1288. [CARD]Armament of Nyx[/CARD]: [CARD]Defang[/CARD] for cc3 in most cubes.
  1289.  
  1290. [CARD]Armed Response[/CARD]: There aren't enough playable equipment in pauper to make this card playable.
  1291.  
  1292. [CARD]Army of Allah[/CARD]: A way worse version of [CARD]Fortify[/CARD].
  1293.  
  1294. [CARD]Asha's Favor[/CARD]: This card will make card disadvantage very fast, without ever been a big threat.
  1295.  
  1296. [CARD]Astral Steel[/CARD]: You typically won't up to more than 1 Storm Count for it.
  1297.  
  1298. [CARD]Aura Fracture[/CARD]/[CARD]Frantic Purification[/CARD]/[CARD]Ray of Dissolution[/CARD]: Only being able to handle enchantments is too narrow.
  1299.  
  1300. [CARD]Avenging Arrow[/CARD]: You want to kill a creature before it kills one of your creatures or deals damage to you.
  1301.  
  1302. [CARD]Bar the Door[/CARD]/[CARD]Piety[/CARD]: Only pumping your creatures' toughness is too situational.
  1303.  
  1304. [CARD]Bold Defense[/CARD]: 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.
  1305.  
  1306. [CARD]Cease-Fire[/CARD]: A very weak effect that's definitely not worth the 3 mana.
  1307.  
  1308. [CARD]Cessation[/CARD]: 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.
  1309.  
  1310. [CARD]Cooperation[/CARD]: There aren't enough playable creatures with banding in pauper.
  1311.  
  1312. [CARD]Dazzling Beauty[/CARD]: cc3 for such a weak effect is terrible.
  1313.  
  1314. [CARD]Decommission[/CARD]/[CARD]Solemn Offering[/CARD]/[CARD]Terashi's Grasp[/CARD]: Lifegain attached to situational effects doesn't make them very less situational.
  1315.  
  1316. [CARD]Dust to Dust[/CARD]: Finding a single artifact to remove is hard enough, but 2 at once is nearly impossible in most cubes.
  1317.  
  1318. [CARD]Ethereal Guidance[/CARD]: Sorcery speed makes this card terrible.
  1319.  
  1320. [CARD]Fate Forgotten[/CARD]/[CARD]Ironwright's Cleansing[/CARD]: Strictly worse versions of [CARD]Forsake the Worldy[/CARD].
  1321.  
  1322. [CARD]Floating Shield[/CARD]: 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.
  1323.  
  1324. [CARD]Fortified Area[/CARD]: 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.
  1325.  
  1326. [CARD]Fulgent Distraction[/CARD]: Just tapping 2 creatures for one round, without any further advantage, is not good enough.
  1327.  
  1328. [CARD]Ghostly Possession[/CARD]/[CARD]Heart of Light[/CARD]/[CARD]Sandskin[/CARD]: Turning a creature into a [CARD]Fog Bank[/CARD] is bad.
  1329.  
  1330. [CARD]Guardian Zendikon[/CARD]: 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.
  1331.  
  1332. [CARD]Guardian's Magemark[/CARD]: There aren't enough good auras that could make this card playable.
  1333.  
  1334. [CARD]Healing Hands[/CARD]/[CARD]Reviving Dose[/CARD]/[CARD]Ritual of Rejuvenation[/CARD]: 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.
  1335.  
  1336. [CARD]Holy Light[/CARD]: A white mass removal would be great, but in most cases -1/-1 doesn't do enough.
  1337.  
  1338. [CARD]Lapse of Certainty[/CARD]: [CARD]Memory Lapse[/CARD] isn't the best counter for cc2, but for cc3 it's just bad.
  1339.  
  1340. [CARD]Leap of Faith[/CARD]/[CARD]Martyrdom[/CARD]: Very bad combat tricks, because just preventing damage on a creature won't bring much in the most cases.
  1341.  
  1342. [CARD]Legion's Judgment[/CARD]/[CARD]Pillar of Light[/CARD]: Removal that's outclassed by way too many cards.
  1343.  
  1344. [CARD]Marble Chalice[/CARD]/[CARD]Renewed Faith[/CARD]/[CARD]Riot Control[/CARD]: Lifegain by itself is definitely not worth a card or too much mana.
  1345.  
  1346. [CARD]Marshaling Cry[/CARD]: This card is very flexible, but just +1/+1 for every creature isn't good enough.
  1347.  
  1348. [CARD]Metal Fatigue[/CARD]: Only being able to tap some creatures for one round is bad, but this card is really terribly bad.
  1349.  
  1350. [CARD]Morale[/CARD]/[CARD]Virtuous Charge[/CARD]/[CARD]Warrior's Charge[/CARD]/[CARD]Warrior's Honor[/CARD]: The worse versions of [CARD]Glorious Charge[/CARD], which is already bad.
  1351.  
  1352. [CARD]Narrow Escape[/CARD]: This card is too situational.
  1353.  
  1354. [CARD]Noble Steeds[/CARD]: Flexibility to give any creature first strike to a creature seems nice, but the price is high.
  1355.  
  1356. [CARD]Nyxborn Shieldmate[/CARD]: [CARD]Holy Strength[/CARD] for [mana]2W[/mana] doesn't become more interesting if you get [CARD]Sanctuary Cat[/CARD] in exchange for it being terribly overcosted.
  1357.  
  1358. [CARD]Opal Champion[/CARD]: A 3/3 First Strike for cc3 would be great, but the creature restriction is high.
  1359.  
  1360. [CARD]Prismatic Circle[/CARD]: This card could buy you some time, but only a little bit.
  1361.  
  1362. [CARD]Protective Sphere[/CARD]: The high restriction for this card makes it bad.
  1363.  
  1364. [CARD]Remember the Fallen[/CARD]: This card would be really good in an artifact-based cube.
  1365.  
  1366. [CARD]Restrain[/CARD]: The chance that this card kills a creature is really low.
  1367.  
  1368. [CARD]Ritual of Steel[/CARD]: Giving a creature just some toughness isn't a big enough threat.
  1369.  
  1370. [CARD]Shackles[/CARD]: This card would only be interesting if it could tap the enchanted creature on its own.
  1371.  
  1372. [CARD]Steeling Stance[/CARD]: If Forecast would have fewer restrictions, this card would be more interesting.
  1373.  
  1374. [CARD]Topple[/CARD]: A very non-flexible removal, that can even kill your own creature.
  1375.  
  1376. [CARD]Withstand[/CARD]: Just preventing some damage won't do much most of the time.[/Spoiler][Spoiler=White noncreature spells cc4]
  1377. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1378.  
  1379. [CARD]Faith's Fetters[/CARD]: The best white removal, beneath [CARD]Oblivion Ring[/CARD]. For just cc1 more this grants 4 life.
  1380.  
  1381.  
  1382. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1383.  
  1384. [CARD]Blinding Beam[/CARD]: A great finisher for white, that is able to remove blockers for 2 turns.
  1385.  
  1386.  
  1387. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1388.  
  1389. [CARD]Breath of Life[/CARD]/[CARD]False Defeat[/CARD]: Some people like these cards because they are the only cards for a reanimation archetype in pauper, beside [CARD]Exhume[/CARD], but there aren't many reanimate-worthy creatures in pauper.
  1390.  
  1391. [CARD]Divine Verdict[/CARD]/[CARD]Neck Snap[/CARD]: These cards are more flexible than [CARD]Smite[/CARD] or [CARD]Rebuke[/CARD], but cc4 is mainly too much for a removal spell that still needs mana open.
  1392.  
  1393. [CARD]Hopeful Eidolon[/CARD]: Pump and Lifelink is a strong combination, but +1/+1 is very weak and the 1/1 body you get is nearly useless.
  1394.  
  1395. [CARD]Inspired Charge[/CARD]: 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.
  1396.  
  1397. [CARD]Inspiring Roar[/CARD]: This can be huge, but it is really situational and often a win-more card.
  1398.  
  1399. [CARD]Isolation Zone[/CARD]: This is outclassed by many other cards like [CARD]Oblivion Ring[/CARD].
  1400.  
  1401. [CARD]Pious Interdiction[/CARD]: Lifegain attached to removal can be nice but this somewhat overcosted.
  1402.  
  1403. [CARD]Spirit Flare[/CARD]: This card could possibly make card advantage, but it needs untapped creatures.
  1404.  
  1405. [CARD]Suppression Bonds[/CARD]: A very flexible removal that can answer a lot of things, but gaining 4 life for the same effect with [CARD]Faith's Fetters[/CARD] can make a huge difference. Also, since pauper doesn't have planeswalkers, the biggest problems in pauper are mainly creatures so [CARD]Arrest[/CARD] pretty much does the same for 1 mana less.
  1406.  
  1407.  
  1408. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1409.  
  1410. [CARD]Abuna's Chant[/CARD]/[CARD]Recuperate[/CARD]: Flexibility is nice, but if none of the effects are good, the card itself doesn't become better.
  1411.  
  1412. [CARD]Angel's Mercy[/CARD]/[CARD]Congregate[/CARD]/[CARD]Divine Congregation[/CARD]/[CARD]War Report[/CARD]: Lifegain by itself is not worth a card.
  1413.  
  1414. [CARD]Conclave's Blessing[/CARD]/[CARD]Marked by Honor[/CARD]/[CARD]Siegecraft[/CARD]: The effects are not big enough threats to make these auras worth the risk of card disadvantage.
  1415.  
  1416. [CARD]Defensive Maneuvers[/CARD]/[CARD]Solidarity[/CARD]: The worse versions of [CARD]Bar the Door[/CARD], which is already bad.
  1417.  
  1418. [CARD]Excoriate[/CARD]: 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.
  1419.  
  1420. [CARD]Frantic Salvage[/CARD]/[CARD]Sphere of Purity[/CARD]: These cards wouldn't even be really good in an artifact-based cube.
  1421.  
  1422. [CARD]Harmless Assault[/CARD]: An overcosted [CARD]Safe Passage[/CARD].
  1423.  
  1424. [CARD]Misfortune's Gain[/CARD]/[CARD]Path of Peace[/CARD]: 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.
  1425.  
  1426. [CARD]Patrician's Scorn[/CARD]: Only being able to handle enchantments is really bad for cc4.
  1427.  
  1428. [CARD]Ramosian Rally[/CARD]: The better version of [CARD]Glorious Charge[/CARD] is still bad.
  1429.  
  1430. [CARD]Ray of Distortion[/CARD]: Paying cc4 just to remove an artifact or enchantment is a high cost. The Flashback possibility doesn't make it better than [CARD]Disenchant[/CARD].
  1431.  
  1432. [CARD]Resounding Silence[/CARD]: The cycling cost, which is too hard to get, makes this card bad.
  1433.  
  1434. [CARD]Rhystic Circle[/CARD]: This card doesn't slow your opponent much more than it slows yourself.
  1435.  
  1436. [CARD]Rush of Battle[/CARD]: Sorcery speed makes this card way worse than [CARD]Inspired Charge[/CARD] and there aren't that many playable warriors at common rarity.
  1437.  
  1438. [CARD]Seeker[/CARD]: The chance for card disadvantage is not worth the risk.
  1439.  
  1440. [CARD]Smite the Monstrous[/CARD]: The worse version of [CARD]Reprisal[/CARD], which is already bad.
  1441.  
  1442. [CARD]Terashi's Cry[/CARD]: Sorcery speed makes this card terrible.[/Spoiler][Spoiler=White noncreature spells cc5+]
  1443. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1444.  
  1445. Nothing here.
  1446.  
  1447.  
  1448. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1449.  
  1450. [CARD]Observant Alseid[/CARD]: +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.
  1451.  
  1452.  
  1453. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1454.  
  1455. [CARD]Gleam of Resistance[/CARD]: Landcycling is a nice flexibility, but the hardcast effect is way better on defense and requires a lot of creatures, to be good.
  1456.  
  1457. [CARD]Knightly Valor[/CARD]: This is mostly the worse version of [CARD]Observant Alseid[/CARD].
  1458.  
  1459. [CARD]Sanctified Charge[/CARD]: The big brother of [CARD]Inspired Charge[/CARD]. It's only really good if you heavily support a swarm archetype.
  1460.  
  1461. [CARD]Second Thoughts[/CARD]: A nearly sure 2/1 trade, but cc5 is a lot.
  1462.  
  1463.  
  1464. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1465.  
  1466. [CARD]Angelic Edict[/CARD]/[CARD]Iona's Judgment[/CARD]: Exiling a creature without any compromise is ok, but cc5 is too much.
  1467.  
  1468. [CARD]Banishment Decree[/CARD]: Putting a creature just on the top of its owner's library is not directly bad, but it's no lasting solution.
  1469.  
  1470. [CARD]Enduring Victory[/CARD]: Cc5 is way too much for such a restricted removal. Bolster 1 doesn't change that much.
  1471.  
  1472. [CARD]Meditation Puzzle[/CARD]: 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 [CARD]Fog[/CARD].
  1473.  
  1474. [CARD]Resupply[/CARD]: 6 mana for 6 life is simply awful. This card would need to cost about half of the mana only not to be terrible.
  1475.  
  1476. [CARD]Soaring Hope[/CARD]: 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.
  1477.  
  1478. [CARD]Trostani's Judgment[/CARD]: 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.[/Spoiler]
  1479. [Spoiler=Colorless spells cc0]
  1480. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1481.  
  1482. Nothing here.
  1483.  
  1484.  
  1485. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1486.  
  1487. [CARD]Brago's Favor[/CARD]: This card can be really interesting with buyback or ccX spells.
  1488.  
  1489. [CARD]Immediate Action[/CARD]: Solid for aggressive decks or cards with tap abilities.
  1490.  
  1491. [CARD]Muzzio's Preparations[/CARD]: Free pump is never bad and you can essentially make any creature with persist indestructible.
  1492.  
  1493. [CARD]Secrets of Paradise[/CARD]: Turning a one-drop into [CARD]Birds of Paradise[/CARD] can be game deciding.
  1494.  
  1495. [CARD]Sentinel Dispatch[/CARD]: Great against aggressive Decks.
  1496.  
  1497. [CARD]Shield Sphere[/CARD]: [b]Only online common![/b] 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.
  1498.  
  1499.  
  1500. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1501.  
  1502. [CARD]Accorder's Shield[/CARD]/[CARD]Cathar's Shield[/CARD]: cc0 seems few, but equip 3 isn't. +0/+3 and Vigilance are not bad, but additional power would be more threatening.
  1503.  
  1504. [CARD]Bone Saw[/CARD]: A worse [CARD]Shuko[/CARD] and only +1/+0 is simply not enough.
  1505.  
  1506. [CARD]Lotus Petal[/CARD]: Mana advantage and fixing for every color can be nice, but the card disadvantage can hurt a lot.
  1507.  
  1508.  
  1509. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1510.  
  1511. [CARD]Fountain of Youth[/CARD]: Only life is simply not worth a card.
  1512.  
  1513. [CARD]Herbal Poultice[/CARD]: Keeping 3 mana ready, for the situation when you really need it is simply too much.
  1514.  
  1515. [CARD]Ornithopter[/CARD]/[CARD]Phyrexian Walker[/CARD]: Without the right synergies, these cards are extremely useless.
  1516.  
  1517. [CARD]Spidersilk Net[/CARD]: Only +0/+2 and reach is not really worth an equipment and especially not equip 2.
  1518.  
  1519. [CARD]Tormod's Crypt[/CARD]: 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.
  1520.  
  1521. [CARD]Welding Jar[/CARD]: The better version of [CARD]Herbal Poultice[/CARD] for artifact cubes.[/Spoiler][Spoiler=Colorless spells cc1]
  1522. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1523.  
  1524. [CARD]Bonesplitter[/CARD]: The perfect equipment to turn weak or evasive creatures into huge threats.
  1525.  
  1526.  
  1527. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1528.  
  1529. [CARD]Adventuring Gear[/CARD]: Even if landfall can be problematic later, early this equipment can create a huge threat for very little mana.
