This a cube in progress focused upon various adventuring party concepts. The main mechanic I wish to highlight and inspire is the Zendikar Rising party system. I'd like players to experience filling a roster of clerics, wizards, warriors, and rogues. I'd like them to think of filling these slots within their deck similar to how one might draft a fantasy sports team.
Due to the objective of having players experience the benefits of a balanced and diverse roster of party classes, I'm trying to avoid incentivizing the opposite (i.e. strong tribal synergies) which might tempt players to draft primarily one class and/or colour for its mechanical synergies. Thus, I am working on removing cards with high power levels which may incentivize this. I still like having synergistic themes, but I want them to transcend classes, and ideally single colours.
Other flavours of the cube include:
I'd like mana fixing to be highly available to players who wish to draft decks with many colours, or even splash in a colour just for one key creature or two. Along these lines, green may be seen as a support colour in its ability to both ramp and colourize mana. This should give green a strong role in the cube, where it can often lack interaction and evasion needed to be competitive in cubes.