I like adventures. I think a blue based tempo/control adventure type deck would be cool
Now that I'm making my cycling morphh cube, this cube can change a little bit, and be a bit whacker and potentially a bit more complex mechanically.
Oviously small sample size, but aggro might be too good.
Blink I think needs more support.
Madness might need more support.
I think the next update of this cube should be pretty much a complete rework.
A couple of notes for it. Since other people in my magic club are building/have cubes now, I want to lean this cube more into the whacky fun stuff kinda cube. But not too whacky and fun that its a "draft only sometimes" kinda cube. Like still a cube that you could play every other week level of seriousness, but still running some whacky cards.
I like the idea of the 2 colored 5 color decks. Where your deck is for example, WU. but since you drafted a on colored triome or two, you can splash Leyline Binding or Battlewing Mystic, while still having the consistant WU mana base.
Modal Spell are really cool, so put more of them in. Occult Epiphany is one of my favorite modal cards in this space. You choose a value for x. you choose to discard useless lands, or your more useful Artifact Creatures, for more dudes. Its also a modal card to pay some amount of attention to in deck building. Maybe you include another Artifact Creature in your deck over a slightly stronger Creature.
I also like cards having low MVs, so that people can play their cards and stuff.
Art Complexity - this one is a bit of a harder point to realize the implications of, but basically if theres an alt art card in a pack, that card is going to stick out to the drafter. If there are too many kinds of alt arts, it can be kind of overwhelming figuring out what everything does.
I think that for my "perfect art situation", everything has regular styled alt art and frame treatment, except for certain cards that stand out from cards similar to them. For example, I think man lands should have these abilities to stand out from other lands, so that your opponent can easily realize that you have a man land during a game.
Mechanic complexity - I think in a perfect cube world, I would be able to have a large depth of draft and gameplay mechanic complexity, without all of the cards having a books worth of words, or key words that are only used once. I could cut cards with one off mechanics, and emphesize other mechanics, so maybe I cut Riftwing cloudskate as its the only card with suspend. Mulldrifter is one of 2 cards in the cube with evoke. But Mulldrifter is one of my favorite cards, so maybe I add more evoke, and more ways to interact with it. Rakdos Scam cards (- the super storng evoke elementals), Blink cards, and maybe more. Evoke can even work as a modal card. Mulldrifter is Divination with kicker for to make a 2/2 flyer.
My constant fight with this cube is where the balance between Whacky fun stuff and serious magic should be.
Like Decorated Knight is kind of a whacky and funny dude. You can swap your deck out. If we are playing whacky fun magic, this is fine. If we are playing serious I want to win magic, someone could proxy some kitchen sink deck that's stronger than a vintage deck, and just win?
Regarding Burning Vengence, maybe tutors would help, I should finish watching the lucky paper ep on them
Burning Vengeance is a cool overlap of goals and archetypes I want.
It can be a fun payoff for some of the based graveyard decks, along with working very well with mechanics like flashback which are cards that are useable at multiple points in the game, which is something I want to have more of