  1530.  
  1531. [CARD]Flayer Husk[/CARD]: Not just a 1/1 body that can attack early and easily chump later, but it's also a [CARD]Leonin Scimitar[/CARD] later.
  1532.  
  1533. [CARD]Sylvok Lifestaff[/CARD]: 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.
  1534.  
  1535. [CARD]Viridian Longbow[/CARD]: 3 mana to equip is a lot, but the effect is great, especially colorless.
  1536.  
  1537. [CARD]Wayfarer's Bauble[/CARD]: A colorless [CARD]Rampant Growth[/CARD] for 3 mana overall.
  1538.  
  1539.  
  1540. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1541.  
  1542. [CARD]Blazing Torch[/CARD]: A colorless [CARD]Shock[/CARD] for 2 mana and tapping a creature. Solid, but not exciting.
  1543.  
  1544. [CARD]Bonded Construct[/CARD]: It's a colorless but worse [CARD]Jackal Familiar[/CARD].
  1545.  
  1546. [CARD]Brass Man[/CARD]: [b]Only online common![/b] Even if a 1/3 body may seem huge for cc1, it's still no exciting body.
  1547.  
  1548. [CARD]Chromatic Sphere[/CARD]/[CARD]Chromatic Star[/CARD]: Fixing with a cantrip. Interesting, but mainly not worth the 1 mana to play it.
  1549.  
  1550. [CARD]Copper Carapace[/CARD]: +2/+2 is huge and not being able to block would be an acceptable problem, but 3 to equip is a lot.
  1551.  
  1552. [CARD]Darksteel Axe[/CARD]: Indestructible on [CARD]Bonesplitter[/CARD] isn't worth the doubled equip cost and the indestructibility will be an irrelevant line of text most of the time.
  1553.  
  1554. [CARD]Explorer's Scope[/CARD]: An interesting effect that could make a lot card advantage by preventing you from drawing too many lands.
  1555.  
  1556. [CARD]Explosive Apparatus[/CARD]: A different version of [CARD]Vial of Dragonfire[/CARD].
  1557.  
  1558. [CARD]Glasses of Urza[/CARD]: For blue control decks, this card could be interesting.
  1559.  
  1560. [CARD]Honed Khopesh[/CARD]/[CARD]Leonin Scimitar[/CARD]: +1/+1 isn't much, but it's cheap and often relevant.
  1561.  
  1562. [CARD]Inventor's Goggles[/CARD]: A fairly costed [CARD]Riot Gear[/CARD], but still not very exiting.
  1563.  
  1564. [CARD]Leonin Bola[/CARD]: Turning a creature into [CARD]Gideon's Lawkeeper[/CARD] 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.
  1565.  
  1566. [CARD]Neurok Hoversail[/CARD]: A solid permanent evasion, but cc3 can sometimes be a lot.
  1567.  
  1568. [CARD]Renegade Map[/CARD]: Fixing your mana can be nice, but it is a really bad topdeck.
  1569.  
  1570. [CARD]Shriekhorn[/CARD]: This card would only be interesting for a cube with a mill topic.
  1571.  
  1572. [CARD]Whispergear Sneak[/CARD]: The ability can be strong, but the body is simply terrible.
  1573.  
  1574.  
  1575. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1576.  
  1577. [CARD]Arcbound Worker[/CARD]/[CARD]Gremlin Mine[/CARD]: These cards would only be interesting for an artifact-based cube.
  1578.  
  1579. [CARD]Ashnod's Transmogrant[/CARD]: A colorless version of [CARD]Battlegrowth[/CARD].
  1580.  
  1581. [CARD]Barbed Sextant[/CARD]/[CARD]Terrarion[/CARD]: The worse versions of [CARD]Chromatic Sphere[/CARD].
  1582.  
  1583. [CARD]Bladed Bracers[/CARD]/[CARD]Hedron Blade[/CARD]/[CARD]Runed Stalactite[/CARD]/[CARD]Skyblinder Staff[/CARD]: Overcosted versions of [CARD]Leonin Scimitar[/CARD] most of the time.
  1584.  
  1585. [CARD]Brass Gnat[/CARD]: [CARD]Flying Men[/CARD] is already bad without a disadvantage.
  1586.  
  1587. [CARD]Clockwork Beetle[/CARD]/[CARD]Metallic Sliver[/CARD]/[CARD]Myr Moonvessel[/CARD]/[CARD]Soldevi Sentry[/CARD]: Terribly weak creatures.
  1588.  
  1589. [CARD]Conjurer's Bauble[/CARD]: A nearly useless effect that is mainly only for thinning out the library.
  1590.  
  1591. [CARD]Expedition Map[/CARD]: Being able to search for non-basics is mainly only interesting for constructed decks.
  1592.  
  1593. [CARD]Feldon's Cane[/CARD]/[CARD]Ghoulcaller's Bell[/CARD]/[CARD]Library of Leng[/CARD]/[CARD]Relic of Progenitus[/CARD]/[CARD]Squee's Toy[/CARD]: Mainly useless effects for limited.
  1594.  
  1595. [CARD]Golden Urn[/CARD]/[CARD]Tablet of Epityr[/CARD]/[CARD]Tanglebloom[/CARD]/[CARD]Urza's Chalice[/CARD]: Lifegain isn't worth a card.
  1596.  
  1597. [CARD]Keeper of the Lens[/CARD]: Even with a critical amount of morphs, this card is still bad.
  1598.  
  1599. [CARD]Mana Cylix[/CARD]: Fixing without mana advantage isn't worth a card.
  1600.  
  1601. [CARD]Myr Servitor[/CARD]: Cards like this don't work in most cubes.
  1602.  
  1603. [CARD]Prying Blade[/CARD]: It could be alright on an early evasive creature, but otherwise it just terrible with granting only 1 power.
  1604.  
  1605. [CARD]Razorgrass Screen[/CARD]: A really fragile wall that could only be interesting on turn 1.
  1606.  
  1607. [CARD]Roterothopter[/CARD]: A possible 2/2 flying creature played on turn 1 may seem nice, but it's definitely not worth investing 4 mana in it.
  1608.  
  1609. [CARD]Scroll of Avacyn[/CARD]/[CARD]Scroll of Griselbrand[/CARD]: There are no playable tribals for pauper cubes.
  1610.  
  1611. [CARD]Shard of Broken Glass[/CARD]: The pump is bad and the effect is irrelevant in most cubes.
  1612.  
  1613. [CARD]Slagwurm Armor[/CARD]: This equipment can make one of your creatures a huge blocker, but without a single power, it's only of small interest.
  1614.  
  1615. [CARD]Springleaf Drum[/CARD]: You don't want to tap creatures for mana.
  1616.  
  1617. [CARD]Steel Wall[/CARD]: A big wall for turn 1, but unexciting.
  1618.  
  1619. [CARD]Traveler's Amulet[/CARD]/[CARD]Wanderer's Twig[/CARD]: Only adding lands to your hand is simply too weak.
  1620.  
  1621. [CARD]Universal Solvent[/CARD]: 7 mana is way too much to destroy stuff.[/Spoiler][Spoiler=Colorless spells cc2]
  1622. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1623.  
  1624. [CARD]Azorius Signet[/CARD]/[CARD]Dimir Signet[/CARD]/[CARD]Izzet Signet[/CARD]/[CARD]Orzhov Signet[/CARD]: These 4 Signets are extremely strong for being able to ramp and fix at the same time in typical control colors.
  1625.  
  1626. [CARD]Perilous Myr[/CARD]: A colorless [CARD]Shock[/CARD] for cc2 that is able to kill X/3 creatures when blocking.
  1627.  
  1628. [CARD]Vulshok Morningstar[/CARD]: The best equipment pauper offers for limited. +2/+2 is simply huge and can turn every creature into a solid game-winner.
  1629.  
  1630.  
  1631. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1632.  
  1633. [CARD]Aeolipile[/CARD]: [b]Only online common![/b] A colorless [CARD]Shock[/CARD] for 3 mana over all. Overcosted, but solid.
  1634.  
  1635. [CARD]Armillary Sphere[/CARD]: A colorless ramp spell, that makes card advantage.
  1636.  
  1637. [CARD]Boros Signet[/CARD]/[CARD]Golgari Signet[/CARD]/[CARD]Gruul Signet[/CARD]/[CARD]Rakdos Signet[/CARD]/[CARD]Selesnya Signet[/CARD]/[CARD]Simic Signet[/CARD]: 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.
  1638.  
  1639. [CARD]Cobbled Wings[/CARD]: Flexible giving flying to any creature for only equip 1 is interesting.
  1640.  
  1641. [CARD]Darksteel Pendant[/CARD]: Scry 1 for 1 mana each turn is very interesting for control decks.
  1642.  
  1643. [CARD]Guardian Idol[/CARD]/[CARD]Mind Stone[/CARD]: 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.
  1644.  
  1645. [CARD]Kitesail[/CARD]: Evasion and an additional power can be very strong, but binding 4 mana is a lot.
  1646.  
  1647. [CARD]Neurok Stealthsuit[/CARD]: Shroud is extremely strong and with being able to attach it to another creature, it can also work as Hexproof.
  1648.  
  1649. [CARD]Prismatic Lens[/CARD]: This card can ramp and fix. It's very solid.
  1650.  
  1651. [CARD]Sphere of the Suns[/CARD]: Even though it's limited to 3 uses and enters the battlefield tapped, it's still very solid at what it does.
  1652.  
  1653. [CARD]Vulshok Gauntlets[/CARD]: Equip 3 is a lot, but +4/+2 is simply huge.
  1654.  
  1655.  
  1656. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1657.  
  1658. [CARD]Alchemist's Vial[/CARD]: It replaces itself and does a [CARD]Pacifism[/CARD] for one turn, but it's very situative.
  1659.  
  1660. [CARD]Bladed Pinions[/CARD]: When a creature is flying it doesn't need First Strike and vice versa. The flexibility on the other hand is a small upside.
  1661.  
  1662. [CARD]Blight Sickle[/CARD]: Wither can be really strong, but 4 mana is a lot and 1 power isn't.
  1663.  
  1664. [CARD]Cranial Plating[/CARD]: 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.
  1665.  
  1666. [CARD]Eager Construct[/CARD]: This is reasonably costed and can be put in every deck, but your opponent scries too and this can be a problem.
  1667.  
  1668. [CARD]Executioner's Hood[/CARD]: Intimidate is solid evasion, but binding for 4 is a lot.
  1669.  
  1670. [CARD]Fellwar Stone[/CARD]/[CARD]Star Compass[/CARD]: 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.
  1671.  
  1672. [CARD]Fleetfeather Sandals[/CARD]: 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 [CARD]Cobbled Wings[/CARD].
  1673.  
  1674. [CARD]Fractured Powerstone[/CARD]/[CARD]Thought Vessel[/CARD]: 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.
  1675.  
  1676. [CARD]Hedron Crawler[/CARD]: The little bit worse version of Manakin.
  1677.  
  1678. [CARD]Horned Helm[/CARD]: It's overcosted for the amount of power it gives, but with trample, it's more viable to equip bigger creatures.
  1679.  
  1680. [CARD]Manakin[/CARD]: It's worse than the color producing Myrs, but colorless ramp for cc2 is never bad.
  1681.  
  1682. [CARD]Pentad Prism[/CARD]: 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.
  1683.  
  1684. [CARD]Prophetic Prism[/CARD]: Fixing without card disadvantage. It's interesting, but binding 2 mana without being ramped can be problematic.
  1685.  
  1686. [CARD]Sky Skiff[/CARD]: This is easy to crew and has evasion, but it doesn't have a lot of power.
  1687.  
  1688. [CARD]Skyshaper[/CARD]: [b]Only online common![/b] The colorless and slightly better version of [CARD]Falter[/CARD].
  1689.  
  1690. [CARD]Torch Gauntlet[/CARD]: A fairly costed [CARD]Bonesplitter[/CARD], but that makes it way worse.
  1691.  
  1692. [CARD]True-Faith Censer[/CARD]: Many creatures are Humans, but if not, it isn't good.
  1693.  
  1694. [CARD]Veteran's Sidearm[/CARD]: A worse version of [CARD]Leonin Scimitar[/CARD].
  1695.  
  1696. [CARD]Vial of Dragonfire[/CARD]: This is not bad, but outclassed by the strictly better [CARD]Aeolipile[/CARD].
  1697.  
  1698.  
  1699. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1700.  
  1701. [CARD]Alpha Myr[/CARD]/[CARD]Battering Ram[/CARD]/[CARD]Bronze Sable[/CARD]/[CARD]Field Creeper[/CARD]/[CARD]Hedron Scrabbler[/CARD]/[CARD]Hovermyr[/CARD]/[CARD]Myr Sire[/CARD]/[CARD]Omega Myr[/CARD]: Terribly weak creatures.
  1702.  
  1703. [CARD]Amulet of Kroog[/CARD]/[CARD]Echo Circlet[/CARD]/[CARD]Elven Lyre[/CARD]/[CARD]Galvanic Key[/CARD]: Terribly weak or overcosted effects.
  1704.  
  1705. [CARD]Arcbound Stinger[/CARD]: This card would only be interesting for artifact-based cubes.
  1706.  
  1707. [CARD]Chainbreaker[/CARD]/[CARD]Fractured Powerstone[/CARD]/[CARD]Ichor Wellspring[/CARD]/[CARD]Jhoira's Timebug[/CARD]/[CARD]Kaleidostone[/CARD]/[CARD]Mycosynth Wellspring[/CARD]/[CARD]Wall of Forgotten Pharaohs[/CARD]: Without the right synergies, these cards don't work in limited.
  1708.  
  1709. [CARD]Consulate Skygate[/CARD]/[CARD]Gleaming Barrier[/CARD]: Walls that block a lot with small upsides can be nice, but 0 power and not being able to attack is a serious drawback.
  1710.  
  1711. [CARD]Elsewhere Flask[/CARD]/[CARD]Pili-Pala[/CARD]: Weak fixing.
  1712.  
  1713. [CARD]Healer's Headdress[/CARD]/[CARD]Riot Gear[/CARD]/[CARD]Sparring Collar[/CARD]/[CARD]Vanguard's Shield[/CARD]/[CARD]Vorrac Battlehorns[/CARD]/[CARD]Wooden Stake[/CARD]: These equipments are too weak to be worth the tempo disadvantage.
  1714.  
  1715. [CARD]Ichorclaw Myr[/CARD]: Infect doesn't work in pauper cubes.
  1716.  
  1717. [CARD]Pendulum of Patterns[/CARD]: The life gain is almost useless and the ability overcosted.
  1718.  
  1719. [CARD]Razortip Whip[/CARD]: Only being able to deal damage to players makes this card really bad.
  1720.  
  1721. [CARD]Runed Servitor[/CARD]: The ability is neither really an upside nor a drawback and 2/2 creatures for cc2 without an upside are simply bad.
  1722.  
  1723. [CARD]Tyrant's Machine[/CARD]: The effect is overcosted. It would need cost cc4 and cc2 for tapping a creature to be good.
  1724.  
  1725. [CARD]Walking Atlas[/CARD]: The overcosted version of [CARD]Sakura-Tribe Scout[/CARD].[/Spoiler][Spoiler=Colorless spells cc3]
  1726. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1727.  
  1728. [CARD]Renegade Freighter[/CARD]: Also known as Freighterhoof Behemoth, this is a real problem for your opponent and easy to crew.
  1729.  
  1730.  
  1731. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1732.  
  1733. [CARD]Cathodion[/CARD]: The ability is pretty much useless, but a 3/3 vanilla for cc3 is extremely solid in every color.
  1734.  
  1735. [CARD]Pristine Talisman[/CARD]: Lifegain attached to something useful is always nice and this card can be very important for recovering from low life totals in control decks.
  1736.  
  1737. [CARD]Sickleslicer[/CARD]: A 2/2 creature for cc3 with a lot of late game impact.
  1738.  
