- Small aggressive creatures with planeswalker and equipment payoffs. Good at removing all kinds of permanents. Mother of Runes and Palace Jailer are all-stars in this color.
- Control and value with multiple counterspells and card draw spells. Watch out for Force of Will and Force of Negation!
- Creatures that can be brought back from the graveyard and hand disruption. Bloodsoaked Champion and Bloodghast are good examples of such creatures. Discard and reanimation are also major themes here.
- Aggression and burn spells. Extremely mana efficient creatures like Ragavan, Nimble Pilferer paired with direct damage spells like Lightning Bolt to act as removal or player damage.
- Cheap mana acceleration like Elvish Mystic or Birds of Paradise paired with huge creature payoffs like Craterhoof Behemoth or Hornet Queen. Able to play spells way before you’d naturally be able to.
- Control/Tempo: Look to control the pace of the game with cards like Supreme Verdict and Teferi, Time Raveler. Reuse your value creatures with Soulherder!
- Tokens/Sacrifice: Sorin, Solemn Visitor and Lingering Souls are excellent here.
- Aggro/Burn: Ajani Vengeant and Lightning Helix are some incentives to draft this archetype.
- Ramp/Tokens: You are looking for payoffs like Trostani Discordant and Mirari's Wake.
- Theft/Control: Steal your opponent's cards and creatures with Thief of Sanity and Fallen Shinobi.
- Spells matter/Burn: Prismari Command and Sprite Dragon help you get ahead of your opponents.
- Ramp/Value Control: Uro, Titan of Nature's Wrath and Hydroid Krasis are bodies that draw cards and keep you alive until the late game where you excel.
- Sacrifice/Aggro: Sacrifice your own creatures with Judith, the Scourge Diva and Mayhem Devil to do the last few points of damage you need to win the game.
- Ramp/Midrange: Adapt to any situation with cards like Grist, the Hunger Tide and Deathrite Shaman.
- Lands matter/Ramp: Recycle your lands to consistently make your land drops with Wrenn and Six and put on the hurt with Xenagos, God of Revels.
- Lands Matter/Good Stuff: Golos, Tireless Pilgrim and Field of the Dead are huge payoffs for getting greedy with your colors.
Planeswalkers can be extremely powerful and players should note planeswalker removal when drafting and building their decks. Look for cards like Fateful Absence and Hero's Downfall. If they go unanswered, they can easily win games on their own. This cube features some the most powerful planeswalkers in magic.
The above and more are all skill testing and powerful cards.
Pair with big threats like Griselbrand, Archon of Cruelty, or Serra's Emissary. Use self discard like Entomb, Putrid Imp, or Rotting Regisaur to dump whatever big creature you want into your graveyard and bring it out onto the battlefield using one of these spells.
"Cheat" huge creatures onto the battlefield with these. Many creatures can win the game on the spot with a well timed use of one of these. Craterhoof Behemoth, Dragonlord Atarka, Emrakul, the Aeons Torn, and Elesh Norn, Grand Cenobite are all good examples of creatures you'd like to use with these.
Pair with Pestermite, Deceiver Exarch, or Zealous Conscripts to make as many copies of your target as you want with haste and swing for as much damage as you want. Additionally Restoration Angel works with Kiki-Jiki.
Draft with some form of control strategy in mind. This is a win condition for a player that wants to play as few creatures as possible.
Look to draft with equipment. Batterskull, Kaldra Compleat and Umezawa's Jitte are all really powerful targets.
Look out for huge artifact creatures like Myr Battlesphere, Blightsteel Colossus, or Sphinx of the Steel Wind.
You can also combine multiple archetypes and themes to bridge into 3, 4 or even 5 color decks!
These are all rewards for getting really greedy with your manabase. They all generate tons of value for their costs. By drafting Lands Matter/Good Stuff, you don't really have a specific plan, you just want to play the most powerful stuff you can find.
Because you can create a lot of very greedy manabases with the lands and signets (Azorius Signet for example) in this cube, there needs to be a few ways to punish that. There are also quite a few "Creature" lands (like Mishra’s Factory and Creeping Tar Pit) that can be really hard to interact with outside of land destruction or instant speed removal.