This an "improved" Peasant Cube! That means you'll find the land base is loaded up with utility, dual- and tri-color lands for assistance in fixing. You'll also find a handful of funky, unique effects sprinkled in at rare and mythic — usually in the form of a land or colorless spell (like Trading Post, God-Pharaoh's Gift, Everythingamajig, etc).
This cube is meant for drafting two- and three-color decks. While there are no three-color spells in the cube, synergies are such that drafting a functional two-color plus splash or even a mid-range trio is possible.
Monocolor decks can work, but the high ratio of two-color cards to monocolor means that you’re likely to end up in at least two colors (or playing artifacts and colorless spells to supplement).
Monocolor Mechanics
— Reanimator, zombies, aristocrats, greed.
— Counterspells, mill, card draw, artifacts.
— Saprolings, landfall, +1/+1 counters.
— Burn, haste, equipment, giants.
— Weenies, outlast and anthems, enchantments, attack deterrents.
Dual-color Strategies
— Azorius. Flying tribal, enter-the-battlefield synergies.
— Boros. Equipment, exalted/ solo attackers.
— Dimir. Artifacts matter, reanimator.
— Golgari. Graveyard shenanigans, lifegain.
— Gruul. Ramp/ lands, high-power creatures.
— Izzet. Spells/counterburn, giants/wizard tribal.
— Orzhov. Premium removal, aristocrats (sacrifice synergies)
— Rakdos. Creature sacrifice, aggro control.
— Selesnya. Go-wide creatures, enchantress.
— Simic. Value "goodstuff"/card advantage, +1/+1 counters.
Notable Shards
— Abzan. The ultimate lifegain tribe, able to leverage enchantments, E/LTB effects, and creatures to pump your life total to silly levels. Combos off with Blood Artist-type effects and tokens to grind opponents down.
— Bant. Go-wide exalted with Voltron strategies. Equipment, Auras, pillowfort, and tokens make for a powerful army that can outlast opponents without the gas to make it into the late game.
— Esper. Flicker and artifacts make for a powerful reanimation package that takes advantage of ETB and death triggers to out-value opponents.
— Grixis. Counterspells, bounce, removal, and burn. This deck pressures opponents' life totals while removing key pieces from their board, then bringing them back with reanimation.
— Jeskai. Takes advantage of cheap flyers, anthems, enchantments, and spells to tempo out opponents for mid-range victories. Highly evasive/ able to bypass combat steps entirely.
— Jund. A powerful sacrifice engine supplemented with ETB strategies and go-big creatures in all three colors. Ramps into the most expensive creatures in the cube.
— Mardu. Solo attackers and a token sacrifice engine allow this tribe to punch through for damage while using go-wide synergies as backup, or as ammunition for go-face spells.
— Naya. Warrior/ elf/ goblin tribal with support in white's equipment and aura themes. Cares the most about creature types, prioritizing effects that reduce mana costs for explosive turns.
— Sultai. Accrues value by playing with counters. Proliferates, infects, and pumps creatures, while able to stabilize for explosive turns through cheap removal and interaction.
— Temur. The landfall deck, able to churn through lands and turn them into burn, +1/+1 counters, mill, and general value.