  1739. [CARD]Tumble Magnet[/CARD]: This card can grant a lot of time. It's very interesting for control decks.
  1740.  
  1741.  
  1742. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1743.  
  1744. [CARD]Abzan Banner[/CARD]/[CARD]Jeskai Banner[/CARD]/[CARD]Mardu Banner[/CARD]/[CARD]Sultai Banner[/CARD]/[CARD]Temur Banner[/CARD]: These cards are better than the Obelisks from Shards for beeing able to sacrifice them, when they are not needed anymore.
  1745.  
  1746. [CARD]Alloy Myr[/CARD]/[CARD]Scuttlemutt[/CARD]: [CARD]Manalith[/CARD] on a 2/2 stick.
  1747.  
  1748. [CARD]Armored Transport[/CARD]: The ability is very unique and makes this creature a great carrier for even the most offensive equipment.
  1749.  
  1750. [CARD]Bottle Gnomes[/CARD]: [b]Only online common![/b] 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.
  1751.  
  1752. [CARD]Cogwork Spy[/CARD]: The ability is not that strong and 2/1 fliers for cc3 aren't the best creatures.
  1753.  
  1754. [CARD]Cultist's Staff[/CARD]: A fairer version of [CARD]Vulshok Morningstar[/CARD].
  1755.  
  1756. [CARD]Darksteel Ingot[/CARD]/[CARD]Manalith[/CARD]: Solid fixing and ramping for decks with 3 or more colors, but cc3 can be a lot.
  1757.  
  1758. [CARD]Mobile Garrison[/CARD]: 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.
  1759.  
  1760. [CARD]Moonglove Extract[/CARD]: A colorless [CARD]Seal of Fire[/CARD] for cc3. Overcosted but solid.
  1761.  
  1762. [CARD]Opaline Unicorn[/CARD]: The worse version of [CARD]Scuttlemutt[/CARD].
  1763.  
  1764. [CARD]Orazca Relic[/CARD]: 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.
  1765.  
  1766. [CARD]Patchwork Gnomes[/CARD]: [b]Only online common![/b] 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.
  1767.  
  1768. [CARD]Phyrexian War Beast[/CARD]: 3/4 bodies are extremely solid and for cc3 it's quite huge. It's worth the possible drawback.
  1769.  
  1770. [CARD]Pilgrim's Eye[/CARD]: Getting a land attached to a body is nice, but a 1/1 flying body is only of small interest.
  1771.  
  1772. [CARD]Seer's Lantern[/CARD]: The Scry ability is interesting, but only producing colorless is setting it back.
  1773.  
  1774. [CARD]Strider Harness[/CARD]: 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.
  1775.  
  1776. [CARD]Wall of Spears[/CARD]: A fine blocker, but not overly exciting.
  1777.  
  1778. [CARD]Whispersilk Cloak[/CARD]: Unblockable and Shroud is great, but 5 mana is a lot.
  1779.  
  1780.  
  1781. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1782.  
  1783. [CARD]Aesthir Glider[/CARD]/[CARD]Coiled Tinviper[/CARD]/[CARD]Onulet[/CARD]/[CARD]Yotian Soldier[/CARD]: Overcosted creatures.
  1784.  
  1785. [CARD]Ashnod's Altar[/CARD]: These effects are mainly useless for limited without the right synergies.
  1786.  
  1787. [CARD]Astrolabe[/CARD]: An overcosted fixing.
  1788.  
  1789. [CARD]Azorius Cluestone[/CARD]/[CARD]Boros Cluestone[/CARD]/[CARD]Dimir Cluestone[/CARD]/[CARD]Golgari Cluestone[/CARD]/[CARD]Gruul Cluestone[/CARD]/[CARD]Izzet Cluestone[/CARD]/[CARD]Orzhov Cluestone[/CARD]/[CARD]Rakdos Cluestone[/CARD]/[CARD]Selesnya Cluestone[/CARD]/[CARD]Simic Cluestone[/CARD]: A combination of the Signets and [CARD]Mind Stone[/CARD] for cc1 more is way worse than the single cards.
  1790.  
  1791. [CARD]Baton of Courage[/CARD]/[CARD]Suntouched Myr[/CARD]: These cards need more than 3 colors to be interesting.
  1792.  
  1793. [CARD]Battered Golem[/CARD]/[CARD]Jangling Automaton[/CARD]/[CARD]One-Eyed Scarecrow[/CARD]: The bodies aren't exciting enough to be worth any restrictions.
  1794.  
  1795. [CARD]Bone Flute[/CARD]/[CARD]Ebony Horse[/CARD]/[CARD]Myr Landshaper[/CARD]/[CARD]Necrogen Censer[/CARD]/[CARD]Reinforced Bulwark[/CARD]/[CARD]Scale of Chiss-Goria[/CARD]/[CARD]Tooth of Chiss-Goria[/CARD]: Terribly weak effects.
  1796.  
  1797. [CARD]Commander's Sphere[/CARD]: Unless you support some kind of Commander draft, this card produces no mana.
  1798.  
  1799. [CARD]Consulate Turret[/CARD]: Colorless damage is nice, but this is just too slow for limited without other energy sources.
  1800.  
  1801. [CARD]Custodian of the Trove[/CARD]: This card should either not have defender or not enter the battlefield tapped, but as is, it's bad.
  1802.  
  1803. [CARD]Dragon Engine[/CARD]: [b]Only online common![/b] This creature needs at least 4 mana to be interesting.
  1804.  
  1805. [CARD]Golem Foundry[/CARD]/[CARD]Myr Adapter[/CARD]/[CARD]Snapsail Glider[/CARD]/[CARD]Thermal Navigator[/CARD]/[CARD]Training Drone[/CARD]/[CARD]Workshop Assistant[/CARD]: These cards would only be interesting for artifact-based cubes.
  1806.  
  1807. [CARD]Graven Abomination[/CARD]: The body is mediocre and the ability will rarely be relevant.
  1808.  
  1809. [CARD]Guardians of Meletis[/CARD]: The overcosted version of [CARD]Wall of Tanglecord[/CARD].
  1810.  
  1811. [CARD]Heavy Mattock[/CARD]/[CARD]Pirate's Cutlass[/CARD]/[CARD]Stonework Puma[/CARD]: There are no playable tribals for pauper cubes.
  1812.  
  1813. [CARD]Hierophant's Chalice[/CARD]: The minor upside doesn't make up for the fact that it's a worse [CARD]Manalith[/CARD]
  1814.  
  1815. [CARD]Lens of Clarity[/CARD]: 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.
  1816.  
  1817. [CARD]Luxa River Shrine[/CARD]: There is no reason to play this card. Lifegain by itself is irrelevant.
  1818.  
  1819. [CARD]Mana Prism[/CARD] ([b]Only online common![/b])/[CARD]Obelisk of Bant[/CARD]/[CARD]Obelisk of Esper[/CARD]/[CARD]Obelisk of Grixis[/CARD]/[CARD]Obelisk of Jund[/CARD]/[CARD]Obelisk of Naya[/CARD]/[CARD]Sol Grail[/CARD]: The strictly worse versions of [CARD]Manalith[/CARD].
  1820.  
  1821. [CARD]Night Market Guard[/CARD]: With just 1 toughness, it literally dies to everything.
  1822.  
  1823. [CARD]Phyrexian Digester[/CARD]: Infect doesn't work in pauper cubes.
  1824.  
  1825. [CARD]Wicker Witch[/CARD]: It can fit in any deck, but the body is still overcosted.[/Spoiler][Spoiler=Colorless spells cc4]
  1826. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1827.  
  1828. [CARD]Serrated Arrows[/CARD]: 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 [CARD]Arc Lightning[/CARD] with Wither.
  1829.  
  1830.  
  1831. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1832.  
  1833. [CARD]Cogwork Librarian[/CARD]: 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.
  1834.  
  1835.  
  1836. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1837.  
  1838. [CARD]Clay Statue[/CARD]: 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.
  1839.  
  1840. [CARD]Guardian Automaton[/CARD]: With the ability as an enter-the-battlefield effect it would be better.
  1841.  
  1842. [CARD]Irontread Crusher[/CARD]: A 6/6 vehicle is nice, but crew 3 is a high cost.
  1843.  
  1844. [CARD]Primal Clay[/CARD]: Flexibility is nice, but all the options of this card are overcosted and not really exciting.
  1845.  
  1846. [CARD]Warden of Geometries[/CARD]: A mana ability on a Vigilance creature is okay, but the power isn't very exciting.
  1847.  
  1848.  
  1849. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1850.  
  1851. [CARD]Ancestral Statue[/CARD]: A 3/4 Body for cc4 is not exciting enough to be worth any drawbacks.
  1852.  
  1853. [CARD]Arcane Spyglass[/CARD]: Turning excess lands into cards from the top is nice, but this card is simply way too slow.
  1854.  
  1855. [CARD]Arcbound Hybrid[/CARD]/[CARD]Chrome Steed[/CARD]/[CARD]Drill-Skimmer[/CARD]/[CARD]Frogmite[/CARD]/[CARD]Rusted Relic[/CARD]/[CARD]Rusted Slasher[/CARD]: These cards would only be interesting for an artifact-based cube.
  1856.  
  1857. [CARD]Clockwork Condor[/CARD]/[CARD]Dross Scorpion[/CARD]/[CARD]Millennial Gargoyle[/CARD]: Terribly weak creatures.
  1858.  
  1859. [CARD]Clockwork Swarm[/CARD]/[CARD]Flying Carpet[/CARD]/[CARD]Goblin War Wagon[/CARD]/[CARD]Grapeshot Catapult[/CARD]/[CARD]Hedron Rover[/CARD]/[CARD]Myr Quadropod[/CARD]/[CARD]Tawnos's Wand[/CARD]: These cards are simply overcosted. They would only be of small interest for cc1 less.
  1860.  
  1861. [CARD]Corpse Cur[/CARD]: Infect doesn't work in limited.
  1862.  
  1863. [CARD]Filigree Crawler[/CARD]: The body is overcosted and even the Thopter isn't worth it.
  1864.  
  1865. [CARD]Gilded Sentinel[/CARD]: This card is outclassed by several better options
  1866.  
  1867. [CARD]Living Armor[/CARD]: Only pumping toughness doesn't protect the creature from hard removal and it's not worth the risk of card disadvantage this way.
  1868.  
  1869. [CARD]Mightstone[/CARD]: This card counts for your opponent as well.
  1870.  
  1871. [CARD]Scrapbasket[/CARD]/[CARD]Staff of Zegon[/CARD]: Terribly weak and nearly useless effects for limited.
  1872.  
  1873. [CARD]Sisay's Ring[/CARD]/[CARD]Ur-Golem's Eye[/CARD]: 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.
  1874.  
  1875. [CARD]Telethopter[/CARD]: [b]Only online common![/b] Tapping an additional creature during your main-phase just to create an attacking 3/1 flier for cc4 is not really worth it.[/Spoiler][Spoiler=Colorless spells cc5]
  1876. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1877.  
  1878. Nothing here.
  1879.  
  1880.  
  1881. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1882.  
  1883. [CARD]Lurking Automaton[/CARD]: A 5/5 vanilla for 5 is pretty decent. Everything above that is pretty nuts.
  1884.  
  1885.  
  1886. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1887.  
  1888. [CARD]Aradara Express[/CARD]: This vehicle is really big and evasive, but it can be a huge blowout if your opponent removes it during combat.
  1889.  
  1890. [CARD]Kozilek's Channeler[/CARD]: 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.
  1891.  
  1892.  
  1893. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1894.  
  1895. [CARD]Adarkar Sentinel[/CARD]: A 3/3 for cc5 is very bad even if it can grow its toughness.
  1896.  
  1897. [CARD]Anodet Lurker[/CARD]: 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 [CARD]Guardian Automaton[/CARD].
  1898.  
  1899. [CARD]Arcbound Bruiser[/CARD]: This card would only be interesting for an artifact-based cube.
  1900.  
  1901. [CARD]Foundry Assembler[/CARD]: Even in artifact heavy cubes, this creature is just mediocre.
  1902.  
  1903. [CARD]Narstad Scrapper[/CARD]: Being able to grow later doesn't make a 3/3 body for cc5 less fragile.
  1904.  
  1905. [CARD]Prizefighter Construct[/CARD]: 5 mana is a lot for a creature that dies to [CARD]Shock[/CARD].
  1906.  
  1907. [CARD]Reservoir Walker[/CARD]: Energy is useless in most pauper cubes and otherwise it's overcosted.
  1908.  
  1909. [CARD]Self-Assembler[/CARD]: A 4/4 for 5 is not very good and the ability is useless in singleton cube.
  1910.  
  1911. [CARD]Soldevi Steam Beast[/CARD]: 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.
  1912.  
  1913. [CARD]Venser's Sliver[/CARD]: A terribly overcosted card.[/Spoiler][Spoiler=Colorless spells cc6+]
  1914. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1915.  
  1916. Nothing here.
  1917.  
  1918.  
  1919. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1920.  
  1921. [CARD]Eldrazi Devastator[/CARD]/[CARD]Ulamog's Crusher[/CARD]: 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.
  1922.  
  1923.  
  1924. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1925.  
  1926. [CARD]Accomplished Automaton[/CARD]: It's big and can also split its power if needed, but it has no evasion.
  1927.  
  1928. [CARD]Ruin Processor[/CARD]: This creature is big and must be handled, but it has no evasion and the processing is almost irrelevant.
  1929.  
  1930. [CARD]Scion of Ugin[/CARD]: It's slightly overcosted for the body, but still fine.
  1931.  
  1932.  
  1933. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  1934.  
  1935. [CARD]Hand of Emrakul[/CARD]: The way worse version of [CARD]Ulamog's Crusher[/CARD].
  1936.  
  1937. [CARD]Hexplate Golem[/CARD]: There are better alternatives, like [CARD]Ruin Processor[/CARD].
  1938.  
  1939. [CARD]Kozilek's Pathfinder[/CARD]: There aren't enough colorless mana sources in most pauper cubes.
  1940.  
  1941. [CARD]Obsianus Golem[/CARD]/[CARD]Phyrexian Hulk[/CARD]: A 4/6 and 5/4 for cc6 are solid, but unexciting without any further advantage and overcosted by 1.
  1942.  
  1943. [CARD]Razorfield Rhino[/CARD]: This card would only be interesting for artifact-based cubes.
  1944.  
  1945. [CARD]Runesword[/CARD]: A terribly useless artifact that is terribly overcosted as well. One of the worst cards that have ever been printed.
  1946.  
  1947. [CARD]Scour from Existence[/CARD]: It can get rid of anything and fits in every deck, but 7 mana is way too much.
  1948.  
  1949. [CARD]Will-Forged Golem[/CARD]: A 4/4 Vanilla for cc6 doesn't become much better if you can tap all your creatures to make its cost acceptable.[/Spoiler]
  1950. [Spoiler=Lands]
  1951. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  1952.  
  1953. [CARD]Ash Barrens[/CARD]: A better [CARD]Evolving Wilds[/CARD]/[CARD]Terramorphic Expanse[/CARD] most of the time.
  1954.  
  1955. [CARD]Azorius Chancery[/CARD]/[CARD]Boros Garrison[/CARD]/[CARD]Dimir Aqueduct[/CARD]/[CARD]Golgari Rot Farm[/CARD]/[CARD]Gruul Turf[/CARD]/[CARD]Izzet Boilerworks[/CARD]/[CARD]Orzhov Basilica[/CARD]/[CARD]Rakdos Carnarium[/CARD]/[CARD]Selesnya Sanctuary[/CARD]/[CARD]Simic Growth Chamber[/CARD]: These lands are not just fixing, but also mana advantage.
  1956.  
  1957. [CARD]Bloodfell Caves[/CARD]/[CARD]Blossoming Sands[/CARD]/[CARD]Dismal Backwater[/CARD]/[CARD]Jungle Hollow[/CARD]/[CARD]Rugged Highlands[/CARD]/[CARD]Scoured Barrens[/CARD]/[CARD]Swiftwater Cliffs[/CARD]/[CARD]Thornwood Falls[/CARD]/[CARD]Tranquil Cove[/CARD]/[CARD]Wind-Scarred Crag[/CARD]: The common version of the Refuges.
