Cutting the Power Nine is the easy part. The cards that are too strong for cube once the Moxen are gone are the ones that were hiding behind them: Sol Ring, Mana Crypt, Library of Alexandria, Strip Mine, and a short list of engines that are fine in a Vintage lottery but take over a Legacy-band table. This is a list worth holding against every card you consider adding, and why each one is on it.
The test for every card below is the same. Does it win games on its own when nothing else in the deck is broken? In a powered cube, the answer is hidden because everything is broken. Remove Power and the answer becomes obvious at the table.
Why does removing the Power Nine not fix the problem?
An unpowered cube is one where the best thing in the cube is a reasonable card doing a reasonable thing early. The Power Nine are the obvious exceptions, but they are not the only cards built on their logic.
Three categories keep breaking unpowered lists:
- Mana that costs less than it produces. Anything that nets mana on the turn it enters.
- Lands that do something no spell is allowed to do. Repeatable card draw or land destruction at no mana cost.
- Engines that convert one resource into the whole game. Usually life or a graveyard into cards.
The rest of this article goes category by category and names the cards.
Which fast mana is too strong for an unpowered cube?
Sol Ring. One mana for an artifact that taps for two colorless. It is the most-argued card in unpowered cube, and the argument always ends the same way: whoever opens it on turn one is a full turn ahead for the rest of the game. Mana Crypt is the same effect at zero mana with a coin-flip drawback that rarely matters. Mana Vault and Grim Monolith produce three colorless once and then stay tapped; they are weaker but still turn a four-drop into a turn-two play.
Lotus Petal and Lion’s Eye Diamond. Petal is a one-shot Mox: zero mana, sacrifice for one mana of any color. Harmless in a creature deck, decisive in a Reanimate deck. Lion’s Eye Diamond gives three mana of one color but makes you discard your hand, so it is only a combo card, which is exactly why it does not belong where combo is not supported.
Dark Ritual and Cabal Ritual. One black mana for three (Ritual) or two mana for three, or five with threshold (Cabal Ritual). Turn-one Ritual into a three-drop is strong but fair. Turn-one Ritual into Necropotence or Reanimate is not. The rituals are only as broken as what they power out, so the honest cut is usually the payoff, not the Ritual.
The full breakdown, including where to draw the line if you want some acceleration, is in fast mana in cube.
What to run instead: the ten Signets, the Talismans, Mind Stone, Prismatic Lens, and green’s two-mana ramp. Two mana for a rock that taps for one is the unpowered standard.
Which lands are too strong?
Library of Alexandria. Tap: draw a card, but only if you have exactly seven cards in hand. On the play, with a slow hand, it draws a card every turn for free. In a cube with Moxen, the game is often over before Library matters. In a cube without them, Library is the best card in the draft.
Strip Mine. A land that taps for colorless or sacrifices itself to destroy a land. Zero mana, no color requirement, and in a format where everyone plays sixteen or seventeen lands, it is a free Stone Rain that sometimes hits the only dual land in a two-color deck. Wasteland, which only hits nonbasics, is the common replacement and is already strong.
Bazaar of Baghdad. Tap: draw two, then discard three. Pure card quality for graveyard decks and pure card disadvantage for anyone else. The MTGO Vintage Cube cut it in October 2026; an unpowered cube has even less reason to keep it.
Mishra’s Workshop and Tolarian Academy are included here for completeness. Workshop taps for three mana that can only be spent on artifacts; Academy taps for one blue per artifact you control. Neither belongs outside a dedicated artifact section.
Which engines are too strong?
Necropotence. Three black mana for an enchantment that skips your draw step and lets you pay one life per card, exiled face down until end of turn. It turns twenty life into twenty cards. Without fast mana to deploy them, the card is still the best draw engine in the game. Yawgmoth’s Bargain does the same for six mana with no face-down clause.
Yawgmoth’s Will. Three mana: play cards from your graveyard this turn. Only broken with free spells and rituals in the yard. Cut the rituals and Will becomes a mediocre sorcery; keep them and Will is a second hand.
