This one is commons.
Rather than a history lesson of the best cards ever printed at common, this cube is slightly powered down to enable many micro synergies dotted throughout. Not to say that there aren't powerful cards in here. Expect to see many classic staples of pauper amidst the fun and flexible cards that will flush out your card pool. Just don't expect game warping cards like Pestilence, Guardian of the Guildpact, Writhing Chrysalis, Capsize, Murmuring Mystic, Monarch/Initiative cards and some others.
Some of the strategies laced into the cube are; Graveyard Shenanigans/Dredge, Artifacts Matter, Enchantments, Aristocrats, Life Gain Matters, Equipment, Aristocrats, Madness, Spellslinger, Big Mana and Blink.
You'll see pieces for the big four (Aggro, Midrange, Control and Tempo) of course. Those largely are represented in their traditional colour pie space.
Take fixing highly. This cube was not built to be forgiving to very greedy manabases. The most duals you'll see in each colour combination is 3 with a few terramorphic expanse variants.
You'll see some very light typal synergies for things like goblins, elves, clerics and zombies. The heavy typal decks are not supported in this cube, excepting those cards that can stand alone. For example - don't expect to find a full goblin deck if you p1p1 Sparksmith. The card is just a powerful common on its own, and scales for other incidental goblins in play - But there isn't a dedicated goblin deck.
Pauper is a creature combat forward environment. Almost every game will come down to combat, outside of maybe red burn. Take removal highly. There aren't any concrete wraths in the cube to incentivize low to the ground aggressive decks to keep the other decks honest. Evasion is also a strong plan here. Make sure you plan accordingly. Or Don't. Draft your own draft.
Cycle: Seals of 'X'
Thank you so much for testing out the cube and giving me your thoughts! I totally understand your take on the amount of lands, and it mostly comes from an awkward split of set of three lands from the 360 peasant cube this 180 and its twin are derived from, the latter of which ends up having twice the number of lands. I have thought before of separating the two into allied and enemy pairs to accommodate a better landbase but I feel doing so brings less variety to the color pairs between the two cubes.
I do think that at some point I may cut a card from each color and just throw in 5 copies of evolving wilds. Otherwise, the cube is generally meant to have players draft 2 colors, potentially 3 or less. The point of the hybrid section is to support monocolor strategies as well. I will consider the option of adding the tricolor lands!