  1958.  
  1959. [CARD]Desert[/CARD]: This is one of the best Aggro stoppers pauper offers. It can get rid of so many things, inter alia [CARD]Porcelain Legionnaire[/CARD], [CARD]Stormfront Pegasus[/CARD] and [CARD]Dauthi Marauder[/CARD].
  1960.  
  1961. [CARD]Evolving Wilds[/CARD]/[CARD]Terramorphic Expanse[/CARD]: For 2 colored decks these cards are slightly worse than the Guildgates, but for 3 colored decks they are the first choice.
  1962.  
  1963. [CARD]Quicksand[/CARD]: A land, that can be traded for a lot of X/2 creatures is simply great.
  1964.  
  1965.  
  1966. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  1967.  
  1968. [CARD]Azorius Guildgate[/CARD]/[CARD]Boros Guildgate[/CARD]/[CARD]Dimir Guildgate[/CARD]/[CARD]Golgari Guildgate[/CARD]/[CARD]Gruul Guildgate[/CARD]/[CARD]Izzet Guildgate[/CARD]/[CARD]Orzhov Guildgate[/CARD]/[CARD]Rakdos Guildgate[/CARD]/[CARD]Selesnya Guildgate[/CARD]/[CARD]Simic Guildgate[/CARD]: The worse version of the Khans of Tarkir lands.
  1969.  
  1970. [CARD]Bant Panorama[/CARD]/[CARD]Esper Panorama[/CARD]/[CARD]Grixis Panorama[/CARD]/[CARD]Jund Panorama[/CARD]/[CARD]Naya Panorama[/CARD]: These lands are great for fixing 3 colored decks, but for 2 colored decks they are mainly too slow.
  1971.  
  1972. [CARD]Barren Moor[/CARD]/[CARD]Forgotten Cave[/CARD]/[CARD]Lonely Sandbar[/CARD]/[CARD]Secluded Steppe[/CARD]/[CARD]Tranquil Thicket[/CARD]: This lands include a lot of flexibility, similar to [CARD]Mind Stone[/CARD], though they can't be played first and be sacrificed later for a card.
  1973.  
  1974. [CARD]Cinder Barrens[/CARD]/[CARD]Forsaken Sanctuary[/CARD]/[CARD]Foul Orchard[/CARD]/[CARD]Highland Lake[/CARD]/[CARD]Meandering River[/CARD]/[CARD]Stone Quarry[/CARD]/[CARD]Submerged Boneyard[/CARD]/[CARD]Timber Gorge[/CARD]/[CARD]Tranquil Expanse[/CARD]/[CARD]Woodland Stream[/CARD]: Pretty much the same as Guildgates except they don't have the Guildgate-specific synergies with certain cards.
  1975.  
  1976. [CARD]Fieldmist Borderpost[/CARD]/[CARD]Firewild Borderpost[/CARD]/[CARD]Mistvein Borderpost[/CARD]/[CARD]Veinfire Borderpost[/CARD]/[CARD]Wildfield Borderpost[/CARD]: These cards are nearly as good as the Guildgates, but there are only 5 of them which could imbalance a cube.
  1977.  
  1978. [CARD]Halimar Depths[/CARD]/[CARD]Khalni Garden[/CARD]/[CARD]Sejiri Steppe[/CARD]/[CARD]Smoldering Spires[/CARD]/[CARD]Soaring Seacliff[/CARD]/[CARD]Teetering Peaks[/CARD]/[CARD]Turntimber Grove[/CARD]: The effects of these lands are worth entering the battlefield tapped, but they are not color balanced.
  1979.  
  1980. [CARD]Haunted Fengraf[/CARD]: Trading a land for one of your creatures can be really strong later in the game.
  1981.  
  1982. [CARD]Looming Spires[/CARD]: Pump plus first strike is a nice addition to a land.
  1983.  
  1984. [CARD]Mortuary Mire[/CARD]: The ability to recur a creature with a land drop is strong, but it's useless in the early game.
  1985.  
  1986. [CARD]Rupture Spire[/CARD]/[CARD]Transguild Promenade[/CARD]: A really solid fixing for 3 colored decks, but they are a little bit too slow for 2 colored decks.
  1987.  
  1988. [CARD]Sandstone Bridge[/CARD]: Pump plus vigilance is useful.
  1989.  
  1990. [CARD]Skyline Cascade[/CARD]: The targeted creature has to already be tapped, but on a land, it's still strong.
  1991.  
  1992.  
  1993. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  1994.  
  1995. [CARD]Bojuka Bog[/CARD]: You need to play a lot of graveyard-related cards to make this card worth it.
  1996.  
  1997. [CARD]Cradle of the Accursed[/CARD]: It doesn't produce colored mana, but can turn into a creature if you have enough lands.
  1998.  
  1999. [CARD]Desert of the Fervent[/CARD]/[CARD]Desert of the Glorified[/CARD]/[CARD]Desert of the Indomitable[/CARD]/[CARD]Desert of the Mindful[/CARD]/[CARD]Desert of the True[/CARD]: Unless you have Desert matters cards in your cube, these are even worse than [CARD]Drifting Meadow[/CARD] and friends, but still acceptable.
  2000.  
  2001. [CARD]Drifting Meadow[/CARD]/[CARD]Polluted Mire[/CARD]/[CARD]Remote Isle[/CARD]/[CARD]Slippery Karst[/CARD]/[CARD]Smoldering Crater[/CARD]: The worse versions of the cubeable cycling lands, but still acceptable.
  2002.  
  2003. [CARD]Fertile Thicket[/CARD]: This card fixes in the early game and is bad in the late game.
  2004.  
  2005. [CARD]Hickory Woodlot[/CARD]/[CARD]Peat Bog[/CARD]/[CARD]Remote Farm[/CARD]/[CARD]Sandstone Needle[/CARD]/[CARD]Saprazzan Skerry[/CARD]: 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.
  2006.  
  2007. [CARD]Holdout Settlement[/CARD]/[CARD]Survivors' Encampment[/CARD]: They make one of your creatures into a [CARD]Birds of Paradise[/CARD], but you need creatures to get them to work.
  2008.  
  2009. [CARD]Kabira Crossroads[/CARD]/[CARD]Piranha Marsh[/CARD]: The effects of these lands are a little bit weak and not really worth entering the battlefield tapped.
  2010.  
  2011. [CARD]Painted Bluffs[/CARD]/[CARD]Shimmering Grotto[/CARD]/[CARD]Unknown Shores[/CARD]: 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.
  2012.  
  2013. [CARD]Radiant Fountain[/CARD]: Different from [CARD]Kabira Crossroads[/CARD] in that can this can enter the battlefield untapped, but being colorless is an equal drawback.
  2014.  
  2015.  
  2016. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2017.  
  2018. [CARD]Abandoned Outpost[/CARD]/[CARD]Ancient Spring[/CARD]/[CARD]Bog Wreckage[/CARD]/[CARD]Geothermal Crevice[/CARD]/[CARD]Irrigation Ditch[/CARD]/[CARD]Ravaged Highlands[/CARD]/[CARD]Seafloor Debris[/CARD]/[CARD]Sulfur Vent[/CARD]/[CARD]Timberland Ruins[/CARD]/[CARD]Tinder Farm[/CARD]: These lands are not good enough to be worth entering the battlefield tapped.
  2019.  
  2020. [CARD]Ancient Den[/CARD]/[CARD]Darksteel Citadel[/CARD]/[CARD]Great Furnace[/CARD]/[CARD]Seat of the Synod[/CARD]/[CARD]Tree of Tales[/CARD]/[CARD]Vault of Whispers[/CARD]: These lands would only be interesting for an artifact-based cube.
  2021.  
  2022. [CARD]Cloudpost[/CARD]/[CARD]Command Tower[/CARD]/[CARD]Glimmerpost[/CARD]/[CARD]Opal Palace[/CARD]/[CARD]Path of Ancestry[/CARD]/[CARD]Seraph Sanctuary[/CARD]/[CARD]Urza's Mine[/CARD]/[CARD]Urza's Power Plant[/CARD]/[CARD]Urza's Tower[/CARD]: Cards like these don't work in most cubes.
  2023.  
  2024. [CARD]Crumbling Vestige[/CARD]: It fixes when it enters, but then it doesn't even produce colored mana.
  2025.  
  2026. [CARD]Oasis[/CARD]: A weak effect, that blocks the land drop without even producing mana.
  2027.  
  2028. [CARD]Sunscorched Desert[/CARD]: 1 damage isn't enough to counter the effect of colorless mana, but at least it enters untapped.
  2029.  
  2030. [CARD]Warped Landscape[/CARD]: 3 mana and sacrificing a land is too high of a cost for getting a basic.[/Spoiler]
  2031. [Spoiler=Golgari]
  2032. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2033.  
  2034. [CARD]Consume Strength[/CARD]: An extremely solid combat trick that has a good chance to trade 2 for 1.
  2035.  
  2036. [CARD]Putrid Leech[/CARD]: 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.
  2037.  
  2038.  
  2039. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2040.  
  2041. [CARD]Desecrator Hag[/CARD]: A worse [CARD]Gravedigger[/CARD], but still solid.
  2042.  
  2043. [CARD]Elves of Deep Shadow[/CARD]: [CARD]Llanowar Elves[/CARD] that can fix are always solid, even with a small disadvantage.
  2044.  
  2045. [CARD]Grim Contest[/CARD]: A fight spell with instant speed that depends on the creature's toughness. Definitely interesting.
  2046.  
  2047. [CARD]Grisly Salvage[/CARD]: Solid card selection, but it only really shines with graveyard synergies.
  2048.  
  2049. [CARD]Rendclaw Trow[/CARD]: Wither and Persist is an interesting combination of abilities, but after dying once, this creature becomes unexciting.
  2050.  
  2051. [CARD]Sluiceway Scorpion[/CARD]: 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.
  2052.  
  2053.  
  2054. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2055.  
  2056. [CARD]Ana Disciple[/CARD]: Decreasing the power each round can prevent some damage and change combat math, but it's not too exciting.
  2057.  
  2058. [CARD]Archers' Parapet[/CARD]: A blocker that can be used to deal some damage over time.
  2059.  
  2060. [CARD]Loathsome Catoblepas[/CARD]: A kind of [CARD]Pitchburn Devils[/CARD] for cc6 with a small upside, that could enable a 2 for 1 trade.
  2061.  
  2062. [CARD]Mortipede[/CARD]: Even if this creature could possibly trade 2 for 1, the 1 toughness is extremely fragile.
  2063.  
  2064. [CARD]Stonefare Crocodile[/CARD]: Lifelink on a solid body is interesting, but 3 mana for the ability is a lot.
  2065.  
  2066.  
  2067. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2068.  
  2069. [CARD]Blightsoil Druid[/CARD]/[CARD]Llanowar Dead[/CARD]: The worse versions of [CARD]Elves of Deep Shadow[/CARD].
  2070.  
  2071. [CARD]Dark Heart of the Wood[/CARD]: Life is not worth a card and especially not multiple cards.
  2072.  
  2073. [CARD]Drain the Well[/CARD]: Land destruction for more than cc3 is simply terrible.
  2074.  
  2075. [CARD]Drown in Filth[/CARD]: A terribly bad removal that depends on luck.
  2076.  
  2077. [CARD]Gaze of the Gorgon[/CARD]: A solid, but way too overcosted, combat trick.
  2078.  
  2079. [CARD]Gift of the Deity[/CARD]/[CARD]Woodlurker Mimic[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2080.  
  2081. [CARD]Golgari Longlegs[/CARD]/[CARD]Golgari Rotwurm[/CARD]: Solid, but unexciting fatties.
  2082.  
  2083. [CARD]Kheru Dreadmaw[/CARD]: Without defender, this would be a fine card.
  2084.  
  2085. [CARD]Necra Disciple[/CARD]: Only fixing without mana advantage is not really exciting. This card could only be interesting, for decks with more than 2 colors.
  2086.  
  2087. [CARD]Odious Trow[/CARD]/[CARD]Trestle Troll[/CARD]: Solid blockers, but nothing else.
  2088.  
  2089. [CARD]Quagmire Druid[/CARD]: Only being able to handle enchantments is simply too restricted.
  2090.  
  2091. [CARD]Shambling Shell[/CARD]: Dredge is simply not a good ability in limited.
  2092.  
  2093. [CARD]Strength of Night[/CARD]: There are not enough playable Zombies for pauper cubes to make this card playable.
  2094.  
  2095. [CARD]Woodwraith Strangler[/CARD]: The protection is solid, but a 2/2 body for cc4 is simply too less.
  2096.  
  2097. [CARD]Wormwood Dryad[/CARD]: This card would only be interesting for sideboards.[Spoiler=Rakdos]
  2098. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2099.  
  2100. [CARD]Strangling Soot[/CARD]: Most creatures in pauper don't have more than 3 toughness and 2 for 1 trades with board impact are mainly awesome.
  2101.  
  2102. [CARD]Terminate[/CARD]: An extremely solid hard removal for just cc2 and without any restriction.
  2103.  
  2104.  
  2105. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2106.  
  2107. [CARD]Blightning[/CARD]: A [CARD]Mind Rot[/CARD] that includes a "free" [CARD]Lava Spike[/CARD]. It's a very strong card but doesn't clearly belong to a specific archetype.
  2108.  
  2109. [CARD]Dark Temper[/CARD]: A decent hard removal.
  2110.  
  2111. [CARD]Fires of Undeath[/CARD]: The overcosted version of [CARD]Firebolt[/CARD], but still solid.
  2112.  
  2113. [CARD]Goblin Deathraiders[/CARD]/[CARD]Rakdos Shred-Freak[/CARD]: Extremely solid 2 drops.
  2114.  
  2115. [CARD]Henchfiend of Ukor[/CARD]: A 3/2 Haste for cc4 with a hybrid shade ability. It's really flexible.
  2116.  
  2117. [CARD]Lava Zombie[/CARD]: A really solid body for cc3, that can retrigger etb-effects of creatures.
  2118.  
  2119. [CARD]Nightscape Familiar[/CARD]: Reducing the mana cost of 50% of your spells and also being a solid blocker is definitely a solid mix.
  2120.  
  2121. [CARD]Shadow Guildmage[/CARD]: [CARD]Fireslinger[/CARD] played on turn 1 is extremly solid.
  2122.  
  2123. [CARD]Spike Jester[/CARD]: A 3/1 with haste for 2 can be a beating, that needs to be answered.
  2124.  
  2125.  
  2126. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2127.  
  2128. [CARD]Agonizing Demise[/CARD]: This removal is very interesting for the late game, but cc6 is a lot.
  2129.  
  2130. [CARD]Auger Spree[/CARD]: A solid removal that can also be used as a push, but there are a lot of better alternatives.
  2131.  
  2132. [CARD]Blistering Dieflyn[/CARD]: 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.
  2133.  
  2134. [CARD]Cultbrand Cinder[/CARD]: A solid body with an interesting etb-effect seems nice, but cc5 is too much for it.
  2135.  
  2136. [CARD]Deathbellow Raider[/CARD]: Better [CARD]Erg Raiders[/CARD] through Regenerate, but still not more than Ok.
  2137.  
  2138. [CARD]Gobhobbler Rats[/CARD]: This card is really strong with Hellbent, but simply not good without.
  2139.  
  2140. [CARD]Igneous Pouncer[/CARD]: Flexibility through landcycling is very strong and the body is really strong when your opponent is tapped out.
  2141.  
  2142. [CARD]Kathari Bomber[/CARD]: 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.
  2143.  
  2144. [CARD]Keldon Mantle[/CARD]: Protection and additional power. This card is interesting, but not too exciting.
  2145.  
  2146. [CARD]Monstrous Carabid[/CARD]: A really solid body, but it's not too exciting, not even with Cycling.