Oath of Druids. Two mana for an enchantment that lets a player with fewer creatures reveal cards until they hit one and put it onto the battlefield. It makes a deck that plays zero creatures except Emrakul. Fine as a known combo lane, warping if the cube does not plan for it.
Tinker. Three mana: sacrifice an artifact, search for any artifact and put it onto the battlefield. With Signets as the sacrifice fodder and a single Blightsteel Colossus or Myr Battlesphere as the target, it is a one-card win in any blue deck. Unpowered cubes that keep Tinker usually cut the targets.
Balance. Two mana: each player sacrifices lands, discards cards, and sacrifices creatures down to the lowest count. A fair card in a fair deck, a one-sided wrath in a deck that empties its hand with artifacts. It lives on this list because of how often it is drafted as “my deck’s removal” and played as a lock.
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Which newer cards belong on this list?
The old restricted list is not the whole story. A few modern designs do the same work.
- The One Ring. Four mana, grants protection from everything for a turn, then draws an increasing number of cards each turn at the cost of life. It is Necropotence on a colorless artifact. Any deck can play it.
- Oko, Thief of Crowns. Three mana for a planeswalker that enters with a high loyalty, makes a Food each turn, and turns any artifact or creature into a vanilla 3/3 Elk. Strong enough that Wizards banned it in Legacy, the Constructed format, in February 2021. It answers every threat and generates its own.
- Uro, Titan of Nature’s Wrath. Three mana to gain life, draw a card, and put a land down, then escape later as a 6/6 that does it again every attack. Card advantage, ramp and a finisher on one card.
- Orcish Bowmasters. Two mana for a 1/1 that pings and grows every time an opponent draws an extra card. A one-card answer to blue’s entire plan, which sounds fine until it is also two power across two bodies against aggro.
These four are in the current MTGO Vintage Cube. Whether they belong in yours depends on the band you chose; see cube power levels explained for how to decide.
A working restricted list
| Category | Too strong for unpowered | Reasonable replacement |
|---|---|---|
| Rocks | Sol Ring, Mana Crypt, Mana Vault, Grim Monolith | Signets, Talismans, Mind Stone |
| One-shot mana | Lotus Petal, Lion’s Eye Diamond | Simian Spirit Guide, Elvish Spirit Guide (if any) |
| Rituals | Dark Ritual, Cabal Ritual (with payoffs) | Keep Ritual, cut Necropotence |
| Lands | Library of Alexandria, Strip Mine, Bazaar, Workshop, Academy | Wasteland, Karakas, utility lands |
| Engines | Necropotence, Yawgmoth’s Will, Tinker, Oath, Balance | Phyrexian Arena, Sylvan Library, Treasure Cruise |
| Modern | The One Ring, Oko, Uro | Memory Deluge, Wrenn and Six, Tireless Tracker |
This is a house guideline, not a standard. Plenty of good Legacy cubes keep Sol Ring, and plenty keep Oko. The point is that each card on the left side should be a deliberate choice you have tested, not a leftover from a Vintage list you copied.
FAQ
Is Sol Ring too strong for an unpowered cube?
Usually yes. One mana for two every turn is a tempo swing nothing else in an unpowered list matches. If you keep it, expect the Sol Ring deck to win more than its share.
Are the Signets too strong?
No. Two mana for a rock that filters one mana into two is the baseline for unpowered acceleration. Most Legacy cubes run all ten.
Should I cut Dark Ritual?
Cut the payoffs first. Ritual into a three-drop creature is fine. Ritual into Necropotence or Reanimate on turn one is the problem, and those cards are the ones to test.
What about Mana Drain?
Mana Drain counters a spell and gives you its mana next turn. It is strong but it is a reactive two-mana counterspell. Most unpowered cubes keep it; the ones that cut it do so for feel, not balance.
Keep the list honest
Every card above has a fan somewhere, and the arguments are better in person than online. If you want to make the case for Sol Ring across a table in Indianapolis, Cube Commonwealth, our cube group, is relaunching as part of The Ludarium. Subscribe to The Ludarium newsletter for new cube pieces and to hear when the first night is set. The game is the reason. The people are the point.
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