This is the hypercube. The goal is to take as many game actions as possible.
TL;DR
Both players begin the game with an emblem that says "spells and abilities cost you 2 generic mana less to cast or activate." This only reduces generic mana paid.
This means that most of the cards in the cube can be cast for a single colored mana or for free. This means that cards like Prophetic Prism are mana positive and draw a card.
Some thoughts on drafting and deck-building:
When drafting, focus on spells that will be free to cast. I consider cards like Archfiend of Ifnir as "build-around" or synergy cards.
Because of the discount and design choices, most decks will require very few lands. It is common for decks to only include 4-5 basic lands. During deck construction, I treat land-cycling cards like Sanctum Plowbeast or Wirewood Guardian as lands since they can be cycled for a land at no cost to make a land drop.
With so many free or mana-positive cards, the rate-limiting factor is often cards in hand. I recommend prioritizing cards that draw cards or cantrip.
Since there is so much card draw and even Brain freeze, consider running some ways to shuffle cards from your graveyard back into your library. See Diminishing Returns or maybe a cheeky Obstinate Familiar.
[6-27-23 update] I've decided that, since decks end up with so few lands, I want to increase the number of cards drafted so that players are left with more playables at the end of the draft. Let's say 18 cards per pack, hopefully that won't add too much time/complexity. Cube can support 8 players with some cards left over.
[8-19-23 update] 18 card packs worked great, going to stick with that going forward.
Inspired by Anthony Maddox's Turbo Cube (https://cubecobra.com/cube/overview/turbo)
Forever a work in progress.
These are the swaps. Breaking singleton for the egg, star and wellspring, as these are some of the best "glue" cards for the cube and work much better than the colored cards they're replacing.