environment and games should be about high level fundamental limited strategy more than about individual cards and effects.
emphasize macro-archetypes, side-boarding, incremental card and mana advantage, etc.
prioritize accessibility of cards and environments to focus player attention on strategy instead of just putting cards together to "do the thing".
Design
cards should be macro-archetype role players (aggro midrange control), synergies should be mild and not supported as full decks.
prefer cards that do 1 thing, at least as far as the text box goes. flexibility of gameplay should come through how you play these effects together and through sideboarding to adapt gameplans instead of being baked into the individual cards.
prefer classic magic cards. if a namesake effect exists use that instead of modern versions.
power outliers are ok when they support the gameplay patterns I like.
fixing lands are provided in the land box because that's where they belong.
Draft
8 person with 2 packs of 18 cards
after draft players get access to up to 10 ABUR duals of their choice. On CubeCobra this is in the "Add Basic Lands" button in the deckbuilder.