First build of a casual tribal cube designed to be drafted ideally by 4-6 players and then played in multiplayer games.
As this cube is built to be mostly drafted by fewer than 8 players, 10 archetypes might find themselves stretched a little thin, so it's consciously designed to support about 7 full archetypes; 5 monocolor tribes (Soldiers, Wizards, Zombies, Goblins, and Elves), a multicolor tribe (Allies), and a colorless 'tribe' (artifact creatures). Any color combo is still potentially viable, and each pair has gold cards present to indicate that, but for the most part it's built with support for these 7 archetypes in mind.
How does White win here?
Every tribal archetype has a bit of "tokens and lords" going on in this cube, but white makes it the primary strategy. Go wide on the ground with a large number of beefed-up tokens. White also makes notable use of combat abilities like First Strike and Vigilance, making its creatures tough to beat in a fair fight.
How does Blue win here?
Blue wants to stabilize then finish the opposition with chip damage, countering or controlling major threats while digging for answers and wincons, usually in the form of evasive creatures.
How does Black win here?
Zombies also want to go wide on the ground, as often as possible. When the board gets clogged zombies can continue to attack into unfavorable positions without caring too much about losses thanks to black's extensive recursion suite, and a handful of direct life-loss effects get around combat.
How does Red win here?
Red, too, wants to get in as much early combat damage as it can, making aggressive trades, then close out games with burn when attacking into larger blockers is no longer an option.
How does Green win here?
Elves balance respectable token-making abilities with a healthy number of count-me effects and lords, plus ramp capable of powering some strong midgame plays earlier than opponents can handle, as well as a couple mana sinks for huge late-game finishes.
How do Allies win here?
Though the ally tribal payoffs and enablers are spread across all 5 colors, they're numerous, flexible, and provide some unique effects. By design, the cube doesn't have enough fixing to support a true 5-color deck; they're probably strongest if they stick to 3, or perhaps 2 + a splash.
How does Colorless win here?
The artifact tribe here plays a bit of tempo, getting out well-costed creatures for the first couple turns before ideally landing one of a few cheap beaters; it also obviously benefits from being able to splash very freely for power cards from other colors.