This is a peasant/artisan cube meant to feel powerful and fun, but also fair and within color-pie. The gameplay should be mostly fast paced and focused primarily around creatures and combat. Decks in this cube feel like very strong limited decks. The cube focuses on two archetypes for each guild to help focus the identity, but there are multiple build arounds, combos, and synergies that break out of these themes. The nature of a larger cube also means that each playthrough the decks end up significantly different even within the same archetype. Decks can be successful as monocolor (particularly red/white aggro) or five color, but generally decks tend to do best with a two-color base possibly splashing a third or fourth color. There are quadruple shock/fetch landsand each drafter gets a Prismatic Vista to help decks with good color fixing in the early turns.
Gameplay
Draft decks from this cube should be strong and have a focused game plan, but they should still feel like draft decks. Cube decks always play somewhere in between constructed decks and limited decks in terms of synergy and consistency. In terms of synergy, decks from this cube should feel more like constructed decks, but in terms of consistency (other than mana) decks from this cube feel closer to limited decks. Mana fixing in this cube is also designed to feel like constructed, with the shock fetch package making 2 color aggro decks more consistent. For slower decks the lifeloss from shocks/fetches is relevant, as aggro decks in both white and red pressure life totals and can typically goldfish wins before turn 5.
Combos
This cube supports several extreme synergies/combos both infinite and near infinite (ex: Murderous Redcap+Grumgully, the Generous+Sac Outlet, Scurry Oak/Herd Baloth+Rosie Cotton of South Lane/Ivy Lane Denizen, Archaeomancer/Shipwreck Dowser+Peregrine Drake+Ghostly Flicker/Displace). The size of the cube makes these combos not consistently draftable and the speed of the cube is pressures decks too much for them to find and execute the combo every game. That being said persist combo and Scurry Oak are still on my watchlist.
White
With the highest creature count in the cube, white tends to lean on the aggressive side. In general white is looking to play small creatures to either gum up the board, or buff them all in one big swing. White can deal with any threat using enchantment based removal. White does not have many large creatures.
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Blue
Blue is all about drawing cards and casting spells; mostly it is looking to overwhelm the opponent with card advantage. Blue has the lowest creature count and a relatively high creature curve. Blue can counter spells, or bounce them, but has a hard time fully dealing with resolved permanents.
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Black
Black is all about the graveyard. It wants to strip the opponents hand, kill their creatures, and bring its own threats back from the bin. Black has the best creature removal, but has trouble with artifacts or enchantments.
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Red
Red is an aggressive color, making up for its lower creature count with haste and reach in the form of burn spells. Red has great damage based removal, most of which can also hit the opponent's face, but red has trouble dealing with big creatures.
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Green
Green is the color of ramp and big creatures. Green is fundamentally a midrange color, and depending on the color pair it can skew more aggressive or focus on late game threats. Green can easily deal with artifacts or enchantments, but green's creature removal relies on having its own creatures.
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These are not completely prescriptive, there are focused two color decks with other themes that are possible, but these represent the decks that the cube is looking to support, particularly with regard to the gold cards.
Azorius
Flicker
The flicker deck is often a soft control deck, aiming for tempo ETB creatures that slow down the opponent before eventually overwhelming them with value from ETBs.
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Fliers
Fliers is a more aggressive archetype. It can either put a curiosity effect on a cheap flier and protect it, or it can go wide and pump the team with anthems.
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Dimir
Reanimator
The reanimator deck is trying to kill or counter the opponent's stuff while trying to put its own game winning threat in the bin. Reanimating the big threats can be very fast in this format.
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Control
Pure blue/black control. The best counters and card draw plus the most efficient removal. There are plenty of win cons available, does it really matter exactly how this deck will eventually win?
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Rakdos
Sacrifice
Rakdos sacrifice is all about pinging for every sacrifice. It can steal its opponents creatures when it runs out of fodder.
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All in Aggro
Rakdos aggro just wants to attack in and keep the pressure up. It has black for removing troublesome blockers and it has red burn for reach.
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Gruul
Aggressive Midrange
Gruul aggro midrange wants to play haste threats and bash in for early damage, then lean on green creatures to finish the job.
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Power Matters
This deck's simple gameplan is to ramp with mana dorks or similar effects, then play big creatures and dominate the battlefield.
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Selesnya
Tokens
This deck wants to fill the board with tokens, go super wide, and then pump them all and swing in for lethal.
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+1/+1 Counters
This deck just wants to go tall and add as many counters as possible to each creature.
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Orzhov
Lifegain
Orzhov lifegain is about controlling the game while triggering payoffs for lifegain every turn to gain incremental advantage. Slowly draining the opponent while delaying their game plan. Very grindy.
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Aristocrats
Classic aristocrats strategy of sacrificing things over and over to drain the opponent.
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Golgari
Death Triggers
Golgari death triggers is a midrange strategy focused on killing your opponent's threats or letting your own die to gain value.
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Graveyard
Golgari graveyard actively wants to get creatures in their bin so that they can get them back or make some spiders.
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Simic
Ramp
Simic ramp is just looking to put more mana out there and use that to its advantage. Decks usually play as midrange and are often willing to splash.
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+1/+1 Counters
This Simic deck looks to protect a few growing threats until they become impossible to overcome.
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Izzet
Spellslinger Aggro
This deck looks to attack with prowess creatures (preferably wizards), pump the team with cheap spells, and close out the game with direct damage in the form of red burn.
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Aggro Control
This Izzet archetype can be similar to the Azorius fliers. It wants to stick a cheap evasive threat and protect it while dealing with the opponents plays.
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Boros
Auras/Equipment
This Boros deck wants keyworded creatures that they can slap some extra knives on and swing in.
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Go Wide
This deck just cruises with cheap, aggressive creatures and tokens, then buffs them all and attacks in for lethal.
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