This cube is designed to break away from the usual archetypes found in traditional drafts. In fact, every color pair is doing exactly what it shouldn't be. Inspired by a few novel Commander decks in my playgroup, I strove to make the least likely strategies a reality. While each drafted deck doesn't necessarily have to fit within what I set out for, this cube provides the chance to do something unorthodox and fun.
Any feedback is much appreciated!
ARCHETYPES:
Ramp/Stompy
This pair wants to play defensively and ramp out into big creatures. Utilize land ramp and treasures to put down giant threats quickly.
Landfall
Speaking of land ramp, this archetype takes advantage of white's ramp and card draw to ensure every card has an impact. Grind out advantage by using landfall triggers every turn.
Mill
One of the trickier pairs to pull off, this one wants to win the game by running your opponent out of cards. Since there isn't a whole lot of traditional mill, you'll have to try a few different approaches.
Discard
This pair focuses on discarding cards from your hand for extra value. The deck can play aggressively or midrange-y depending on what you end up with. This strategy is aided with plentiful card draw and land tutoring to ensure you always have something to throw away.
Go Wide
This archetype plays the most aggressively, putting out lots of small creatures to rush down your opponent. Use the full board to attack, convoke, and deal big chunks of damage.
Sacrifice
Another thing to do with all of blue's tokens is to sacrifice them. This pair looks to gain the upper hand by sacrificing permanents and taking advantage of death triggers.
Reanimator
This archetype looks to get back efficient threats from the graveyard. While this pair doesn't have a ton of traditional reanimator pieces, there are also a sufficient amount of niche ones to use, so get creative! Another hard pair to pull off, but very rewarding.
Spellslinger/Storm
Chain spells with lots of card draw and mana production, and then conclude with a big storm payoff. Alternatively, gain value by casting lots of spells over time.
Enchantments
This pair cares about casting and controlling enchantments. Use sagas and auras to out-value your opponent and wear them down.
Control
Lastly, this pair looks to hold down the board in the early game with great blockers and efficient removal. Once you take care of your opponent's threats, land some haymaker cards to close out the game.