  2147.  
  2148. [CARD]Morgue Burst[/CARD]: 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.
  2149.  
  2150. [CARD]Pestilent Kathari[/CARD]: Deathtouch, First Strike, and Flying make this creature a really strong blocker, but for 3 mana per block.
  2151.  
  2152. [CARD]Rakdos Ickspitter[/CARD]: A solid effect, but for cc3 it comes a little bit too late.
  2153.  
  2154. [CARD]Rattleblaze Scarecrow[/CARD]: Especially persist is a really strong ability and combined with haste this creature is a really solid finisher, but the restriction is high.
  2155.  
  2156. [CARD]Soul Burn[/CARD]: Being able to spend hybrid mana for [CARD]Drain Life[/CARD] makes this card interesting, but cc3 in front of the X is very much.
  2157.  
  2158. [CARD]Spawn of Rix Maadi[/CARD]: A 6/4 for cc5 is really solid, but not being able to block can be a huge problem.
  2159.  
  2160. [CARD]Suicidal Charge[/CARD]: A possible mass-removal, but it's really situative and expensive.
  2161.  
  2162. [CARD]Thunderscape Familiar[/CARD]: Reducing the mana cost is nice, but 1/1s are bad, with First Strike or not.
  2163.  
  2164. [CARD]Wrecking Ball[/CARD]: Flexibility is nice, but Land destruction for more than cc3 is mainly useless and a hard removal for cc4 is overcosted.
  2165.  
  2166.  
  2167. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2168.  
  2169. [CARD]Agent of Stromgald[/CARD]/[CARD]Manaforge Cinder[/CARD]: Really solid fixing, but without mana advantage, it's simply bad.
  2170.  
  2171. [CARD]Armorer Guildmage[/CARD]: Only +1 power is mainly useless.
  2172.  
  2173. [CARD]Barbarian Outcast[/CARD]: Without any further advantage, a 2/2 for cc2 is simply bad.
  2174.  
  2175. [CARD]Barktooth Warbeard[/CARD]/[CARD]Lady Orca[/CARD]/[CARD]Plague Spores[/CARD]/[CARD]Poison the Well[/CARD]/[CARD]Undead Leotau[/CARD]/[CARD]Viashino Skeleton[/CARD]/[CARD]Volcano Imp[/CARD]: These cards are terribly overcosted.
  2176.  
  2177. [CARD]Bone Shaman[/CARD]: A terribly useless ability.
  2178.  
  2179. [CARD]Breath of Malfegor[/CARD]/[CARD]Skull Rend[/CARD]: These cards would only be interesting for multiplayer games.
  2180.  
  2181. [CARD]Bump in the Night[/CARD]: [CARD]Lava Spike[/CARD] with flashback is way better than the normal version, but burn, that only hits players is way too situative.
  2182.  
  2183. [CARD]Burnt Offering[/CARD]: A 2 for 0 trade, just for some mana.
  2184.  
  2185. [CARD]Caldera Kavu[/CARD]: 2 mana just for +1/+1 is quite much.
  2186.  
  2187. [CARD]Demonic Dread[/CARD]: Cascade can be really strong, but for just cc3 and with a weak effect it's not worth it.
  2188.  
  2189. [CARD]Deviant Glee[/CARD]: The better version of [CARD]Unholy Strength[/CARD], but still not good enough.
  2190.  
  2191. [CARD]Emberstrike Duo[/CARD]/[CARD]Fists of the Demigod[/CARD]: There aren't enough multicolor spells in most cubes, to make these cards playable.
  2192.  
  2193. [CARD]Enslaved Dwarf[/CARD]: This creature can change combat math, but only for being sacrificed.
  2194.  
  2195. [CARD]Firescreamer[/CARD]: Monocolored shades aren't very good.
  2196.  
  2197. [CARD]Goblin Outlander[/CARD]/[CARD]Shivan Zombie[/CARD]/[CARD]Sootwalkers[/CARD]: The cards would only be interesting for sideboards.
  2198.  
  2199. [CARD]Hooded Kavu[/CARD]: A 2/2 Fear for cc3 would be solid, but it's not worth investing a mana each turn.
  2200.  
  2201. [CARD]Kill-Suit Cultist[/CARD]: This creature can change combat math and support burn spells, but with the first ability it's simply way too fragile.
  2202.  
  2203. [CARD]Marsh Goblins[/CARD]: This creature would even be terrible for sideboards.
  2204.  
  2205. [CARD]Mire Kavu[/CARD]: A 4/3 for cc4 is solid, but not good without any further advantage.
  2206.  
  2207. [CARD]Nettling Curse[/CARD]: An interesting aura, that could deal a lot of damage, but the creature is not handled at all.
  2208.  
  2209. [CARD]Nightscape Apprentice[/CARD]: First Strike without additional power is only situative good.
  2210.  
  2211. [CARD]Orcish Farmer[/CARD]/[CARD]Slimy Kavu[/CARD]: Fixing your mana or messing with the opponent's can be interesting, but it remains situative.
  2212.  
  2213. [CARD]Riot Spikes[/CARD]/[CARD]Scar[/CARD]: -1 toughness is simply too little in most cases.
  2214.  
  2215. [CARD]Scarred Puma[/CARD]: The body is not worth such a high restriction.
  2216.  
  2217. [CARD]Singe-Mind Ogre[/CARD]: This card is gambling, not to hit a cheap spell or a land and a 3/2 body for cc4 is not worth gambling.
  2218.  
  2219. [CARD]Sootstoke Kindler[/CARD]: Giving Haste to each creature that enters the battlefield can be interesting, but the 1/1 body on its own is simply bad.
  2220.  
  2221. [CARD]Thunderscape Apprentice[/CARD]: 1 damage per round is not worth investing 1 mana each time.
  2222.  
  2223. [CARD]Traitor's Roar[/CARD]: This card is simply overcosted and unexciting.[Spoiler=Dimir]
  2224. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2225.  
  2226. [CARD]Agony Warp[/CARD]: 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.
  2227.  
  2228.  
  2229. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2230.  
  2231. [CARD]Cavern Harpy[/CARD]: 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.
  2232.  
  2233. [CARD]Consult the Necrosages[/CARD]: [CARD]Mind Rot[/CARD] is sometimes to situative and the possibility to use this card as [CARD]Divination[/CARD] later is solid.
  2234.  
  2235. [CARD]Deathcult Rogue[/CARD]: A solid [CARD]Phantom Warrior[/CARD].
  2236.  
  2237. [CARD]Dinrova Horror[/CARD]: A nice finisher for control decks with a huge enter-the-battlefield effect.
  2238.  
  2239. [CARD]Parasitic Strix[/CARD]: [CARD]Bloodhunter Bat[/CARD] for cc3 is extremely solid, but the restriction can be hard sometimes, especially for turn 3.
  2240.  
  2241. [CARD]Probe[/CARD]: 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.
  2242.  
  2243. [CARD]Recoil[/CARD]: A really strong bounce spell. It's on the same power level as [CARD]Repulse[/CARD].
  2244.  
  2245. [CARD]Sedraxis Alchemist[/CARD]: [CARD]Man-o'-War[/CARD] is an extremely strong card, but it's questionable if it's worth such a restriction.
  2246.  
  2247. [CARD]Soul Manipulation[/CARD]: Often the better version of [CARD]Exclude[/CARD]. Instead of Drawing a card you got [CARD]Disentomb[/CARD] included.
  2248.  
  2249. [CARD]Tidehollow Strix[/CARD]: A 2/1 flying for cc2 is already solid, but with Deathtouch it's even better, especially for the late game.
  2250.  
  2251.  
  2252. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2253.  
  2254. [CARD]Architects of Will[/CARD]: 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.
  2255.  
  2256. [CARD]Brainbite[/CARD]: [CARD]Distress[/CARD] with card advantage is interesting, but cc4 is a lot for that.
  2257.  
  2258. [CARD]Brine Shaman[/CARD]: Turning every creature into [CARD]Remove Soul[/CARD] 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.
  2259.  
  2260. [CARD]Deny Reality[/CARD]: Cascade can be really strong, but cc5 at sorcery speed is simply a too high risk to be unlucky with Cascade.
  2261.  
  2262. [CARD]Dimir Infiltrator[/CARD]: A solid but unexciting beater. This card is mainly interesting for carrying equipment.
  2263.  
  2264. [CARD]Forbidden Alchemy[/CARD]: This card has a lot of quality and with flashback, it even makes card advantage. The only disadvantage is that it's quite expensive.
  2265.  
  2266. [CARD]Induce Paranoia[/CARD]/[CARD]Memory Sluice[/CARD]/[CARD]Paranoid Delusions[/CARD]/[CARD]Pilfered Plans[/CARD]/[CARD]Psychic Strike[/CARD]: These cards would only be interesting for cubes with a mill topic.
  2267.  
  2268. [CARD]Krovikan Sorcerer[/CARD]: This card can grant a lot of quality, but it comes 1 turn later than [CARD]Merfolk Looter[/CARD].
  2269.  
  2270. [CARD]Loch Korrigan[/CARD]: 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.
  2271.  
  2272. [CARD]Mortus Strider[/CARD]: A nearly unremovable creature seems interesting, but cc3 is a lot for that.
  2273.  
  2274. [CARD]Mystical Teachings[/CARD]: 2 tutors in one card is interesting, but this card is simply way worse in limited than in constructed.
  2275.  
  2276. [CARD]Nightscape Familiar[/CARD]/[CARD]Stormscape Familiar[/CARD]: 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.
  2277.  
  2278. [CARD]Norritt[/CARD]: The first ability is extremely situative, but the second one is solid.
  2279.  
  2280. [CARD]Phantasmal Fiend[/CARD]: An interesting combination of abilities, but it's not really exciting anyway.
  2281.  
  2282. [CARD]Reap the Seagraf[/CARD]: Card advantage in form of creatures is always interesting, but cc3 aswell as cc5 is a lot for unexciting 2/2 tokens.
  2283.  
  2284. [CARD]Returned Phalanx[/CARD]: A solid blocker during the early game and a relevant possible attacker later.
  2285.  
  2286.  
  2287. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2288.  
  2289. [CARD]Drowned[/CARD]/[CARD]Metathran Zombie[/CARD]: Regenerate is solid, but these cards are not more than good blockers.
  2290.  
  2291. [CARD]Etherium Abomination[/CARD]/[CARD]Gravelgill Axeshark[/CARD]/[CARD]Vectis Agents[/CARD]: Even if the abilities are interesting, the bodies are simply too bad for cc5.
  2292.  
  2293. [CARD]Fate Transfer[/CARD]: This card only works in constructed decks.
  2294.  
  2295. [CARD]Gravelgill Duo[/CARD]/[CARD]Helm of the Ghastlord[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2296.  
  2297. [CARD]Horror of the Dim[/CARD]: A 3/4 Hexproof is solid, but simply overcosted for cc5.
  2298.  
  2299. [CARD]Jhessian Zombies[/CARD]: Flexibility through cycling is nice for expensive creatures, but a 2/4 Fear for cc6 is simply terribly overcosted.
  2300.  
  2301. [CARD]Lurking Informant[/CARD]: The ability is very situative and expensive.
  2302.  
  2303. [CARD]Malicious Advice[/CARD]: A possible finisher, but for a high price.
  2304.  
  2305. [CARD]Nightscape Apprentice[/CARD]/[CARD]Shadow Guildmage[/CARD]: Being able to put creatures on the top of your library can protect them, but it's still card disadvantage for you.
  2306.  
  2307. [CARD]Oona's Gatewarden[/CARD]: A solid blocker for turn 1, but later it's unexciting.
  2308.  
  2309. [CARD]Perplex[/CARD]: 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.
  2310.  
  2311. [CARD]Ramirez DePietro[/CARD]: 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.
  2312.  
  2313. [CARD]Roofstalker Wight[/CARD]: 2 power flyers for cc2 are good, but they are definitely not worth a 2 mana investment every time.
  2314.  
  2315. [CARD]Scarscale Ritual[/CARD]: An additional card is not worth a -1/-1 Counter.
  2316.  
  2317. [CARD]Shaper Guildmage[/CARD]: Only +1 power is not relevant most of the time.
  2318.  
  2319. [CARD]Shore Snapper[/CARD]: This card would even be overcosted as a sideboard card.
  2320.  
  2321. [CARD]Sivitri Scarzam[/CARD]: A terribly overcosted creature.
  2322.  
  2323. [CARD]Stormscape Apprentice[/CARD]: It's not worth investing 1 mana each round, just to let the opponent lose 1 life.
  2324.  
  2325. [CARD]Tattered Drake[/CARD]: cc5 is simply way too much for a weak 2/2 flying creature.
  2326.  
  2327. [CARD]Torpor Dust[/CARD]: Just an uninteresting combat trick.
  2328.  
  2329. [CARD]Urborg Phantom[/CARD]: Without being able to block, or to prevent non-combat damage as well, this card is simply bad.
  2330.  
  2331. [CARD]Vectis Silencers[/CARD]: A 1/2 deathtouch body is simply way too bad for cc3.
  2332.  
  2333. [CARD]Vedalken Ghoul[/CARD]: 4 damage may seem like a lot, but mainly this creature is simply the worse version of [CARD]Tormented Soul[/CARD].
  2334.  
  2335. [CARD]Vodalian Zombie[/CARD]/[CARD]Wanderbrine Rootcutters[/CARD]/[CARD]Zombie Outlander[/CARD]: These creatures would only be interesting for sideboards.
  2336.  
  2337. [CARD]Wingrattle Scarecrow[/CARD]: Even without the restrictions, a 2/2 flying persists for cc3 would only be of small interest.
  2338.  
  2339. [CARD]Zuran Enchanter[/CARD]: This card is way too slow and bounds way too much mana to be interesting.[Spoiler=Orzhov]
  2340. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2341.  
  2342. [CARD]Blind Hunter[/CARD]: A [CARD]Bloodhunter Bat[/CARD], that drains for 8 overall.
  2343.  
  2344. [CARD]Harvest Gwyllion[/CARD]: 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.
  2345.  
  2346. [CARD]Kingpin's Pet[/CARD]: Extort on a really solid body.
  2347.  
  2348. [CARD]Pillory of the Sleepless[/CARD]: A really solid hard removal, with [CARD]Curse of the Pierced Heart[/CARD] included.
  2349.  
  2350. [CARD]Tithe Drinker[/CARD]: 2 good abilities on a decent body for only cc2 is pretty good.
  2351.  
  2352.  
  2353. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2354.  
  2355. [CARD]Darklit Gargoyle[/CARD]: A solid 3/1 flying creature for cc2, that just needs 1 mana per round to beat for 3.
  2356.  
  2357. [CARD]Gift of Orzhova[/CARD]: Buff plus evasion and lifelink are worth the possible card disadvantage of auras.
  2358.  
  2359. [CARD]Shrieking Grotesque[/CARD]: [CARD]Liliana's Specter[/CARD] without the disadvantage of needing to pay [CARD]BB[/CARD] on turn 3.
  2360.  
  2361. [CARD]Unmake[/CARD]: A really solid hard removal.
  2362.  
  2363.  
  2364. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2365.  
  2366. [CARD]Castigate[/CARD]: A solid, but interesting discard.
  2367.  
  2368. [CARD]Dega Disciple[/CARD]: Decreasing the power each round can prevent some damage and change combat math, but it's not too exciting.
  2369.  
  2370. [CARD]Dutiful Thrull[/CARD]: A solid blocker, but nothing more.
  2371.  
  2372. [CARD]Harsh Sustenance[/CARD]: 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.
  2373.  
  2374. [CARD]Manacles of Decay[/CARD]: This removal is not bad, but outclassed by too many better alternatives.
  2375.  
  2376. [CARD]Purge the Profane[/CARD]: A [CARD]Mind Rot[/CARD] that grants life. The problem is still that it's situative, without choosing or at random.
  2377.  
  2378. [CARD]Putrid Warrior[/CARD]: A solid 2 drop that is just a little bit too unexciting.
