Hello and welcome to my C/Ube!
This cube is a collection of the most powerful commons and uncommons across Magic's history. Gameplay focuses mostly on strong interaction, fast threats and various forms of recursion. Many of the cards featured here were great playables in their respective draft environments, or are solid constructed staples.
Manafixing is good, with three cycles of ten fixing lands, one cycle of five, and various standalone options, allowing for quite greedy manabases with strong cards in multiple colours. However, most of this fixing is quite slow, often entering tapped. This allows for faster, more focused aggressive decks to capitalize on a stumbling midrange start.
The Magic trifecta of aggro-control-combo is represented, but the focus is mostly on creature-based value or beatdown. There are no hard and fast archetypes, but there are a lot of buildaround cards of varying degrees across all colours. Building a deck with just good cards is viable, but acquiring a powerful engine and building around it is also a sound strategy.
The cube has mostly been drafted in a two-player format. We mostly play winston draft, though we have also done grid draft, burn draft, sealed and traditional draft. Most of our decks tend to have more colours, due to the more limited card pool. However, decks using only one or two colours are perfectly viable.
Rough archetype guideBeing a fairly large cube means that archetypes are supported only roughly. Most of the time a significant part of the cube isn't used in the draft, so the archetypes need to have some overlap as to avoid scenarios where you're left with all enablers and no payoffs, or vice-versa.
I have chosen to write the archetypes down in the form of a rough guide to the three-colour combinations (shards and wedges), though keep in mind that most of the time, each two-colour combination (guild) within a shard or wedge is also capable of playing the same archetype, to an extent.
There's also a lot of monocoloured and multicoloured buildaround cards that could be considered archetypical in their own right, but I think it's more fun to discover those by yourself.
This list is by no means expansive, and most of the cards listed here have applications in other archetypes as well. It is more of a rough guideline as to what to expect when you find yourself in a given colour.
Also a depending factor is how your three-colour deck is structured. A Selesnya deck splashing blue is going to feel slightly different than an Azorius deck splashing green, which is going to feel different to a deck playing all three colours equally.
Without further ado, let's move on to the archetypes!
BantThe cube has a couple of notable omissions and banned cards, due to various reasons.
Sol Ring is banned and has been banned forever for obvious reasons. The card leads to many non-games in which the t1 Ring allows for busted sequences.
Skullclamp is also banned for obvious reasons. It plays very very well in each and every deck, and drawing it will almost guarantee a win. It was in the cube for a short bit, but was quickly taken out.
Orzhov Advokist was a very strong card. It could often provide an insurmountable amount of value fairly consistently. It was also relatively easy to recur.
Ghostly Prison was removed mostly because it was just a very good check to aggro decks, whilst not helping much against midrange or other control decks.
Timely Reinforcements see Ghostly Prison.
Mana Drain has never been in the cube, and never will be, because I feel that it leads to silly sequences, which I don't think is particularly healthy for the cube environment.
Sphinx's Tutelage used to be in the cube, and was one of the go-to non-interactive win conditions. It lead to feel bad situations where you either didn't draw your Tutelage in time, or you drew it in your opening hand and your opponent couldn't remove it.
Propaganda see Ghostly Prison.
Laboratory Maniac was in the same situation as Sphinx's Tutelage, but was one of the few cards that won the game without being played. It often came down to a last turn in which all interaction pieces were put on the table, and the Maniac player either won or didn't.
Hymn to Tourach is banned because it lead to some very feel-bad scenarios where both lands in an opening hand were discarded, which wasn't very fun gameplay.
Curse of Disturbance is banned. I do run its weaker sibling Curse of Shallow Graves, but because I try to keep duplicates to a minimum I've cut the stronger one of the pair.
Constant Mists, like many other cards on this list, lead to fairly non-interactive gameplay.
Arachnogenesis did the same thing as Constant Mists, but with even more feel bad attached. It could often just wipe the board for .
Overrun on the other end of the spectrum, Overrun ended its fair share of games, but just as many times rotted in hand.
Ashiok, Dream Render randomly hosed graveyard decks and ramp decks super hard, which wasn't very fun. Was also surprisingly difficult to interact with, often.
Behemoth Sledge is like Loxodon Warhammer, but immediately forces you to be in both green and white. The extra toughness also often made sure the creature stuck around longer.
Loxodon Warhammer has been banned again. It has proven to be a nuisance when you're unable to get rid of it, and leads to unfun play patterns for both players.