This 378 Card Vintage Cube is fairly straightforward. Drafted in three packs of 14 cards, it focuses mostly on generically good cards rather than draft themes, but the colors do what they do, so certain themes naturally emerge, and a card that feeds an existing theme will often win a tie when I'm making cuts/additions. One of the largest things to point out is that while this is a Vintage Cube, Storm is not supported.
Aggro is supported in White and Red.
Control is supported in every color except Green.
There is a strong 'Cheating Creatures into Play' theme, constituting many possible decks.
Beyond the many 'Cheaty-Face' strategies that are more straightforward, like Sneak Attack, Tinker, Channel or Natural Order, a whole range of Reanimator decks is supported. The most common will be a black control deck with a Reanimator package (a large creature, a reanimation spell, and a way to get that creature into the graveyard). The next type is a more focused combo deck, using the same package but maximizing the speed and consistency of the combo at the expense of a backup plan. The cheapest/most efficient of every piece of the package is at a premium for this build, in addition to counter magic to save your combo on the stack.
A primary design goal for me is facilitating decks filled with cards that are easy to cast. I don't want my drafters fighting with their own mana (unless its being denied them by their opponent). This leads to small gold sections, tight mono-color sections, a relatively large number of hybrid cards and a large colorless section. I also support a high-average amount of color fixing with my fixing lands and rocks, and a large amount of fixing in my green dorks. I also include cards with flexible mana values for this reason.
Another goal is for picks to remain relevant deeper into the pack. I do this by including a high density of utility lands, filling many slots. The theory being you've got 45 picks and only need 23 playables, drafting non-basics increases the number of picks that matter.
I also intend for every color to have relevant plays on turn one. For White and Red, I need enough creatures at one mana to allow aggro decks to play an aggressive creature on turn one. Blue has Cantrips. For Black, I have Hand Disruption and Creature Removal. For Green I include enough mana dorks to play one on turn one.
By its very nature a cube like this is going to be complex. Another goal of mine is to mitigate that to a degree. Cards can be complex for multiple reasons, sometimes at once. Things that are hard to parse by reading the card or difficult to track in paper matches, like the Initiative or Day/Night, have been either removed entirely or significantly diminished. I'm not attempting to get rid of all double-face cards, but some are easier to understand than others. The Pathway lands are really quite simple. Managing Day/Night in paper is less simple. Cards that see lots of constructed play, even if they are complex, get more leniency since more players will be familiar with them from outside the context of Cube, so Fable of the Mirror Breaker is fine while something like Shatterskull Smashing is not. This thinking will influence adds/cuts moving forward.
I also play with retail draft rules. Double-faced cards are drafted in clear sleeves as public information, then I have checklist and helper cards in opaque sleeves for shuffling up to play matches. My basic land station does not include Snow Basics or Wastes, and there are no house rules allowing the basics to be played as anything but. The land station actually does influence the card pool, since snow cards and colorless-matters cards become more parasitic. They are currently not supported in the cube.
These are the general themes:
Blue: Control, Artifacts, Tinker
Black: Control, Reanimator
Red: Aggro, Welder, 'Big-Red' Control, Sneak Attack
Green: Hyper-Ramp, Natural Order