  2379.  
  2380. [CARD]Scholar of Athreos[/CARD]: A solid blocker with an interesting ability, but it's only really worth it in multicolor rounds.
  2381.  
  2382.  
  2383. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2384.  
  2385. [CARD]Beckon Apparition[/CARD]: 1/1 flying creatures are simply uninteresting.
  2386.  
  2387. [CARD]Edge of the Divinity[/CARD]/[CARD]Nightsky Mimic[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2388.  
  2389. [CARD]Executioner's Swing[/CARD]: A solid removal, but with a really high restriction.
  2390.  
  2391. [CARD]Mardu Hateblade[/CARD]: The strictly worse version of [CARD]Typhoid Rats[/CARD].
  2392.  
  2393. [CARD]Mournful Zombie[/CARD]: The ability isn't worth such a bad body.
  2394.  
  2395. [CARD]Mourning Thrull[/CARD]: Without equipment, this creature is simply too weak and not worth cc2.
  2396.  
  2397. [CARD]Necra Disciple[/CARD]: Just preventing 1 damage is really weak.
  2398.  
  2399. [CARD]Nip Gwyllion[/CARD]: [CARD]Eager Cadet[/CARD] with Lifelink is still [CARD]Eager Cadet[/CARD].
  2400.  
  2401. [CARD]Ostiary Thrull[/CARD]: The body has no sense with a bigger expensive body than [CARD]Gideon's Lawkeeper[/CARD].
  2402.  
  2403. [CARD]Soul Link[/CARD]: Life is not worth a card.
  2404.  
  2405. [CARD]Unyielding Krumar[/CARD]: A 3/3 First Strike for cc4 shouldn't need a permanent investment of mana.
  2406.  
  2407. [CARD]Vectis Dominator[/CARD]: Giving your opponent the choice is mainly bad.[Spoiler=Gruul]
  2408. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2409.  
  2410. [CARD]Branching Bolt[/CARD]: There are a lot of flying creatures in most cubes, which gives this card a good chance to trade 2 for 1.
  2411.  
  2412. [CARD]Kird Ape[/CARD]: A 2/3 on turn 1 is simply huge.
  2413.  
  2414.  
  2415. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2416.  
  2417. [CARD]Burning-Tree Emissary[/CARD]: If played into another 2-drop, this can be huge, but if not, it's a free bear.
  2418.  
  2419. [CARD]Colossal Might[/CARD]: A solid combat trick, that can bring a lot of damage through.
  2420.  
  2421. [CARD]Deadshot Minotaur[/CARD]: 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.
  2422.  
  2423. [CARD]Disciple of the Old Ways[/CARD]: First Strike doesn't need to be given in many cases. A really solid 2 drop.
  2424.  
  2425. [CARD]Ember Weaver[/CARD]: A 3/3 First Strike for cc3 is extremely solid and Reach makes it even better.
  2426.  
  2427. [CARD]Foxfire Oak[/CARD]/[CARD]Gorger Wurm[/CARD]/[CARD]Scuzzback Marauders[/CARD]/[CARD]Streetbreaker Wurm[/CARD]/[CARD]Zhur-Taa Swine[/CARD]: Really solid fatties.
  2428.  
  2429. [CARD]Giantbaiting[/CARD]: 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.
  2430.  
  2431. [CARD]Granger Guildmage[/CARD]: [CARD]Fireslinger[/CARD] for cc1 is very strong.
  2432.  
  2433. [CARD]Ground Assault[/CARD]: The removes almost any creature.
  2434.  
  2435. [CARD]Horned Kavu[/CARD]: 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.
  2436.  
  2437. [CARD]Hull Breach[/CARD]: A really solid artifact and enchantment hate.
  2438.  
  2439. [CARD]Manamorphose[/CARD]: A good fixing spell for cc0, that also works as an empty slot in the library.
  2440.  
  2441. [CARD]Orcish Lumberjack[/CARD]: Turning forests into [CARD]Black Lotus[/CARD] can be interesting for ramp decks, but it's a little bit fragile.
  2442.  
  2443. [CARD]Pit Fight[/CARD]: The better version of [CARD]Prey Upon[/CARD], that is extremely good for green, but red doesn't need it mainly, because it got burn spells.
  2444.  
  2445. [CARD]Rhox Brute[/CARD]: A 4/4 for cc4 is extremely solid and surprisingly unique.
  2446.  
  2447. [CARD]Scab-Clan Mauler[/CARD]: A 3/3 trample for cc2 is extremely solid, but Bloodthirst is sometimes a high restriction.
  2448.  
  2449. [CARD]Wild Hunger[/CARD]: A solid combat trick, that can bring through a lot of damage.
  2450.  
  2451. [CARD]Wild Nacatl[/CARD]: A 2/2 for cc1 is simply extremely solid.
  2452.  
  2453. [CARD]Zhur-Taa Druid[/CARD]: [CARD]Llanowar Elves[/CARD] and [CARD]Goblin Fireslinger[/CARD] in one card. It can ramp and give some range to aggressive decks.
  2454.  
  2455.  
  2456. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2457.  
  2458. [CARD]Burning-Tree Bloodscale[/CARD]: A flexible creature, but Bloodthirst can be a high restriction later, which makes this creature not really exciting.
  2459.  
  2460. [CARD]Gruul Nodorog[/CARD]: The evasion is solid, but a 4/4 body is a little bit too less for cc6.
  2461.  
  2462. [CARD]Morselhoarder[/CARD]: A solid fatty, but it's unexciting to be able to ramp when you are already able to play creatures for cc6.
  2463.  
  2464. [CARD]Rip-Clan Crasher[/CARD]: A 2/2 with haste for cc2 is solid, but unexciting and outclassed by too many alternatives.
  2465.  
  2466. [CARD]Satyr Hedonist[/CARD]: Beating early and ramping later. It's not bad, but not really exciting neither.
  2467.  
  2468. [CARD]Thornscape Familiar[/CARD]/[CARD]Thunderscape Familiar[/CARD]: Reducing the mana cost of your spells can be very interesting, but the bodies aren't very interesting.
  2469.  
  2470. [CARD]Thunderscape Apprentice[/CARD]: This creature can change combat math really solid.
  2471.  
  2472. [CARD]Tin Street Hooligan[/CARD]: Solid artifact hate attached to an acceptable body.
  2473.  
  2474. [CARD]Tinder Wall[/CARD]: A solid wall, that can [CARD]Shock[/CARD] what it blocks and also be used to ramp, when needed.
  2475.  
  2476. [CARD]Toxic Iguanar[/CARD]: [CARD]Typhoid Rats[/CARD] don't become better with a restriction.
  2477.  
  2478. [CARD]Undergrowth[/CARD]: This card is either [CARD]Fog[/CARD] or a kind of [CARD]Save Passage[/CARD].
  2479.  
  2480. [CARD]Violent Outburst[/CARD]: Cascade can be a strong ability, but with just cc3 there aren't many interesting things to get for cc2.
  2481.  
  2482.  
  2483. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2484.  
  2485. [CARD]Ancient Grudge[/CARD]: Flashback doesn't change the problem of finding a target.
  2486.  
  2487. [CARD]Armorer Guildmage[/CARD]: The worse version of [CARD]Thunderscape Apprentice[/CARD].
  2488.  
  2489. [CARD]Battle Frenzy[/CARD]: Only +1/+1 is simply too little in most cases.
  2490.  
  2491. [CARD]Blazethorn Scarecrow[/CARD]: This card would even be overcosted by 1 without the restrictions.
  2492.  
  2493. [CARD]Caldera Kavu[/CARD]: Changing the color is totally useless in most cases.
  2494.  
  2495. [CARD]Cavern Thoctar[/CARD]: Without trample, even a really big amount of power can simply be blocked away.
  2496.  
  2497. [CARD]Exploding Borders[/CARD]: This card too expensive early and bad later.
  2498.  
  2499. [CARD]Fire Sprites[/CARD]/[CARD]Wild Cantor[/CARD]: Without mana advantage just fixing is unexciting.
  2500.  
  2501. [CARD]Frenzied Tilling[/CARD]: Land destruction for more than cc3 is simply terrible.
  2502.  
  2503. [CARD]Godtracker of Jund[/CARD]: There aren't many playable creatures with 5 power or more.
  2504.  
  2505. [CARD]Gruul Scrapper[/CARD]: A restriction doesn't make [CARD]Vulshok Berserker[/CARD] better.
  2506.  
  2507. [CARD]Jerrard of the Closed Fist[/CARD]/[CARD]Loamdragger Giant[/CARD]/[CARD]Ruination Wurm[/CARD]: These creatures are huge, but too unexciting without any further advantage.
  2508.  
  2509. [CARD]Kavu Recluse[/CARD]: Fixing your own lands or disfixing you opponent can be interesting, but it's extremely situative.
  2510.  
  2511. [CARD]Keldon Mantle[/CARD]: Only some power isn't worth the risk of card disadvantage.
  2512.  
  2513. [CARD]Liberated Dwarf[/CARD]: This creature can change combat math, but it has to be sacrificed for it.
  2514.  
  2515. [CARD]Mudbrawler Raiders[/CARD]/[CARD]Nacatl Outlander[/CARD]/[CARD]Yavimaya Barbarian[/CARD]: These cards would only be interesting for sideboards.
  2516.  
  2517. [CARD]Primal Visitation[/CARD]: Haste is totally useless on an aura that needs 5 mana to be cast in addition to the creature.
  2518.  
  2519. [CARD]Runes of the Deus[/CARD]/[CARD]Tattermunge Duo[/CARD]: There aren't enough multicolored creatures in most cubes to make these cards playable.
  2520.  
  2521. [CARD]Savage Offensive[/CARD]: This card would only be interesting with instant speed.
  2522.  
  2523. [CARD]Scarred Puma[/CARD]: The body isn't worth such a high restriction.
  2524.  
  2525. [CARD]Scarwood Goblins[/CARD]: A 2/2 for cc2 is simply bad without any further advantage.
  2526.  
  2527. [CARD]Scuzzback Scrapper[/CARD]: Wither can give weak creatures a lot of more relevance, but a 1/1 is simply too bad.
  2528.  
  2529. [CARD]Serpentine Kavu[/CARD]: This creature is simply overcosted.
  2530.  
  2531. [CARD]Shambling Strider[/CARD]: Flexibility is nice, but this flexibility is too expensive.
  2532.  
  2533. [CARD]Stone Kavu[/CARD]: Additional power can be nice, but a 3/3 for cc5 is simply too less.
  2534.  
  2535. [CARD]The Lady of the Mountain[/CARD]: This creature is simply overcosted by 1.
  2536.  
  2537. [CARD]Thorn-Thrash Viashino[/CARD]: This creature becomes huge very easy, but Devour has a high risk of card disadvantage.
  2538.  
  2539. [CARD]Thornscape Apprentice[/CARD]: Without additional power, First Strike alone is simply not enough.
  2540.  
  2541. [CARD]Valley Rannet[/CARD]: Flexibility through cycling is interesting for expensive creatures, but a 6/3 for cc6 is simply way too fragile.
  2542.  
  2543. [CARD]Viashino Grappler[/CARD]: 1 toughness is simply too less for cc3.[Spoiler=Simic]
  2544. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2545.  
  2546. [CARD]Snakeform[/CARD]: A really solid combat trick with card advantage. It can even handle [CARD]Guardian of the Guildpact[/CARD].
  2547.  
  2548.  
  2549. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2550.  
  2551. [CARD]Assault Zeppelid[/CARD]: A 3/3 flying for cc4 is extremely solid, while trample is not really needed.
  2552.  
  2553. [CARD]Beetleform Mage[/CARD]: Either a 2 power beater with a solid pseudo evasion or a huge 4/4 flying finisher.
  2554.  
  2555. [CARD]Drakewing Krasis[/CARD]: 3 power and evasion for cc3 is solid, but 1 toughness is extremely fragile.
  2556.  
  2557. [CARD]Ethereal Ambush[/CARD]: 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.
  2558.  
  2559. [CARD]Frilled Oculus[/CARD]: [CARD]Darkthicket Wolf[/CARD] with a little bit different stats.
  2560.  
  2561. [CARD]Gaea's Skyfolk[/CARD]: A solid 2/2 flying beater for cc2.
  2562.  
  2563. [CARD]Shambleshark[/CARD]: 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.
  2564.  
  2565. [CARD]Shielding Plax[/CARD]: Hexproof is very strong and there aren't many cards in pauper that can give it, especially not without card disadvantage.
  2566.  
  2567. [CARD]Temporal Spring[/CARD]: A [CARD]Time Ebb[/CARD] that can target any permanent. It can grant you some time, but it's often very problematic because of the sorcery speed.
  2568.  
  2569.  
  2570. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2571.  
  2572. [CARD]Agent of Horizons[/CARD]: A 3 power unblockable beater for cc3 would be awesome, but cc3 for each attack is a lot of mana.
  2573.  
  2574. [CARD]Ana Disciple[/CARD]: Giving flying to your creatures for only 1 mana is interesting, but the 1/1 body on its own is not exciting enough.
  2575.  
  2576. [CARD]Coiling Oracle[/CARD]: The better version of [CARD]Elvish Visionary[/CARD], but still unexciting.
  2577.  
  2578. [CARD]Embodiment of Spring[/CARD]: An early blocking [CARD]Rampant Growth[/CARD]. Fine, but mainly not worth a multicolor slot.
  2579.  
  2580. [CARD]Living Airship[/CARD]: 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.
  2581.  
  2582. [CARD]Silkwing Scout[/CARD]: This card can either be a solid 2 power flying beater for cc3 or a ramp spell. Some flexibility, but not really exciting.
  2583.  
  2584. [CARD]Vigean Hydropon[/CARD]: Without even being able to block, this card is just an interesting enchantment that pushes the next 5 creatures.
  2585.  
  2586. [CARD]Winged Coatl[/CARD]: A solid combat trick, but it's not really interesting.
  2587.  
  2588.  
  2589. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2590.  
  2591. [CARD]Bioshift[/CARD]: Cards like this only work in constructed decks.
  2592.  
  2593. [CARD]Ceta Disciple[/CARD]: Only fixing without mana advantage is not really exciting. This card could only be interesting for decks with more than 2 colors.
  2594.  
  2595. [CARD]Favor of the Overbeing[/CARD]/[CARD]Shorecrasher Mimic[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2596.  
  2597. [CARD]Grazing Kelpie[/CARD]: The ability is mainly totally useless.
  2598.  
  2599. [CARD]Hydroform[/CARD]: This card is either [CARD]Lava Spike[/CARD] or a risky combat trick. Keep in mind that you need 3 untapped lands for this card to work.
  2600.  
  2601. [CARD]Simic Ragworm[/CARD]: A 3/3 body is a little bit too weak for cc4, with or without Vigilance.
  2602.  
  2603. [CARD]Slippery Bogle[/CARD]: This card is simply too bad without equipment or auras.
  2604.  
  2605. [CARD]Smoke Teller[/CARD]: This card could only be interesting with a lot of Morph cards.
  2606.  
  2607. [CARD]Trapjaw Kelpie[/CARD]: Persist and Flash are both nice abilities, but a 3/3 is simply way too small for cc6.[Spoiler=Selesnya]
  2608. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2609.  
  2610. [CARD]Armadillo Cloak[/CARD]: One of the only auras that have such a high impact, that it's definitely worth the risk of card disadvantage.
  2611.  
  2612. [CARD]Qasali Pridemage[/CARD]: One of the best 2 drops pauper has.
  2613.  
  2614. [CARD]Travel Preparations[/CARD]: 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.
  2615.  
  2616.  
  2617. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2618.  
  2619. [CARD]Avacyn's Pilgrim[/CARD]: A really solid version of [CARD]Llanowar Elves[/CARD] that can also fix.
  2620.  
  2621. [CARD]Call of the Conclave[/CARD]: A [CARD]Watchwolf[/CARD] in pauper is just useful.
  2622.  
