Replacing Prefabs through tags at Runtime

I am building off of the RollABall tutorial to replace a prefab cube (Pickup3) with another prefab cube (Pickup2) after a timer counts down from 10. The bad/goodCubes are already linked with their respected prefabs but when the timer goes to 0, nothing happens.

public class playerController : MonoBehaviour {

	public float timeForEvent = 0;
	public float current_time;
	public bool isFinished = false;
	public Text countText;
	public GameObject goodCube;
	public GameObject badCube;

	private Rigidbody rb;
	private int count;

	// Use this for initialization
	void Start () {
		rb = GetComponent<Rigidbody> ();
		count = 0;
		setCountText ();
		current_time = 0;
	}
void FixedUpdate () {
		float moveHorizontal = Input.GetAxis ("Horizontal");
		float moveVertical = Input.GetAxis ("Vertical");

		Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

		rb.AddForce (movement * speed);

		if (!isFinished) 
		{
			current_time = current_time - Time.deltaTime;
		}

		if (current_time <= 0)
		{
			current_time = 0;
			isFinished = true;
			Invoke ("replaceCubes", 0);
		}
	}

    void OnTriggerEnter(Collider other)
    	{
    		if (other.gameObject.CompareTag ("Pickup")) 
    		{
    			other.gameObject.SetActive (false);
    			count = count + 1;
    			setCountText ();
    			Invoke ("init", 0);
    			isFinished = false;
    			current_time = 10;
    		}
    		if (other.gameObject.CompareTag ("Pickup3")) 
    		{
    			other.gameObject.SetActive (false);
    			count = count + 1;
    		}
    	}
    
        void replaceCubes()
        	{
        		if (isFinished && gameObject.tag == "Pickup3") 
        		{
        			Instantiate (badCube, transform.position, transform.rotation);
        			gameObject.SetActive (false);
        		}
        	}
}

I realize its a bit messy but anyone have an idea where I went wrong?

Try replace Invoke ("replaceCubes", 0); with replaceCubes(); there is no reason to use Invoke with 0 time if the function is in the same class.
You are comparing the current object tag in gameObject.tag == "Pickup3" not the cube tag.