Creature cards that bring token armies with them are great. They lower risk and increase your options. They also scale really well with a wide selection of things. They afford pseudo evasion in that they go wide making it harder to stop all the damage coming through. You often get a reasonable return for stats on your mana spent too as they don't have that single big stat that trumps the board effect. While more bodies is a good thing, being the biggest thing is worth something. This is increasingly less relevant given the context of modern magic and cube but back in the day, if you had the biggest dork no one could really attack into you sensibly and you could often attack with impunity. The bigger reason however that you get a discount on stats is that a lot of your stats will be on tokens and tokens are inherently less valuable than actual cards for loads of reasons. One man army cards have some of the highest success rate in cube. The first proper such cards is still viable to this day - the classic Deranged Hermit. Almost all of these types of cards within reason are viable for cube and the better ones account for some of the best cards in the cube.
I am not going to look at non-creature cards that act like one man armies. There are plenty of token producing things that do a load right away from Wraths to planeswalkers to lands. They often have merit but they also typically gain value indirectly from synergies not applicable to creatures. Straying too far in scope for these lists reduces objectivity quickly and so we are just looking at dorks, specifically ones that produce at least two token creatures immediately. This is a rare list in that all the cards in it are in my cube presently. Not only that but they are all strong cards that get a lot of action as well.
8. Cloudgoat Ranger
This last slot could have gone to a number of cards including Angel of Invention (vulnerable), Trostani Discordant (gold), Ishkanah, Grafwidow (needs support), Mezmermizing Benthid (mostly defensive), Deep-Forest Hermit (not as good as Biogenic Ooze but that didn't qualify for this list), Sling-Gang Leutenant (low stats), or Mry Battlesphere (more of a card you cheat with than play fairly). They are all strong cards and all share a similar power level but all had a foible warding me of chosing them. Ultimately I went with the Ranger as it is one of the oldest and has thus seen some of the most action. It was premium back in it's day and still holds up well. It is less powerful of a card than Angel of Invention but it is rather safer in the face of removal. A Forked Bolt can typically deal with most of an Angel while it does fairly little against Ranger. Four bodies is nicer than three as well thanks to better scaling with the abundant Anthem effects in white. Cloudgoat goes wide and tall which is great. The evasion is outstanding too. Being able to trade into a 5/5 flier and still have three 1/1 dorks left over is impressive too. The card is by no means oppressive by current standards but it remains a solid card without any real drawbacks and that in itself is a big achievement for an uncommon over a decade old. Cards like Baneslayer Angel came after it, rose to the top of the pile and then faded out of relevance in that time. Five years ago the idea of playing Cloudgoat over Baneslayer in any deck was laughable, now it is pretty much the reverse.
The budget Siege-Gang. Pay one less mana and get one less token. The tokens fly which is great but they cost more to use as Shock fuel which is less great. Overall this is reasonably balanced and evens out however there is more at play that increases the value of the Nalaar parents over Siege Gang. The increase in power to mana cost is not linear when it comes to creatures and so if you scale back a creature in power by the same ratio as you scale back the cost you get a better card at the end of it. Further to this there are lots of artifact synergies on the go where by having more in play to empower things like Galvanic Blast or Daretti is a win. This works both ways as well and Pia and Kiran can throw servo tokens, Talisman past their usefulness, or best of all a Chromatic Star instead or as well as the Thopters. The existence of Retrofitter Foundry makes the Thopters rather more valuable than basically any other type of token too. Getting a free chump blocker that turns into a 4/4 at no extra mana cost is pretty filthy and happens a fair old amount. Overall Pia and Kiran cover a lot of bases with high synergies, high utility, decent power level, good board control, and lots of options.
4. Breya, Etherium Shaper
2. Seasoned Pyromancer
1. Grave Titan
A pretty comfortable top spot here for the Titan. He brings a lot of stats and threatens rather more to come. A very quick clock. None of the drawbacks of not having the biggest dork in play. Grave Titan has ended more cube games than most and recovered even more. Comfortably one of the most played top end cards and with good reason. He is cheap enough to be the top end in most decks yet still powerful enough to get used in combination with cheat out effects like Sneak Attack or Reanimate. Just an incredibly high quantity of tempo, threat, and value all in one card without much in the way of risk or downside. There are very few top end threats you are happy to just throw away in combat because they have done enough. While you can't really chump attack with Grave Titan thanks to the deathtouch you can easily trade down by attacking into a couple of 3/3 tokens or other low value and relevance stuff. Almost any trade with Titan is bad in that the Titan is better than what it traded for but it is still good in that you have four 2/2 zombies while they have six power less stuff!
Here are the cards that missed off making the list, all of which are decent in their own way.
Angel of Invention
Drowner of Hope
Master of the Waves