Cloned from StormTime
Are you tired of wimpy 2 card stacks? Do you love to say "I'll hold priority?" Well then I've got a cube for you! StormTime is a format that lets the whole table in on the white-knuckle, card-counting, mana-mathing excitement that the Grixis mages of the world stereotypically hoard to themselves. In this instant and sorcery heavy environment, every deck lives and dies in that exhilarating search of the rush of "going off." Even those plain-Jane white mages get swept up in the moment!
Every color in StormTime is constructed to primarily leverage instants and sorceries, whether it be through heroic, triggered abilities, magecraft, or actual storm. In order to accommodate the redundancy necessary for this gameplay, this cube is a duplicate cube, meaning it's 2 copies of 270 cards, which makes this one of the few times you'll ever get to play with 2 Yawgmoth's Wills in the same deck. While there are a wide variety of gameplans available, the archetypes of each given color pair are not particularly rigid. The general spectrum of decks range from aggressive heroic decks to pure combo, true Storm decks. If your heart is inextricably married to midrange or control, then you may find yourself alone here.
There are three basic concepts that govern the gameplay of the format:
You can never see your opponent's hand. Much of the fun inherent in Storm as a whole is judging whether or not you need to try to combo off in any given turn. To preserve the gamble of it all, you'll never have perfect information in this cube.
Resources are finite. You can generate a ton of mana and a ton of card draw here, but it's going to be tied to one-time use cards. As such, if you misjudge the resources you need to win, you may find yourself having to scrap together a path to victory with not much left. What this means in practice is that you'll find almost no permanents that provide persistent value without the additional investment of casting an instant or sorcery.
You can slow your opponent down, but you can't stop them. There's enough removal in the cube to keep it so the games have some degree of interaction, but you won't be able to construct a real midrange or control deck that truly prevents the opponent from enacting their gameplan. This cube is more Mario Kart than Street Fighter 2.
Games of StormTime are silly and nonsensical, and almost certainly unlike most other Magic you've seen. Just be prepared to do a little extra bookkeeping while playing.
We draft this cube from time to time on my discord at https://discord.gg/92kHwgusCk. Feel free to come by and join in some time.