The idea was to have a cube which, in addition to my more streamlined Peasant cube, would allow for the more quirky cards from Magic's past. Commander draft, an in my opinion already silly but very fun multiplayer format, would allow best for the inclusion of both 'Un'-sets, Conspiracy Battlebond, now even the Hero cards involved! So here we are.
If a more quirky card allowed for a similar effect than a regular cube option, I have thus far opted for the first (Land Aid '04 over Rampant Growth).
The point is to support unusual archetypes.
Regardless of draft format, I generally enforce/recommend the following three rules/clarifications for deckbuilding and gameplay.
NO COLOUR IDENTITY - JUST DRAFT A DECK
With heavy heart, I currently feel this is the easiest, cleanest way to balance out something which otherwise just throws another wrench in the works.
Each player has up to two additional 'command zone spots' - to be used for either a Conspiracy, Partner, Background, Hero or Companion.
Hero cards are attached to a commander, enter the battlefield and returning to the command zone with that commander. They don't return to the command zone when destroyed or exiled.
Companions are without errata casting cost. All Legendary permanents have "Choose a Background".
The point of these clarifications/houserules is to enhance the drafting experience, open up different strategies beyond those from Commander Legends, while at the same time not overly punishing players who just want to play classic EDH with a single commander (and focus).
I suggest three rounds of 20-card packs, each player picking two cards at a time per Commander Legends. The result would be a 60 card deck, played in multiplayer games of 3-6 players.
As for pack construction, I generally split the cube in eight.
One pile respectively for each colour, one for multicoloured, one for artifacts and lands, and one that contains all Premium commanders & conspiracies.
Next I give each a shuffle, and make preliminary packs of 15 (2 per pile with the exception of multicolour).
Then all remaining piles get shuffled together up as well, and each pack gets 5 additional 'random' cards.
After a little bit of testing, I think Attractions add quite a bit as artifacts that functions as continuous sources for die rolls.
I use the following attraction deck, split between all players.
1 Haunted House
1 Hall of Mirrors
1 Centrifuge
1 Merry-Go-Round
1 Gallery of Legends
1 Storybook Ride
1 Information Booth
1 Log Flume
1 Swinging Ship
1 Ferris Wheel
1 Balloon Stand
1 Tunnel of Love
1 Squirrel Stack
1 Pick-a-Beeble
1 Trash Bin
1 Memory Test
1 Push Your Luck
1 Concession Stand
1 Bumper Cars
1 Bounce Chamber