Design goals:
Make it feel amazing to draft a basic land, turn them into an incredibly high value commodity
Create pain, suffering and difficult decisions
Make lifegain relevant, scarce and strong, make life loss relevant and deadly
Allow for and lightly reward mono-colourless decks with some internal synergy
Reward decks that involved coloured cards with higher quality cards, but punish them with painful fixing and inconsistency
Maximize 'desert' flavour and vibes, especially among colourless, red and white cards.
Notes to players:
The less playables available in a colour, the higher the quality of the cards available.
Colourless decks are viable, but your card quality will be on average lower, with some exceptions.
Some colourless cards will push you towards more colourless cards for synergy, some will push you towards coloured decks for synergy.
Red and white cards are higher quality than colourless cards, but are limited both in quantity and mana sources, and the mana sources hurt a lot.
Green and black cards are more limited still, as you move further away from the desert, but are even higher quality on average, with again less punishing fixing, although even more scarce mana sources.
Blue cards are the cream of the crop, the oasis of the desert, but are incredibly rare in both playables and mana sources. Blue cards aren't punishing to the player at all.
There is no land station, you can only play what you draft.
Drafting 6 packs of 9, which leads to a drafting pool of 54 cards each, which leads to 216 cards drafted total. This means 24 random cards from the cube list will not be in any given draft pool. These randomly removed cards will be revealed to all players at the start of each draft.