  2623. [CARD]Centaur Healer[/CARD]: An extremely solid 3 drop.
  2624.  
  2625. [CARD]Knight of the Skyward Eye[/CARD]: A solid 2 drop.
  2626.  
  2627. [CARD]Rhox Meditant[/CARD]: A solid body with card advantage.
  2628.  
  2629. [CARD]Selesnya Evangel[/CARD]: Producing a 1/1 token every turn for just 1 mana can be very strong, but this card needs a lot of time.
  2630.  
  2631. [CARD]Sigil Blessing[/CARD]: A solid combat trick, that can also make card advantage and works as a finisher.
  2632.  
  2633. [CARD]Thornscape Apprentice[/CARD]: A GW [CARD]Gideon's Lawkeeper[/CARD].
  2634.  
  2635. [CARD]Thrill of the Hunt[/CARD]: A solid combat trick, that can flexibly change combat math, when it's in the graveyard or make card advantage.
  2636.  
  2637. [CARD]Wild Nacatl[/CARD]: A solid 2/2 for cc1.
  2638.  
  2639.  
  2640. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2641.  
  2642. [CARD]Armored Wolf-Rider[/CARD]: A really solid 5 drop, but Vanilla.
  2643.  
  2644. [CARD]Barkshell Blessing[/CARD]: A solid combat trick, but Conspire is a high restriction for such a weak spell.
  2645.  
  2646. [CARD]Captured Sunlight[/CARD]: Life attached to useful cards can be nice, but you can also be very unlucky with Cascade.
  2647.  
  2648. [CARD]Common Bond[/CARD]: 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.
  2649.  
  2650. [CARD]Coursers' Accord[/CARD]: 2 3/3 tokens for cc6 are solid, but not exciting.
  2651.  
  2652. [CARD]Gerrard's Command[/CARD]/[CARD]Seeds of Strength[/CARD]: Solid, but unexciting combat tricks.
  2653.  
  2654. [CARD]Grizzled Leotau[/CARD]: This creature is a huge wall that can attack, but just with 1 power it's not exciting.
  2655.  
  2656. [CARD]Guardian of Vitu-Ghazi[/CARD]: Vigilance is great for fatties, but cc8 is too much and Convoke is very hard to enable in limited.
  2657.  
  2658. [CARD]Kelsinko Ranger[/CARD]: 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.
  2659.  
  2660. [CARD]Leonin Armorguard[/CARD]: A solid 3/3 for cc4, that has [CARD]Glorious Charge[/CARD] included. Solid, but unexciting.
  2661.  
  2662. [CARD]Pale Recluse[/CARD]: Cycling is interesting for expensive creatures, but a 4/5 reach isn't very exciting for cc6.
  2663.  
  2664. [CARD]Rune-Cervin Rider[/CARD]: A hybrid shade that is solid, but unexciting.
  2665.  
  2666. [CARD]Safehold Elite[/CARD]: A solid 2 drop, but when it dies once, it's very unexciting as a 1/1.
  2667.  
  2668. [CARD]Setessan Griffin[/CARD]: An overcosted [CARD]Assault Griffin[/CARD], but it can be turned into a 5/4 flying and this way one of the biggest finishers pauper grants.
  2669.  
  2670. [CARD]Shield of the Oversoul[/CARD]: Even if only a few creatures are Green and White, the Green effect of this card is extremely strong.
  2671.  
  2672. [CARD]Steel Leaf Paladin[/CARD]: Self-bounce is sometimes really good and a 4/4 First Strike body is solid, but cc6 is a lot for that.
  2673.  
  2674. [CARD]Steward of Valeron[/CARD]: A solid 2 drop that also works as a [CARD]Llanowar Elves[/CARD], but it's unexciting for cc2.
  2675.  
  2676. [CARD]Sundering Growth[/CARD]: A solid artifact/enchantment removal. The problem is just that populate is mainly useless in most cubes.
  2677.  
  2678. [CARD]Sunscape Apprentice[/CARD]: This card can change combat math, but it's not really exciting.
  2679.  
  2680. [CARD]Sunscape Familiar[/CARD]/[CARD]Thornscape Familiar[/CARD]: Reducing the mana cost of your spells can be really nice, but the body has to be worth it.
  2681.  
  2682. [CARD]Thornwatch Scarecrow[/CARD]: A 4/4 body with Vigilance isn't really exciting for cc6, with or without Wither.
  2683.  
  2684. [CARD]Transluminant[/CARD]: A solid 2 drop, that can be turned into a [CARD]Flying Man[/CARD], when it dies, but you need to have mana ready for it.
  2685.  
  2686.  
  2687. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2688.  
  2689. [CARD]Centaur Safeguard[/CARD]: The way worse version of [CARD]Centaur Healer[/CARD].
  2690.  
  2691. [CARD]Civic Guildmage[/CARD]: Only 1 toughness is mainly useless.
  2692.  
  2693. [CARD]Dire Wolves[/CARD]: Banding is a really bad ability.
  2694.  
  2695. [CARD]Dryad's Caress[/CARD]/[CARD]Folk Medicine[/CARD]/[CARD]Vigorous Charge[/CARD]: Life is not worth a card.
  2696.  
  2697. [CARD]Elvish Healer[/CARD]: This card would be way better if it didn't need to be tapped.
  2698.  
  2699. [CARD]Elvish Hexhunter[/CARD]/[CARD]Ray of Revelation[/CARD]: Only being able to handle enchantments is simply a too high restriction.
  2700.  
  2701. [CARD]Godtoucher[/CARD]: There aren't many playable creatures with power 5 or greater.
  2702.  
  2703. [CARD]Granger Guildmage[/CARD]: First Strike without additional power is too situative.
  2704.  
  2705. [CARD]Llanowar Cavalry[/CARD]: A 1/4 is simply too bad for cc3.
  2706.  
  2707. [CARD]Llanowar Knight[/CARD]/[CARD]Raven's Run Dragoon[/CARD]/[CARD]Valeron Outlander[/CARD]: These cards are only interesting for sideboards.
  2708.  
  2709. [CARD]Medicine Runner[/CARD]: The ability is useless in most situations.
  2710.  
  2711. [CARD]Old Ghastbark[/CARD]/[CARD]Sigiled Behemoth[/CARD]/[CARD]Sir Shandlar of Eberyn[/CARD]/[CARD]Torsten Von Ursus[/CARD]: Overcosted fatties.
  2712.  
  2713. [CARD]Rampant Elephant[/CARD]: This creature is often just a bad [CARD]Shock[/CARD].
  2714.  
  2715. [CARD]Rhox Bodyguard[/CARD]: Life attached to a body is mainly good, but a 2/3 body for cc5 is simply terribly overcosted.
  2716.  
  2717. [CARD]Safehold Duo[/CARD]: There are not enough multicolor spells in most cubes to make this card playable.
  2718.  
  2719. [CARD]Safewright Quest[/CARD]: This card is only a worse [CARD]Lay of the Land[/CARD] for pauper cubes.
  2720.  
  2721. [CARD]Selesnya Sentry[/CARD]: cc6 is simply way too much for such a regeneration on such a weak body.
  2722.  
  2723. [CARD]Sigil of the Nayan Gods[/CARD]: This aura is mainly not worth the risk of card disadvantage.
  2724.  
  2725. [CARD]Stone Kavu[/CARD]: This creature needs at least 3 mana, just to be on the same stats as [CARD]Old Ghastbark[/CARD].
  2726.  
  2727. [CARD]Votary of the Conclave[/CARD]: This creature is not even a good blocker, because you would need to keep up 3 mana for it.[Spoiler=Izzet]
  2728. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2729.  
  2730. [CARD]Frostburn Weird[/CARD]: An extremely solid and flexible 2-drop.
  2731.  
  2732. [CARD]Jilt[/CARD]: A bounce spell that makes card advantage in the form of an included [CARD]Shock[/CARD].
  2733.  
  2734.  
  2735. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2736.  
  2737. [CARD]Goblin Electromancer[/CARD]: Reducing the mana costs of instants and sorceries for control decks is interesting, especially with a solid body.
  2738.  
  2739. [CARD]Izzet Chronarch[/CARD]: 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.
  2740.  
  2741. [CARD]Noggle Bandit[/CARD]: A solid hybrid [CARD]Phantom Warrior[/CARD].
  2742.  
  2743. [CARD]Quicksilver Dagger[/CARD]: Only being able to deal the damage to players is simply too less.
  2744.  
  2745. [CARD]Razorfin Hunter[/CARD]: [CARD]Fireslinger[/CARD] without the drawback is simply solid.
  2746.  
  2747. [CARD]Steamcore Weird[/CARD]: [CARD]Shock[/CARD] attached to bodies is great, but cc4 is a lot and a 1/3 body isn't very exciting.
  2748.  
  2749.  
  2750. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2751.  
  2752. [CARD]Bloodfire Mentor[/CARD]: A fine blocker with an overcosted loot ability.
  2753.  
  2754. [CARD]Ceta Disciple[/CARD]: 2 additional power for a creature can be interesting to turn weak creatures into solid blockers or bring damage through when needed.
  2755.  
  2756. [CARD]Chemister's Trick[/CARD]: Either a bad combat trick or a possible mass-removal. Interesting, but extremely situative.
  2757.  
  2758. [CARD]Crackling Triton[/CARD]: Even if the 2/3 body is better than 1/3, this card is mainly going to be the worse version of [CARD]Steamcore Weird[/CARD].
  2759.  
  2760. [CARD]Cunning Strike[/CARD]: 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.
  2761.  
  2762. [CARD]Glacial Crasher[/CARD]: An Ok finisher for control decks, but not too exciting for being a Multicolor card.
  2763.  
  2764. [CARD]Leap of Flame[/CARD]: Either a combat trick or a possible finisher. Interesting but not really good.
  2765.  
  2766. [CARD]Nivix Cyclops[/CARD]: A bigger [CARD]Kiln Fiend[/CARD]. It's only interesting with enough support for the Archetype.
  2767.  
  2768. [CARD]Ogre Savant[/CARD]: [CARD]Voidwielder[/CARD] with a better body, but cc5 is still a little bit too much.
  2769.  
  2770. [CARD]Pursuit of Flight[/CARD]: This aura can have a high impact, but like the most auras it's risky.
  2771.  
  2772. [CARD]Raka Disciple[/CARD]: Giving flying to your creatures for only 1 mana is interesting, but the 1/1 body on its own is not exciting enough.
  2773.  
  2774. [CARD]Wee Dragonauts[/CARD]: This card can be very strong, but only if you support it enough.
  2775.  
  2776.  
  2777. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2778.  
  2779. [CARD]Clout of the Dominus[/CARD]/[CARD]Riverfall Mimic[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2780.  
  2781. [CARD]Desperate Ravings[/CARD]: 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
  2782.  
  2783. [CARD]Essence Backlash[/CARD]: cc4 is simply way too much for a counter.
  2784.  
  2785. [CARD]Inside Out[/CARD]: This effect is way too situative.
  2786.  
  2787. [CARD]Kavu Glider[/CARD]: A worse [CARD]Wind Drake[/CARD].
  2788.  
  2789. [CARD]Magefire Wings[/CARD]: This aura is not a big enough threat to be worth the risk of card disadvantage.
  2790.  
  2791. [CARD]Noggle Bridgebreaker[/CARD]: The ability is only interesting with the right synergies.
  2792.  
  2793. [CARD]Petrahydrox[/CARD]: The effect protects it from removal, but also slows you a lot.
  2794.  
  2795. [CARD]Scaldkin[/CARD]: An overcosted flying body with the overcosted option to turn it into a [CARD]Shock[/CARD].
  2796.  
  2797. [CARD]Stream Hopper[/CARD]: A worse [CARD]Flying Men[/CARD].
  2798.  
  2799. [CARD]Torch Drake[/CARD]: 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.
  2800.  
  2801. [CARD]Tundra Kavu[/CARD]: Fixing your own lands or disfix your opponent can be interesting, but it's really situative.[Spoiler=Boros]
  2802. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2803.  
  2804. [CARD]Goblin Legionnaire[/CARD]: This 2 drop is pure flexibility. It's not just a solid 2/2 beater, but also a [CARD]Seal of Fire[/CARD] and it can change combat math by protecting bigger creatures.
  2805.  
  2806. [CARD]Rally the Peasants[/CARD]: Double use [CARD]Trumpet Blast[/CARD] in a color combo that supports swarm. Yes, please.
  2807.  
  2808. [CARD]Wojek Halberdiers[/CARD]: A 3/1 for cc2 would already be good, but a 3/2 for cc2, that can even get First Strike is just great.
  2809.  
  2810.  
  2811. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2812.  
  2813. [CARD]Orim's Thunder[/CARD]: Maybe the best [CARD]Disenchant[/CARD]-like card in pauper. If it finds a target, it's mainly always card advantage and quality for just cc4.
  2814.  
  2815. [CARD]Skyknight Legionnaire[/CARD]: 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.
  2816.  
  2817. [CARD]Squee's Embrace[/CARD]: 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.
  2818.  
  2819. [CARD]Viashino Firstblade[/CARD]: Mainly a better [CARD]Inner-Flame Acolyte[/CARD], but with the same problem of becoming unexciting after the first attack.
  2820.  
  2821.  
  2822. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2823.  
  2824. [CARD]Boros Fury-Shield[/CARD]: An interesting combat trick, that reflects the damage.
  2825.  
  2826. [CARD]Cerodon Yearling[/CARD]: A 2/2 Haste Vigilance for cc2 is definitely solid.
  2827.  
  2828. [CARD]Dega Disciple[/CARD]: 2 additional power for a creature can be interesting to turn weak creatures into solid blockers or bring damage through when needed.
  2829.  
  2830. [CARD]Fire at Will[/CARD]: Splitting 3 damage upon any number of creatures can be really strong, but the restriction is high.
  2831.  
  2832. [CARD]Kranioceros[/CARD]/[CARD]Ordruun Commando[/CARD]: Solid beaters, but you need to keep a lot of mana open to keep them alive.
  2833.  
  2834. [CARD]Manacles of Decay[/CARD]: This removal is not bad, but outclassed by too many better alternatives.
  2835.  
  2836. [CARD]Martial Glory[/CARD]: A solid, but unexciting combat trick.
  2837.  
  2838. [CARD]Thundersong Trumpeter[/CARD]: Often this creature is just an overcosted [CARD]Gideon's Lawkeeper[/CARD].
  2839.  
  2840. [CARD]Towering Thunderfist[/CARD]: Vigilance on big bodies can be very important and a 4/4 for cc5 is not exciting, but also not too bad.
  2841.  
  2842. [CARD]War Flare[/CARD]: The multicolored version of [CARD]Inspired Charge[/CARD]. It's only good if you are highly supporting a RW swarm theme.
  2843.  
  2844.  
  2845. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2846.  
  2847. [CARD]Angelfire Crusader[/CARD]: This creature needs at least 3 red mana, to be worth the high mana cost.
  2848.  
  2849. [CARD]Battlegate Mimic[/CARD]/[CARD]Scourge of the Nobilis[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  2850.  
  2851. [CARD]Boros Recruit[/CARD]: This creature is only slightly better than [CARD]Eager Cadet[/CARD].
  2852.  
  2853. [CARD]Double Cleave[/CARD]: Without additional power, this combat trick isn't very interesting.
  2854.  
  2855. [CARD]Duergar Assailant[/CARD]: The worse version of [CARD]Frostling[/CARD].
  2856.  
  2857. [CARD]Firehoof Cavalry[/CARD]: A one-drop with the option to become relevant later is fine, but a 1/1 is simply too irrelevant during the first turns.
  2858.  
  2859. [CARD]Hobgoblin Dragoon[/CARD]: 1 power is simply too less for a beater with cc3.
  2860.  
  2861. [CARD]Kavu Glider[/CARD]: The worse version of [CARD]Kjeldoran Outrider[/CARD].
  2862.  
  2863. [CARD]Leaping Master[/CARD]: A weak 2-drop with the terribly overcosted option, to gain flying.
