Welcome to Cream. A white bordered cube limiting the card selection to 3-9th edition, anthologies, chronicles, battle royale, beatdown, and the starter sets.
White - With creatures like Savannah Lion and White Knight, this color has a number of low curve creatures. They are helped by such cards as heavy ballista, allowing the first strike capability of taking down toughness 4+. Kjedloran Honor Gaurd and Master Healer help you protect your army against damage and there methods to make yourself nearly invulnerable. A number of enchantments will help you aid your creatures like glorious anthem or holy strength, instants to save them, and removal spells to make room for them. White is a technical army aimed to overwhelm their opponent with aggression and control. Some Summoners can just channel the power of white's removal arsenal and its angels to build a formidable control deck as well.
Green - Ramp, fix and beaters. What did you expect. Birds of paradise and rampant growth type spells give ramp and fix while elves and friends help out. Green has cards like elvish lyrist, and uktabi oraguantangs? to help add to aggression while also giving control options. Spells like giant growth and overrun help your army get over the top while creatures with regeneration (River boa, Ancient Silverback, Rhox) make you more resilient. There are higher curve enchantments like call of the wild or rowen to help you draw spells and keep the beasts coming. Greens more controlling creatures like cockatrice and elvish bard can be combined with venom or lure, among other controlling creatures. A confident summoner can develop a control based army using green.
Red - Red brings the pain as per usual. Littered with red pump creatures like dragon whelp or shivan dragon, low curve beaters like mogg flunkies, and big bad fliers, it brings a consistent and versatile army that can do direct dmg or melt a player quickly. Numerous burn spells help clear the board or finish off a player. Red has damage sweep spells like pyroclasm as well, allowing for a more controlling game, finishing with crimson hellkite or other high end creatures. Due to many pump creatures ramp can benefit red and also assist with fireballs and other x spells.
Black - The broadest direct removal arsenal with cards like terror or weakness, creatures that remove creatures like royal assassin and some value beats like hypnotic spectre make black a formidable control option while having the ability to be aggressive. Draw spells and enchantments help tempo while regenerating creatures hold off attacks while you tighten your grip.
Blue - A mix of tempo creatures like archivist or temporal adept, and fliers like fleeting image, air elemental and Mahatmi Djinn, give blue strong mid to late game creatures. Loaded with card draw, steal spells like control magic, bounce spells and counters, blue aims to hold their opponents off while gaining superiority. This makes it lean towards control but there is enough value aggro with the fliers to be mixed with an aggressive deck. Blue wins.