Welcome to the Madcap Cube
Design Goals: Highlight all the interesting parts of playing aggro in magic:
Racing Math
Combat Trick Blowouts
playing around interaction
Who's the Beat down
1-drops going all the way
Big numbers in combat.
Cube Summary
Mono Color Archetypes
Tense & Tight Gameplay
Overlapping Synergies
Auras & Combat tricks take center stage
The combat step is the only way to win
White - Auras
Auras on cheap Creatures and Unconditional Removal allow white to Race or go over the top of anyone. Though be careful of having your important creatures removed by having some protection ready.
Blue - Evasion
Cheap Interaction and evasive threats can make conditional removal permanent by reducing an opponent's life total to 0. Though if you stumble you're not always able to catch back up.
Black - Control
Effecient removal, threats, & card advantage put enemies into the abyss. However it takes more work to build synergy out of these cards.
Red - Heroic
Fast. Going under all opponents. If that fails Charging Monstrosaur but sometimes even that isn't enough.
Green - Counters
Your creatures will grow strong and trample over your enemies. However try and avoid being cut down while they're still small
Notable Archetypes/Build Arounds not above
Vampire Tribal (B/R)
Ninjas (U/B)
The Rock (B/G)
Nightpack Ambusher Flash (U/G)
Poppet Stitcher Tokens (U/b/r)
Other Info Before you Draft
Limited/Conditional Wraths
Make sure you Balance Creatures & Payoffs.
Turn 4 or 5 Goldfishes are not uncommon, so don't plan on doing nothing for the first couple of turns.
Mana is good but more players than an average draft can punish stumbling mana.
Click Here for a thicker primer