Introduction
I love limited. I hate, however, drafts where I can't get a deck to come together, or games that are decided by my opponent's unbeatable bomb, or other deck power differentials.
Card choices are generally cards I have had fun playing with or against in Standard, Modern, and Legacy.
The power level in the cube is fairly flat. Obviously, some cards are more powerful than others, but many of the game's most powerful cards are missing.
We try to minimize feel-bads by not including cards with hexproof, protection, indestructible, etc. (some cards can grant those abilities temporarily, but not forever.)
A focus on spot removal also helps avoid bomb-centric games.
Thematically, this cube is supposed to 'feel like magic'. There are Angels in white, Dragons in red, Demons in black, etc.
Archetypes
Strong archetypes decrease the replayability of a cube, so this cube is not very archetype-focused. Drafters should be able to explore and not be priced into playing the same archetype every time they draft a given color pair.
Multicolor cards are generally not signals for archetypes, but strong cards that can slot into a number of decks. They are a 'reward' for playing a color pair.
There are many themes/synergies that are supported in several colors or color pairs. For example, black reanimator cards could be paired with Fauna Shaman in green, Dragon's Rage Channeler in red, Consider in blue, etc.
Additionally, micro-archetypes and build-around cards exist for a more varied drafting experience.
Aggro, midrange, and control all supported to some degree in each color.
There is a focus on deckbuilding in this cube. You will likely draft a deck and have to make cuts, rather than scrambling for playables. This is by design.
The cube is drafted normally, in 3 packs of 15, unless you are playing with fewer than 7 players.
If you are drafting with 4-6 players, I recommend you draft 4 packs of 12.