Usually, but not always.
I was on a pauper kick for a while. The pauper scene is active on Magic the Gathering Online (MTGO), so it's easy to get in a few games here and there. Building decks out of all commons is strangely satisfying and can really change your perspective on the power level of certain cards.
What does this have to do with Commander Cube?
I learned a couple of lessons while playing Pauper that apply to the limited card pool of a drafting cube.
The Pauper format is slow.
There's probably someone out there reading this that just grabbed a lamp off the desk and chucked it at the wall, but in my experience during the dozens of games I played against a ton of different decks it took forever to close things out. Most games came down to topdecking a solution to a stalemated board.
This means that some combinations of cards that would be ridiculously slow in other formats are game breaking in Pauper. Reality Acid + Capsize is a good example.
What we have here are two blue cards that when combined a certain way form a repeatable and nearly universal removal machine. For a total of 6 mana to pay for buyback, Capsize is already a powerful card. But, with Reality Acid, you can spend a total of 9 mana to remove almost anything from the equation.
Yes, we are really talking about a 9 mana, two card combo.
It's that kind of format.
But, if you build a Commander Cube, where the card pool is limited, you will find that strange cards become powerful due to the way that the cards interact with one another when no other options are available.
I recently removed Mesmeric Orb from the Cube for this reason. I originally included it because I wanted a milling theme available, but what actually happened was that Mesmeric Orb could be slammed into almost any deck and would stall the game. It was interesting, but it wasn't fun.
You know what else I learned from Pauper?
Creatures that do stuff are awesome.
Magic has come a long way.
It used to be that creatures were a lot like sorceries. You could only cast them on your own turn, and only when there was nothing else going on. Instants were like quick spells you could cast on your opponent's turn or at other times when you couldn't normally cast sorceries or summon creatures. Instants added strategic depth to the game.
Fast forward to today, and we have a lot more creatures with "flash," giving us the ability to throw creatures out there when we normally can't. This adds a significant amount of strategic depth to the game because a surprise blocker or a creature that shows up at the end of the turn can tear apart a carefully laid plan.
With creatures that flash in, there's more to think about.
We also have access to a lot more creatures that actually do something when they enter the battlefield. They do lots of things that we used to have to rely on an instant or sorcery to get done. Stuff like drawing cards, and destroying things.
What does this have to do with Commander Cube? Well, a high creature count makes the games way more interactive. You can build the cube to include creatures that have a spell effect, but that leave a body behind.
Think of it this way. If I cast Naturalize to destroy my opponent's Sol Ring, I trade my one card (Naturalize) for her one card (Sol Ring), and then that's it. My opponent has access to less mana, and I have access to one less card, but there's nothing else to think about.
But! If I destroy that same Sol Ring by casting Reclamation Sage, there's a creature left over to think about. For one more mana than Naturalize, I get a 2/1 body out of the deal. I can do all kinds of stuff with that creature. There's way more synergies available with Reclamation Sage than there is with Naturalize. Flicker, bounce, reanimate, attack, block, pump, you name it.
The pauper format really brings this concept to light. Having a creature that does something useful and that sticks around to attack or block is a big deal. It makes for a more interesting game. So, when considering cards for the cube, look for creatures first that can fill the utility roles when possible.