Timmy cube is about playing the biggest, beefiest, flashiest, and most exciting cards printed in magic. When you play the Timmy Cube you are a playground warrior charging into battle on the back of your fiercest dragon. Expect to draft a deck with incredibly poor fixing, inefficient ramp, literally no interaction that costs less than 50 mana and horribly overcosted terrible bulk rare creatures.
The design philosophy of Timmy Cube is to continually add big flashy bad cards and mana ramp whenever a new shiny nugget of garbage is discovered. Cards cannot ever be cut from Timmy Cube, the pile can only grow larger and higher variance over time. The cube is, of course, powered as all of the fast mana and similar power outliers are present simply to act as a means to ensure games end in completely one-sided unskillful blowouts. Just as Richard Garfield intended. Games should almost never be close but they should always involve funny cards that remind us of what it was like playing Magic at the lunch room table as a kid.
The Timmy Cube is drafted using 4 packs of 20 cards each to ensure that players are actually given a somewhat reasonable shot at seeing enough mana rocks that the decks are at least somewhat playable as the overwhelming majority of cards in the cube are completely unplayable dogshit that is simply meant to be laughed at and not actually played. Decks are 60 cards and games are played with 40 life to ensure that there is some opportunity for players to make a comeback even when their opponent casts the first baneslayer.
Archetypes:
Dragons matter
Swamps matter
Forests matter
5-color matters
Group Hug
Wheels and Deals
Angels matter
Demons matter
Dragons Angels and Demons matter
Spirits matter
Artifacts matter
Shrines/Sanctums
Griefer land destruction
Chaos