This is the start of a JumpStart style cube intended to be drafted in the style of MOBA games. The idea for this came from Path to Cube, and the initial list is from Toasty.
Draft/Deckbuilding Formats
Design Points
1 Mythic Rare per pack for most packs. A mythic rare should be emblematic of the deck's theme.
A large portion of packs should be monocolor.
Color balance in themes is less important than a breadth of themes.
A single pack shouldn't be able to do everything. There shouldn't be all of enablers, payoffs, card advantage, removal, and ramp in a single pack.
This cube will in no way interact with the retail JumpStart set.
Every card within a pack should be 100% usable without using a "choose a color" or "any color" source. A white pack is more about having a white identity (with an A/B hybrid counting as identity A or B, not A and B like in Commander).
Removal Critera
A bad pack is/has one or more of the following:
A selfish theme, which I'll define as a theme that must hit most of its pieces to work (Energy, Infect, etc), and whose value is tied to how much of the other pack you don't hit.
Requires a specific pack(s) to functionally work (Slivers).
A similar theme to a good pack or combination of themes from good packs with little value added to the play experience (Treefolk, Spiders vs Defenders).
The theme's core has a horrible mana curve (Giants).