Comprised of cards from both Mirrodin blocks. Included is a fairly extensive maybeboard for anyone interested in making their own version of this cube.
Archetype Overview
R/G: Anti-artifacts. Draft lots of artifact removal, along with cards that generate value when artifacts hit the graveyard.
R/W: Equipment. Draft red creatures that take advantage of increased power and white creatures that care about artifacts and equipment.
R/W: Battle Cry. Alternatively, you can draft a more typical aggro deck, by grabbing fast creatures with battle cry, in addition to token generators to make more creatures to pump.
U/W: Affinity. Draft lots of cards with Affinity and Metalcraft. Play lots of artifacts that will stave off your opponent, while you set up a win or drop an affinity-bomb early.
U/B: Proliferate. Pick up some black and blue infect creatures, and control the game while you proliferate your opponents to death. Not partial to infect? Draft charge counter-based artifacts and proliferate on those to build engines of card advantage.
G/B: infect. Play a more midrange (or even aggressive) infect strategy, by drafting black infect creatures with a few good green infectors at the top of your curve.
R/B: Sacrifice. Not every piece of metal needs to stick around the entire game. Draft early creatures and use them to blow up your artifacts and generate value.
G/U: Proliferate. Similar to the U/B strategy. Play early drop creatures to start an infection and proliferate it until your opponent is dead.
G/W: Tokens. Make golem tokens or smaller dudes. The splicers come with additional value to enhance all of your golems. The strategy also makes really good use of Battle Cry to anthem all your little guys.
WUBRG: Sunburst. Draft cards that take advantage of having access to all 5 colors (like the Bringers), as well as cards to fix your colors.