This is cube is inspired by an all-Green and an all-Blue cube created by people in my playgroup. The goal is to have essentially all cards with a black color identity, notwithstanding a few colorless lands and artifacts that feel in line with what a 'Black cube' should do.
Black has access to a lot of effects except 1) counterspells and 2) lasting ramp. Most of the 'ramp' in this cube comes courtesy of cheating out big creatures via reanimation or via Cabal Coffers and similar. Graveyard removal serves a similar role here to counterspells in other cubes, stopping an opponent from getting off a critical reanimation spell.
Multicolored spells can add powerful new options to your deck, but remember that you may only add basic Swamps to your deck after drafting! Make sure to prioritize mana fixing in the draft so that you can cast your off-color spells, or find other ways to get them onto the battlefield such as by reanimating multicolored creatures.
I intend for this cube to be a powerful and open-ended experience, where players can play with powerful black spells they might remember from other more traditional cubes and combine them in new and different ways. I want to support the kinds of black-focused decks that one might be familiar with from other cubes, like reanimator, aggro, discard-based tempo, 'aristocrats'/sacrifice-based decks, and other graveyard-focused strategies. Likewise, I wanted to include some famous combos that exist within black, like Witch's Oven / Cauldron Familiar, Phyrexian Altar / Forsaken Miner, Sorin, Imperious Bloodlord / Vein Ripper, Caustic Bronco / High-mv cards, and Thopter Foundry / Sword of the Meek / Time Sieve.
Some design goals for the cube include:
The cards below point to broader packages of synergies rather than strict archetypes per se. It's possible for decks to play on a few of these axes.