0 - unplayable in 40 card singleton
1 - effectively unplayable
2 - has low tier constructed decks it might go in
3 - has mid tier constructed decks it does go in
4 - pretty powerful stuff with several potential homes, able to perform well in lower powered cubes
5 - powerful stuff that is either just too narrow or has too many superior alternatives
6 - fringe cube worthy
7 - cube worthy
8 - cube staple
9 - unpowered cube bomb
10 - powered cube bomb
I might play this if I want a Regrowth on an enchantment. With how narrow this is and how Eternal Witness isn't even good enough any more this is getting very little action.
March of Reckles Joy 7
Yeah, this seems good. It is early card quality, midgame card advantage and late game it does both. The smooth scaling and utility offered by this make it hard to turn down. It is a long way from a bomb or anything and it can misfire and cause you card disadvantage but for the most part it is getting you out of screws, giving you options and giving you value. I get the impression this is just one of those cards you are always going to be happy to see when you draw it. It will do a good job of putting dead cards to use and help massively with hitting your land drops on time.
High-Speed Hoverbike 1
This just doesn't have the power level to really be in the conversation. It doesn't stand up very well on its own nor does it achieve all that much for the cost of a card. It is cheap and playable, I likely run it over Sky Skiff should I be making a vehicle deck and want another cheap card to pad out the list....
Kappa Tech-Wrecker 3
Pretty sure this is a ninja turtle and not a turtle ninja! I smell fear from the legal department on this... I like Tech-Wrecker but it seems a bit fiddly for what it is and does. It fails to stand up all that well when not threatening to Naturalize things which is a bit of an issue. It is also not the easiest thing to use as a Naturalize which compounds the problem. I do want to abuse EtB triggers with this but that is just being greedy and win more. I'll just play value cards in the value slots and cards like Boseiju when I need answers.
Banishing Slash 2
Sorcery speed, double white, and conditional on the main removal mode with the only real upside being that you might get a free 2/2. Not awful but certainly not good. I am only even considering this if I have near assured 2/2 trigger online.
Tempered in Solitude 2
Just a little bit too needy to be a good source of value. Decent when working but the mere fact that it might not always be is more than enough to kill its chances.
Moon-Circuit Hacker 7
Seems like this is mostly an upgraded frontloaded Ninja of the Deep Hours. It is a lot easier to get that first card back with this as well as it being less of a drag should you have to hard cast it. Yes, it is less good than Deep Hours once in play but then Deep Hours was really hard to continue milking value out of. This is good enough for cubes if you already have the right kind of support going, that being good cheap evasive dorks and/or those with good EtB effects, we are talking Baleful Strix sorts of cards. I am probably just about able to support this and so it will be an OK little tempo filler card. Great with the likes of Brazen Borrower too!
Prodigy Prototype 1
Not bad or anything but just a bit fair and a bit narrow.
Sunblade Samurai 1
Minor potential in a Replenish style deck as a cheap useful supporting card that puts itself in the bin and then comes back as a different big thing.
Circuit Mender 4
Upgrade on Filigree Familiar, the toughness extra is nice but the big upgrade is that the card is drawn on leaving play not death making this an interesting flicker card among other synergies. Filler card.
Generous Visitor 2
This is not without potential but it is a bit of an awkward fit. I am not sure I want a generic fat dork that isn't an enchantment in my enchantment decks. One mana cards with scaling do always seem to find a way and so this will crop up somewhere.
Satsuki, the Living Lore 2
Cute saga support card, fun as a build around but too narrow for cubes, probably not powerful enough either.
Walking Skyscraper 2
This might get play in a counters deck but it is really far too win more at the point the casting cost is actually appealing.
Otawara, the Soaring City 8
A highly versatile piece of interactive disruption. While not an answer to all that much it does help deal with things or buy time or just be suitably tricky. We all know how good bounce is, even if it is a little on the pricy side. Bounce on an island? Why yes, absolutely always will I play this. This dealing with manlands is a big help too.
Mechtitan Core 2
How silly and fun. Reasonably easy to pull off too and not even a high risk play, just one that needs a lot of support. Not a very powerful card but somewhat easy to build around and based on how novel and fun it is I am sure many will do just that. You certainly need to be doing more than just crewing this to be anything other than shockingly bad.
Invoke Justice 2
Narrow and wonky. I cannot see many situations where this is a recursion spell of choice. It certainly is too situational to play without support.