Cube composition: 4x common, 2x uncommon, 1x rare and mythic rare. No guest/bonus cards.
Packs: 1xmythic/rare, 4xuncommon, 8xcommon, and 1xland (no dual tap lands in common slot), designed to set packs a 50% chance of dual gainland vs 50% basic land in 14th slot. This can simulated by just adding 40 random basic lands from the 200 card mana station to the 40 taplands, shuffling or by adding X/2 basics and X/2 random taplands to a pile where X = the number of packs needed for sealed/draft and then dealing out as needed.
Pack composition deviates from retail due to not liking the high variance from multiple rares/mythics in play boosters -- all wildcards are assumed to be commons. Since Play Boosters beginning with MKM dropped one playable (common) from each pack, I followed suit for this set; packs are 1xmythic/rare, 4xuncommon, 8xcommon. This translates the three wild slots to two common and one uncommon, balancing rarity probability and maintaining the older draft booster odds of seeing a given common. (Draft booster set had 100 commons 80 uncommons and Play Boosters for DSK have 81 commons and 100 uncommons.)