Cloned from Sands of Alara
An unpowered shards cube (no enemy colors here) with heavy mechanical inspiration from Amonkhet.
Sands of Alara is aimed at creating a competitive draft experience with overlapping strategies and interesting (but not confusing) choices, even with 5 or 6 drafters.
Game Rules: Standard limited rules: 1v1 40 card deck with 20 starting life
Card Pool: Not restricted to any time period, rarity, or set category, but selected with a bias against unnecessary complexity, minimizing flip cards and different tokens. Singleton, except for the two-color "ping" deserts from Outlaws of Thunder Junction, which are two-ofs.
Shards and Guilds are organized around mechanical archetypes, with generally-even balance being a design goal. Drafters shouldn't need to know which colors are strongest before drafting, and archetypes should be made obvious by the cards themselves. No misleading cards: there are no payoffs for goblins, so there are no cards that create goblin tokens.
Archetype examples follow
Azorius