Hello, I'm Brandon Hersh and this is my "Cheapo Cube". You're going to get most of what you would expect here from a typical pauper cube in terms of support for foundational draft archetypes, but there are a few important design limitations that need to be addressed:
The Set Rule
When it comes to editing my cube, I adhere to a unique rule where there needs to be an equal number of cards per color per set. This means if I want to add/remove 2 white cards from Zendikar Rising, I also need to add/remove 2 blue cards and 2 black cards and so forth. As a result, you will see a heavier representation of more recent draft formats in the cube as modern limited design has allowed for more impactful and interesting commons to be printed.
A detailed breakdown of how many cards are currently in the cube from each set is available in the appendix
The Bolt Rule
There are certain commons that are so efficient that they make every other card in the same class look embarrassing. I try and avoid including them. Here are some examples along with a comparable from the cube:
The Flavor Rule
This one is simple. There are no Universes Beyond cards in the cube. I don't expect this to change anytime soon.
Flyers (Major Archetype)
Flying has always been one of the strongest evasive keywords in magic. By combining the two colors with the most access to this effect, you can dominate the skies.
Flicker (Minor Archetype)
White and Blue also allow you to take advantage of powerful enters abilities by blinking your own creatures. Keep an eye out for key enablers during the draft.
Control (Major Archetype)
A classic Blue/Black draft archetype. Deplete your opponent's resources through removal, countermagic, and value loops until they have nothing left.
Mill (Minor Archetype)
If the right cards are opened, you may even be able to deplete your opponent's library.
Sacrifice (Major Archetype)
Speaking of classics, who doesn't love some red/black sac? Convert your fodder (or sometimes your beautifully kind opponent's creatures) into a variety of game-winning effects.
Burn (Minor Archetype)
Black and Red are the only colors that usually get to directly attack life totals. Sometimes you might want to take the fast lane in this color pair.
Beatdown (Major Archetype)
Gruul smash! Don't think too hard about this one. Get creatures on board, turn them sideways, and push them through with removal and pump spells.
Counters (Major Archetype)
I hope you brought dice. Grow your threats with +1 counters while activating a plethora of conditional effects.
Tokens (Minor Archetype)
If you aren't a fan of going tall, perhaps I can interest you in going wide. Generate a massive board and then pump the team for the win.
Lifegain (Major Archetype)
Hey soul sister, whenever you gain life good things happen. Simple as that!
Reanimator (Minor Archetype)
What is dead may never die. Bring your creatures back for more, or cheat out large threats by finding ways to get them into the bin early to reanimate later. Blue and Green pair well with this strategy too.
Spells (Major Archetype)
A tale as old as time. Cast Blue and Red noncreature spells and fill the stack with triggers. Whether you opt for aggro or consider control is up to you.
Graveyard (Major Archetype)
Aggro (Major Archetype)
If you aren't aware of what Red/White wants to do in every single draft format then this product is not for you.
Ramp (Major Archetype)
Grow your mana pool and start deploying big dumb monsters well ahead of schedule.
Or you can ignore everything you just read and just do whatever. I won't be mad, I'll just be disappointed.
1 WAR
1 MH1
1 ELD
2 IKO
1 M21
1 JMP
3 ZNR
3 CMR
2 KHM
1 STX
2 MH2
2 MID
1 VOW
2 NEO
1 SNC
2 2X2
2 DMU
2 BRO
1 DMR
1 ONE
3 MOM
5 CMM
1 WOE
1 LCI
2 RVR
1 MKM
1 OTJ
5 MH3
1 BLB
2 DSK
2 FDN
4 J25
1 INR
1 DFT