  2864.  
  2865. [CARD]Priest of Iroas[/CARD]: A really bad one-drop with a terribly situative and overcosted ability.
  2866.  
  2867. [CARD]Raka Disciple[/CARD]: Only preventing 1 damage isn't enough in many cases.
  2868.  
  2869. [CARD]Rally the Righteous[/CARD]: This card is often just the worse version of [CARD]Fortify[/CARD].
  2870.  
  2871. [CARD]Screeching Griffin[/CARD]: An overcosted evasive beaterthat got another often useless evasion.
  2872.  
  2873. [CARD]Shattering Blow[/CARD]: Only being able to handle artifacts is simply too restrictive.
  2874.  
  2875. [CARD]Tundra Kavu[/CARD]: Fixing your own lands or disfix your opponent can be interesting, but it's really situative.[Spoiler=Azorius]
  2876. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2877.  
  2878. [CARD]Curse of Chains[/CARD]: A solid hard removal for cc2, that can be played in each of its colors, which is especially interesting for blue.
  2879.  
  2880.  
  2881. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2882.  
  2883. [CARD]Azorius First-Wing[/CARD]: A 2/2 flying for cc2 is super solid, but not too exciting.
  2884.  
  2885. [CARD]Deft Duelist[/CARD]: The main problem of [CARD]Youthful Knight[/CARD] is that it's really fragile against spot removal with just 1 toughness. Shroud solves this problem, which makes this creature really interesting.
  2886.  
  2887. [CARD]Deputy of Acquittals[/CARD]: A better [CARD]Whitemane Lion[/CARD], with the possibility to be played as an [CARD]Ashcoat Bear[/CARD].
  2888.  
  2889. [CARD]Dismantling Blow[/CARD]: Either an acceptable priced [CARD]Disenchant[/CARD] or a 3 for 1 trade. After [CARD]Orim's Thunder[/CARD], it may be the best [CARD]Disenchant[/CARD]-like card in pauper.
  2890.  
  2891. [CARD]Esper Cormorants[/CARD]: 3/3 Flying creatures for cc4 are extremely unique and super solid.
  2892.  
  2893. [CARD]Feeling of Dread[/CARD]: Only tapping 2 creatures may look weak on first sight, but with Flashback this becomes [CARD]Frost Breath[/CARD] 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.
  2894.  
  2895. [CARD]Hussar Patrol[/CARD]: 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.
  2896.  
  2897. [CARD]Momentary Blink[/CARD]: 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.
  2898.  
  2899. [CARD]Silkbind Faerie[/CARD]: Even if 1/3 flying bodies aren't really interesting, they are not useless and with a kind of vigilance and the [CARD]Gideon's Lawkeeper[/CARD]-effect included it's very interesting.
  2900.  
  2901. [CARD]Silver Drake[/CARD]: 3/3 flying creature for cc3 are extremely solid and the self-bounce can sometimes even be an advantage.
  2902.  
  2903. [CARD]Stormscape Apprentice[/CARD]: A blue/white [CARD]Gideon's Lawkeeper[/CARD].
  2904.  
  2905.  
  2906. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  2907.  
  2908. [CARD]Aethertow[/CARD]: Putting 2 creatures on the top of their owners' library is really solid, but cc4 is a lot for such a restrictive removal.
  2909.  
  2910. [CARD]Cloudheath Drake[/CARD]: Vigilance can be very important for big creatures, but a 3/3 flying for cc5 isn't very exciting.
  2911.  
  2912. [CARD]Coastline Chimera[/CARD]: A huge defensive body with flying. It would just need at least an additional power to become really interesting.
  2913.  
  2914. [CARD]Disciple of Kangee[/CARD]: 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.
  2915.  
  2916. [CARD]Ethercaste Knight[/CARD]: 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.
  2917.  
  2918. [CARD]Hindering Light[/CARD]: A UW version of [CARD]Confound[/CARD], 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.
  2919.  
  2920. [CARD]Minister of Impediments[/CARD]: The ability is solid, but cc3 is a lot for it, with such a weak body.
  2921.  
  2922. [CARD]Overrule[/CARD]: An interesting and very flexible version of [CARD]Syncopate[/CARD]-like Counters, but the additional white mana can be very problematic.
  2923.  
  2924. [CARD]Plumes of Peace[/CARD]: This card wouldn't be interesting as a worse [CARD]Claustrophobia[/CARD], but the Forecast opportunity is really interesting, even if it's highly restricted.
  2925.  
  2926. [CARD]Soulsworn Jury[/CARD]: A solid wall that can be turned into [CARD]Remove Soul[/CARD] when needed is interesting, but not too exciting.
  2927.  
  2928. [CARD]Stormcaller's Boon[/CARD]: 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.
  2929.  
  2930. [CARD]Stormscape Familiar[/CARD]/[CARD]Sunscape Familiar[/CARD]: 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.
  2931.  
  2932. [CARD]Talon Trooper[/CARD]: 2/3 flying creatures for cc3 are very solid, but not too exciting.
  2933.  
  2934. [CARD]Watchwing Scarecrow[/CARD]: 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.
  2935.  
  2936.  
  2937. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  2938.  
  2939. [CARD]Adarkar Unicorn[/CARD]: There are only a few playable cards with cumulative upkeep.
  2940.  
  2941. [CARD]Arenson's Aura[/CARD]: Only being able to handle enchantments is way too restricted.
  2942.  
  2943. [CARD]Barrenton Cragtreads[/CARD]/[CARD]Galina's Knight[/CARD]/[CARD]Vedalken Outlander[/CARD]: These cards would only be interesting for sideboards.
  2944.  
  2945. [CARD]Civic Guildmage[/CARD]/[CARD]Sunscape Apprentice[/CARD]: Being able to put creatures on the top of your library can protect them, but it's card disadvantage.
  2946.  
  2947. [CARD]Daring Leap[/CARD]: cc3 is simply way too much for such a bad combat trick.
  2948.  
  2949. [CARD]Dramatic Rescue[/CARD]: An overcosted bounce, with a nearly redundant life advantage.
  2950.  
  2951. [CARD]Ethersworn Shieldmage[/CARD]/[CARD]Glassdust Hulk[/CARD]: These cards would only be interesting for an artifact-based cube.
  2952.  
  2953. [CARD]Glimmering Angel[/CARD]: The way worse version of [CARD]Aven Fleetwing[/CARD].
  2954.  
  2955. [CARD]Jedit Ojanen[/CARD]/[CARD]Tobias Andrion[/CARD]: Terribly overcosted cards.
  2956.  
  2957. [CARD]Kjeldoran Pride[/CARD]: 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.
  2958.  
  2959. [CARD]Mirror Wall[/CARD]: 3/4 bodies for cc4 are simply not exciting enough, not even without the disadvantage.
  2960.  
  2961. [CARD]Ocular Halo[/CARD]: The enchanted creature isn't protected from being handled by any removal.
  2962.  
  2963. [CARD]Offering to Asha[/CARD]: 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.
  2964.  
  2965. [CARD]Sanctum Plowbeast[/CARD]: Flexibility is nice, but this creature is simply way too bad if you hardcast it and landcycling isn't the best effect.
  2966.  
  2967. [CARD]Saving Grasp[/CARD]/[CARD]Turn to Mist[/CARD]: The way worse version of [CARD]Momentary Blink[/CARD].
  2968.  
  2969. [CARD]Search Warrant[/CARD]: Life is simply not worth a card.
  2970.  
  2971. [CARD]Shaper Guildmage[/CARD]: Just First Strike without additional power is only too situationally good.
  2972.  
  2973. [CARD]Sighted-Caste Sorcerer[/CARD]: Exalted isn't worth such a bad body.
  2974.  
  2975. [CARD]Soldevi Heretic[/CARD]: The ability would already only be of small interest without the card disadvantage, but granting the opponent cards is simply terrible.
  2976.  
  2977. [CARD]Somnomancer[/CARD]: This creature would be way more interesting with flash.
  2978.  
  2979. [CARD]Steel of the Godhead[/CARD]/[CARD]Thistledown Duo[/CARD]: There aren't enough multicolor cards in most cubes and without both effects, these cards are simply too unexciting.
  2980.  
  2981. [CARD]Tower Drake[/CARD]/[CARD]Vassal Soul[/CARD]: These creatures are too unexciting most of the time.
  2982.  
  2983. [CARD]Whip-Spine Drake[/CARD]: 3/3 flying bodies are solid, but this creature is simply overcosted, no matter if played for 5 mana or 6 with morph.
  2984.  
  2985. [CARD]Wings of Hope[/CARD]: This aura is simply not worth the risk of card disadvantage.
  2986.  
  2987. [CARD]Zealous Guardian[/CARD]: An [CARD]Eager Cadet[/CARD] with Flash is still an [CARD]Eager Cadet[/CARD] on the board.[/Spoiler]
  2988. [Spoiler=Rainbow]
  2989. [b]Staple[/b]: This card will usually be in every cube unless there are very specific reasons not to run it.
  2990.  
  2991. [CARD]Abomination of Gudul[/CARD]: A strong finisher in the right colors.
  2992.  
  2993. [CARD]Abzan Guide[/CARD]: Lifelink on a 4/4 that can attack on turn 5 is a solid card.
  2994.  
  2995. [CARD]Wild Nacatl[/CARD]: 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.
  2996.  
  2997.  
  2998. [b]Cubeable[/b]: This card is good, but not so good that it demands inclusion. Several of these will make the cut, but they are interchangeable.
  2999.  
  3000. [CARD]Crystallization[/CARD]: A really solid hard removal.
  3001.  
  3002. [CARD]Efreet Weaponmaster[/CARD]: Unmorphing this creature could easily lead to a 2 for 1 trade.
  3003.  
  3004. [CARD]Kederekt Creeper[/CARD]: An interesting creature that works as a beater with a solid pseudo-evasion and a great blocker.
  3005.  
  3006. [CARD]Mardu Warshrieker[/CARD]: The Raid version of [CARD]Coal Stoker[/CARD], that fixes Mardu colors.
  3007.  
  3008. [CARD]Opaline Bracers[/CARD]: The big brother of [CARD]Vulshok Morningstar[/CARD].
  3009.  
  3010. [CARD]Ponyback Brigade[/CARD]: A really strong card with a good effect, but it's in a 3-color combination that will rarely be together.
  3011.  
  3012. [CARD]Sangrite Backlash[/CARD]: A solid spot removal.
  3013.  
  3014. [CARD]Sewn-Eye Drake[/CARD]: 3 power flying and haste is definitely nice.
  3015.  
  3016. [CARD]Viashino Slaughtermaster[/CARD]: 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.
  3017.  
  3018.  
  3019. [b]Borderline[/b]: This card comes close, but generally, most cubes won't include this, unless there are specific reasons.
  3020.  
  3021. [CARD]Baton of Courage[/CARD]: 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.
  3022.  
  3023. [CARD]Carrion Thrash[/CARD]: An interesting creature, but you need to keep 2 mana open.
  3024.  
  3025. [CARD]Nightscape Familiar[/CARD]/[CARD]Stormscape Familiar[/CARD]/[CARD]Sunscape Familiar[/CARD]/[CARD]Thornscape Familiar[/CARD]/[CARD]Thunderscape Familiar[/CARD]: The abilities are nice, but the bodies aren't very interesting.
  3026.  
  3027. [CARD]Pentad Prism[/CARD]: A pseudo [CARD]Black Lotus[/CARD] for cc2, that can be split up however it's needed.
  3028.  
  3029. [CARD]Rakeclaw Gargantuan[/CARD]: Not a bad fatty, but often additional power is better than First Strike.
  3030.  
  3031. [CARD]Samite Pilgrim[/CARD]: This creature can change combat math, but it's not too exciting.
  3032.  
  3033. [CARD]Skyreach Manta[/CARD]: This creature is solid with 3 colors, but only really interesting with at least 4 colors.
  3034.  
  3035. [CARD]Snowhorn Rider[/CARD]: A fine finisher and combat trick through Morph, but worse than the other cards from the cycle.
  3036.  
  3037. [CARD]Suntouched Myr[/CARD]: A colorless [CARD]Nessian Courser[/CARD].
  3038.  
  3039. [CARD]Trace of Abundance[/CARD]: The worse version of [CARD]Utopia Sprawl[/CARD].
  3040.  
  3041. [CARD]Wandering Goblins[/CARD]: This creature can grow to a very big threat, but it needs a lot of mana to become at least a little bit interesting.
  3042.  
  3043. [CARD]Waveskimmer Aven[/CARD]: Exalted is mainly not worth overcosted bodies.
  3044.  
  3045.  
  3046. [b]Bad[/b]: Don't cube this. It might look fine, but it's not worth it.
  3047.  
  3048. [CARD]Abzan Runemark[/CARD]/[CARD]Jeskai Runemark[/CARD]/[CARD]Mardu Runemark[/CARD]/[CARD]Sultai Runemark[/CARD]/[CARD]Temur Runemark[/CARD]: None of these auras has enough impact to be worth the risk of card disadvantage.
  3049.  
  3050. [CARD]Arsenal Thresher[/CARD]/[CARD]Windwright Mage[/CARD]: These cards would only be interesting for artifact-based cubes.
  3051.  
  3052. [CARD]Aven Trailblazer[/CARD]: Even with 3 basic land types, it would just be a [CARD]Chapel Geist[/CARD].
  3053.  
  3054. [CARD]Bant Sojourners[/CARD]: The worse version of [CARD]Origin Spellbomb[/CARD].
  3055.  
  3056. [CARD]Bant Sureblade[/CARD]/[CARD]Esper Stormblade[/CARD]/[CARD]Grixis Grimblade[/CARD]/[CARD]Jund Hackblade[/CARD]/[CARD]Naya Hushblade[/CARD]: There aren't enough multicolor spells in most cubes to make these cards playable.
  3057.  
  3058. [CARD]Drag Down[/CARD]/[CARD]Exotic Curse[/CARD]: In most cases, these cards are worse than [CARD]Dark Banishing[/CARD].
  3059.  
  3060. [CARD]Esper Sojourners[/CARD]: Mainly just the worse version of [CARD]Crippling Chill[/CARD].
  3061.  
  3062. [CARD]Gaea's Might[/CARD]/[CARD]Might of Alara[/CARD]: In most cases, these cards are just [CARD]Giant Growth[/CARD] with a restriction.
  3063.  
  3064. [CARD]Grixis Sojourners[/CARD]: Graveyard hate is mainly useless in limited.
  3065.  
  3066. [CARD]Heliophial[/CARD]: No matter how good a colorless [CARD]Lightning Bolt[/CARD] is, it's definitely not worth 7 mana.
  3067.  
  3068. [CARD]Jund Sojourners[/CARD]: [CARD]Zap[/CARD] is already very bad.
  3069.  
  3070. [CARD]Kavu Scout[/CARD]: The worse version of [CARD]Wandering Goblins[/CARD].
  3071.  
  3072. [CARD]Matca Rioters[/CARD]: Mainly this creature is just a restricted [CARD]Nessian Courser[/CARD].
  3073.  
  3074. [CARD]Naya Sojourners[/CARD]: A unique effect, but mainly it's just the worse version of [CARD]Burrenton Bombardier[/CARD]s ability.
  3075.  
  3076. [CARD]Sawtooth Thresher[/CARD]: This creature needs at least 4 colors to be interesting.
  3077.  
  3078. [CARD]Strength of Unity[/CARD]: This aura is mainly just the worse version of [CARD]Oakenform[/CARD]. It's not really worth the risk.
  3079.  
  3080. [CARD]Tribal Flames[/CARD]: Even with 3 basic land types, it would just be a [CARD]Volcanic Hammer[/CARD].
  3081.  
  3082. [CARD]Wandering Stream[/CARD]: Life is not worth a card.
  3083.  
  3084. [CARD]Worldly Counsel[/CARD]: Even with 3 basic land types, it would just be an overcosted [CARD]Ponder[/CARD].[/Spoiler]
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