The Jeskai Cube
Normal cubes don't work well with 2-4 players, as competition for colors becomes negligible. 3 colors works better for this range of players.
Jeskai has synergy with noncreature spells and artifacts. Artifacts incentivise card competition between players, while other noncreature strategies are supported by Adventures, Flashback and Cycling to provide a dynamic draft environment!
Themes
Aggro is often seen as the deck that keeps a cube in check. Because of the size of mine, I'd like most of my aggro payoffs to be roleplayers in other kinds of decks as well. Giant Slayer and Faerie Guidemother, for example, have an adventure side to them as well, but still fit in an aggro shell. This does make aggro decks slower than normal, but I feel like that's a necessary sacrifice to make in a 180 cube. Blue can support this with evasive threats like Spectral Sailor, while read can bring some damage through Electrodominance.
ETB is supported by blinking creatures and returning them from your graveyard. In a way, this can also help an aggro deck get a little more resilience. White has a few army-in-a-can threats like Blade Splicer that can be utilized by aggro, ETB, or both. These kinds of cards can also be found in Blue and Red.
Flash is a nice theme to support because it leads to more reaction and insteraction. Half of the Blue section consists of instant spells, with some additional creatures with flash to boot. Both Red and White have similar, although less extreme, setups. Add Cycling or Clues to that mix and a Blue player has a broad ray of opportunities to do stuff during their opponents' turns. Rewind might be my favourite kind of synergy with this strategy, as it's solely useful if you have something to follow the untapping of your lands.
Carddraw is useful regardless, and gaining additional benifits when doing it makes you feel even more powerful. While there's a few ways to add payoffs to a cube, my favorite (recent) kind of payoff is the "draw two cards a turn" as can be found in Ethereal Investigator or Faerie Vandal. It makes cards like Witching Well fell like enablers. Especially red has a lot of enablers here; see Faithless Looting. White lacks a little in carddraw to contribute much.
Sacrifice both artifacts and creatures to a fast red engine. Create (treasure) tokens or find creatures with effects permuating in the graveyard.
Discard goes hand in hand (heh) with carddraw. Cycling is a good example of this, but looting effects in general are abundantly present throughout the cube. This also combines quite nicely with the artifact (graveyard) strategies Red has. In general this theme is bolstered by the amount of looting effect Red has received, which is nice. Blue supports this with most of its carddraw shenanigans. Unfortunately, White is a little lackluster here, although cards like Seasoned Hallowblade support discard a little.
Tokens are brought by Azorius, which has some overlap with the ETB strategies in White and artifact strategies in general. I've added a lot of creature that are apparently Golems, like Gingerbrute and Guardian Idol. They also work with the Modular theme in Boros.
Spell Velocity is best summarized through Balmor, Battlemage Captain. It's a very soft theme because the synergies between Blue and Red are already quite strong through their shared looting-related themes, which coincidentally support that spell velocity deck quite well.
Buffs, which range from equipment through +1/+1 counters to combat tricks. Both white and red benifit greatly from buffs with abilities double strike or lifelink, while also have the most access to them.
It's been a while. A friend borrowed the cube for a few months. These updates have been waiting since then. Nothing special, just some upgrades.
2913 words total