Cloned from Three Player Multiplayer Nostalgia Cube
This cube is designed for my long-time playgroup and I (who are in our 30s and 40s, and don't get to see each other too frequently, and have been playing magic since the later 90s) to play multiplayer. Players start with 20 life and build 40 card decks.
The cube design is focused on cards that invoke nostalgia among our playgroup while also having a modern and fun design sensibility. Some of the members of our playgroup stopped following set releases after Khans of Tarkir block, so the cube includes mostly cards printed in that block and earlier. This helps avoid players needing to read cards, helps us remember fond memories we had playing with cards when we were younger, and means less need to update the cube with the onslaught of new cards constantly being released by Wizards. The newer cards that are included are often simple designs that are more optimized versions of cards compared to what was available in 2016 (e.g., Zephyr Boots, Circuit Mender, Remorseful Cleric, Selfless Savior).
This cube designed to be drafted by 3 players using 3x3 grid drafting (lay out 9 cards in a grid, 1st player picks a row or column, add 3 more to replace the chosen cards, next player picks, and then last player picks. Remaining cards are discarded). Each grid uses 12 cards each and 18 total grids are drafted for a total of 216 cards. Usually only 3 of us are together at a time, but this cube could also be drafted by passing packs with 4 players.
As drafting with a lower number of players often leads to more midrange, I have designed the cube to support mostly midrange decks and to have some strong cards that can help end games when midrange decks stall out against one another. Additionally, the cube is designed to lean less on cards that are only powerful when in a deck they synergize with, instead focusing on cards that are powerful on their own, but better in a deck where there is synergy. So, the cube does not contain not obvious archetypes and synergies are more flexible and emergent. The cube is designed to have a moderate power level - weaker than most commander decks now, but close to the power level of somewhat casual commander decks common during 2016.
Other design considerations:
-Have a lower mana curve so players are less likely to be negatively impacted by mana screw while still including some higher mana cost haymakers
-Include plenty of interaction for a variety of threats as well as counter play to this interaction (excluding hexproof, shroud, and indestructible as static abilities)
-Discourage 5 color good stuff decks in favor of two color decks. All dual lands produce only 2 colors (but 40 duals are included to help avoid color screw), most artifact fixing produces colorless, and most green ramp searches for basic lands or forests or produces green.
-No/few land destruction, planeswalkers, and combo is included (my playgroup doesn't like the play patterns with these cards - we like focusing on creature combat like we did back when we were attacking with Ernham Djinns back in 1998)
-No gold cards are included as these are too often dead cards in this draft format as 3 players are often only playing 3 of the 10 color pairs.