Brass Man - a cheap wall that can attack if necessary. Doesn't look that good, but it's early defense for any deck.
Scuttlemutt - artifact mana fixing, this should help multicolored
Helm of Possession - the cube is lackin sacrifice effects, and I thought I'd go with a good one
Solemn Simulacrum - card advantage on legs
Silent Arbiter - creates tricky situations, great for defense
Precursor Golem - apart from the crazy situations that may arise, it's 9 power for 5 mana
Duplicant - an artifact that's creature removal
Steel Hellkite - an artifact that's PERMANENT removal
Candles of Leng
Elixir of Immortality
Desert - I loved to see this guy and Tuktuk together this week
Mikokoro, Center of the Sea
Ghitu Encampment - After the success of Faerie Conclase and Treetop Village, I'll give a try at their least known siblings
Pendelhaven - almost strictly better than Forest
Terminal Moraine - prismatic fixing
Rakdos Carnarium - completing the Ravnica bouncelands cycle
Gruul Turf - completing the Ravnica bouncelands cycle
Orzhov Basilica - completing the Ravnica bouncelands cycle
Selesnya Sanctuary - completing the Ravnica bouncelands cycle
Azorius Chancery - completing the Ravnica bouncelands cycle
Lavaclaw Reaches - Worldwake manlands, they fix mana, attack and defend
Celestial Colonnade - Worldwake manlands, they fix mana, attack and defend
Raging Ravine - Worldwake manlands, they fix mana, attack and defend
Creeping Tar Pit - Worldwake manlands, they fix mana, attack and defend
Stirring Wildwood - Worldwake manlands, they fix mana, attack and defend
Safe Haven - high risk, high reward. I can see this taking games that wouldn't be winnable otherwise, but I can also foresee people cursing this doesn't make mana.
Duskmantle, House of Shadow - support for milling
Shining Shoal - great combat trick/burn/life gain, potentially for free
Luminarch Ascension - another good reason to play enchantment/artifact hate
Dissipate - I missed hard counters
Muddle the Mixture - aggro-control tool, besides transmute being cool
Cathartic Adept - blue 1-drops are historically crappy, this one at least "pings" in a milling deck
Tinker - there is not much to encourage the use of artifacts, I guess this is one good reason
Trinket Mage - and another
Wall of Frost
Traumatize - milling that can be used in a reanimator
Trade Routes - I hate mana flood
Into the Roil - bounce is very rare in the cube, this should help a bit
Forbid - another classic hard counter
Hand of Cruelty
Profane Command - my first command, featuring 12 * x options of effects
Ob Nixilis, the Fallen - a fatty that's nuts by itself, and can get more than that with ramping
Demonic Collusion - decent tutors are rare, although I fear this one is too expensive
Ashes to Ashes - an old favorite
Tainted Pact - in cube it's not bad
Vampire Hexmage - planeswalker removal! Crazy combo with Dark Depths! A Phantom Nishoba slayer! This solves a lot of problems for two mana
Goblin Furrier - a 2/2 for 1R, except it can't kill an Ohran Viper. Oh well.
Hearth Kami - critter for red aggro, with the bonus of being a shatter if necessary.
Slith Firewalker - great guy for aggro with lots of burn
Dead/Gone - red bounce is crazy
Zektar Shrine Expedition
Burning Wish - back for another run, let's see if this time this gets more love
Tuktuk the Explorer - a good blocker, and also something that's worth sacrificing
Fumiko the Lowblood
Lord of Shatterskull Pass - levelers are cool, and this is a good one
Pandemonium - a Johnny card that will help midrange and create crazy situations
Crater Hellion - the Slice and Dice that beats
Hostility - a very fast finisher that makes any burn spell fearsome.
Ryusei, the Falling Star
Khalni Heart Expedition
Time of Need - with the amount of legendary creature in the cube, this should be good in several decks
Needle Storm - Squall was good for green conceptually, except it didn't kill Meloku, Platinum Angel, Emeria Angel, etc.
Omnath, Locust of Mana
Recollect - how many times do we want one of those cards in the graveyard badly?
Chord of Calling - some creatures gather and cast a ritual to summon something big from the library. This drips flavor.
Desert Twister - planeswalker removal. And anything else really.
Sapling of Colfenor
Gruul Guildmage - completing the guildmage cycle
Boros Guildmage - completing the guildmage cycle
Simic Guildmage - completing the guildmage cycle
Oona's Gatewarden - great defense that fits in most decks
Spite/Malice - split cards are tricky and fun to play
Fire/Ice - one the best things to go on an Isochron Scepter
Night/Day - a sort of an unknown card, two situational effects that give the card twice the chance of being useful
Fight to the Death - crazy combat trick, usually it will net card disadvantage but it kills pretty much anything.
Curse of Chains
Swans of Bryn Argoll
Soltari Guerillas - a hidden gem, one of the best red/white cards ever
Nath of the Gilf-Leaf - covering for the subpar Golgari Rotwurm and Shambling Shell, this crossbreed between Hypnotic Specter and Verdant Force looks good on paper and I can't see how it could be bad on pratice.
Cage of Hands
Drift of Phantasms
Maralen of the Mornsong
Grab the Reins
Tin Street Hooligan
Words of War
Beacon of Destruction
Howl of the Night Pack
Search for Tomorrow