CorpCo's Desert Cube
A "desert cube" is a cube in which you don't add lands to the decks you draft. This cube is about scarcity - There aren't enough lands to go around to ensure you have the usual 17 to go in a deck. An average deck will have 14-15 lands, and many strategies require you cash in those lands to get going. Draft 3 packs of 17 cards to give a little more wiggle room, but your cuts are still limited - you'll have to play many cards you aren't happy with, this cube is about making the best out of what your given.
Sahranahr, the world of desert seas and rivers. Strange magic covers the wasteland that is the plane's landscapes, and sandy deserts become turbulent seas, sand dunes become waves, and normally aquatic creatures and seafaring ships travel through them as though they would any ocean. The snowy north has its own problems - monstrous beasts thrive by feeding on the water in the ice, and are fiercely territorial. Bands of humans and vedalken have scraped out livings, harvesting and using the ancient relics of a bygone age to fuel their magic and survival, and roving parties goblins run wild, raiding encampments and stealing artifacts. Sahranahr does not make compromises - survival here will require you to make the best out of the hand your dealt, lest you quickly run into diminishing returns.
Damn. This is great.