This is a pauper cube, which means that every card in the cube has been printed at the common rarity at some point in history. I've excluded many cards banned from the pauper format because they're either not fun (like hymn or sinkhole), or too hard to implment (like storm with Grapeshot and Empty the Warrens). This cube is also not designed to emulate the pauper format, but rather showcase all the best cards in the format that work best in a limited environment.
Themes: Aggro. Small and aggressive creatures, tokens, enchantment-based removal, and fliers.
: Control. Card advantage, counter magic, evasive creatures, and flickering value creatures.
: Midrange. Efficient removal, value creatures, and graveyard recursion.
: Aggro. Aggressive creatures and spells.
: Ramp. Fixing, ramp, and big creatures.
Tempo. White aggro combined with blue bounce and counterspells.
Flicker. Creatures with enters-the-battlefield triggers and flicker spells to go with them make this type of deck grindy but creature-based. There's plenty of card-advantage, but removal comes mostly in the form of bounce and there are few flicker targets that cost less than 3.
Bounce. Blue and black have the most value-oriented creatures with plenty of ways to re-use them for more value. This will be a creature-heavy deck with flicker spells and graveyard recursion.
Control. Removal spells, counter magic, and card advantage make for a slow plan, but if you can stave off any aggression the late-game will be overpowering. There aren't any real control win-conditions, but the ability to protect a few and at least prevent the opponent from casting spells can lead to an easy victory.
Aristocrats. An aggressive deck with lots of small creatures, sacrifice outlets, and ways to profit off sacrificing creatures. The key here is to make sure you have enough early plays but also ways to close out the game.
Midrange. Green provides ramping into medium-large creatures and red provides removal to knock out blockers and other ways to let the big boys push through damage.
Tokens. Flood the board quickly with tokens then finish the game with anthems.
Aristocrats. Similar to black/red aristocrats, but with cheaper creatures rather than burn spells.
Midrange. Value creatures, filling the graveyard, and repeatedly getting those creatures back from the graveyard.
Ramp. Plenty of mana and card advantage, not as much removal.
Control. Lots of powerful spells, ways to reuse them, and burn to finish the game.
Aggro. A combination of red aggro and white aggro with cheap creatures and burn spells.
Cutting some broken cards, adding more fixing, and adding a bunch of sweet new cards to test from recent sets