I just realized that while most of these cards don't really need a whole lot of extra info for context, a few might be a little unclear.
Mother of Runes: The most memorable match I remember is from like 4-5 years back when my cube also ran
Sarkhan Vol and there was a matchup that featured Mom +
Archangel of Thune on one side along with some flying tokens and some RG Midrange deck on the other side. Sarkhan had ulted and created 5 Dragons, seemed like it would only be a matter of time before they closed out the game, but Mom + Angel and a few chumps here and there weathered the entire ult and ended up pulling the game out. It was crazy. Ever since then I've never doubted the power of Mom, also has created a ton of scenarios where having to navigate the protection has led to interesting sequencing decisions with damage and removal. Last week I flubbed a play where I should have blown up my own
Perilous Myr to snipe Mom but ended up taking out another threat instead hoping to push through damage and apply pressure. Ended up costing me later when they stabilized and stuck a threat that I just couldn't pick off.
Teleportation Circle: I initially put this in for blink support but have since come around to the idea that it's just a good card in general. You don't need a dedicated blink deck to get the most out of it; even just blinking one value creature or exploiting synergies is good enough. I don't play any Arena so I had zero experience with this until someone played it against me in a cube draft last week. They ended up using it to blink
Epochrasite to grow it to a 4/4, bring back a
Cursed Mirror as an
Angel of Invention to generate more bodies, and even just blinking a
Golos, Tireless Pilgrim to ramp even further. They even had the ability to blink a
Retrofitter Foundry to pull off the upgrade cycle even quicker.
The Antiquities War: This is pretty much everything I ever wanted out of UB Tezzeret, except its more splashable and easier to get use out of since I don't have to go reaching into black for playables. With my ULD drafters have access to Artifact Lands as an additional payoff and this can lead to some wild boardstates. Combine that with a good number of artifact producers like
Breya's Apprentice and
Whirler Rogue and you've got a massive swing coming on that final turn with the Saga. I like the telegraphing of the finale giving both sides different incentives in either committing more for a big swing or picking off otherwise harmless bodies to avoid an additional 5 power coming through. There was a game last week where the War player ended up having 30+ power when it triggered, just insane.
Braids, Cabal Minion: Just a card that I really enjoy playing with as Stax operates on a completely different axis than most strategies. It can be miserable to play against a hard stax deck in something like EDH that is purely dedicated to the archetype, but in Cube it's usually a supplement to another archetype. In my case Stax is another element that can be deployed by BW Aggro to help apply pressure and stymie development. The Braids mini-game of figuring out ways to maximize your resources and present your opponent with tough choices via timely deployment of removal makes for very interesting boardstates and situations. It's one of my all-time favorites, will never ever be leaving my cube.
Hero of Oxid Ridge: I think this guy probably should see more play, especially for cubes that feel like
Hellrider is too powerful. That's not necessarily the case for my environment, but I just don't think Hellrider creates as many engaging decision points with its trigger. I remember it being just a generically strong red card that anyone in the colors would want to play with. That's not bad, but I like having cards here and there throughout my cube that especially appeal to specific decks and archetypes. I like that Hero can create situations where you can push through even more damage with proper sequencing of smaller aggressive bodies. Even if you get blocked off by some development of the board, sometimes the suicidal Hero charge on T4 is good enough to push through enough damage and put the opponent into the danger zone. I also like that once your opponent is aware of it for G2, they might just end up playing differently to avoid that potential unblockable damage.
Titania, Protector of Argoth: Probably my favorite big green midrange creature, she just synergizes with so many different cards in my environment. Fetches are an obvious one, but grabbing back stuff that might have been self milled earlier for value or lands that you pitched while looting is just very strong on curve (or even if you turbo it out!). I'm especially a big fan of following it up with a
Wildfire effect and presenting 20 damage on the next turn off the elemental tokens. She slots in very well in strategies like GW Landfall featuring the likes of
Renegade Rallier and
Felidar Retreat recurring fetches for value, GB Gitrog playing a grindy game with black and green cards, or even the aforementioned RG Wildfire where you're usually ramping hard into big threats or a Wildfire to clear the board.
Winota, Joiner of Forces: My favorite Boros buildaround, she just brings an insane amount of reach to aggressive decks and even allows for something like Big Boros leaning more towards 3 and 4 drops to really shine. Plays great with anything that generates token bodies and can lead to incredibly explosive turns on curve that keep your opponent honest. I think my favorite part is being able to customize your payoffs off that trigger with whatever you'd like to include in your cube list. Need removal to clear the way?
Fiend Hunter. Want to steal a guy and force more damage?
Zealous Conscripts. Missing a few points of damage and need an anthem like boost?
Thalia's Lieutenant. It was a scourge in Constructed leading to unfun flips of big dumb cards but it's much more tame in Cube and well worth trying out.