This is a mid-power, synergy-driven peasant cube designed for 4 player draft with 5 packs of 9 cards.
The environment I am striving to promote is one where the interaction between cards are more important than the cards themselves. I like the idea of maneuvering in games, both in setting up or disrupting synergies and in jockeying for advantage in combat.
Decks will usually be 2-3 colors, with archetype cross-appeal across colors. Also note that the below archetypes are not all that you can do with each color pair; the cards are flexible enough to combine into novel strategies.
To keep drafts dynamic, "tug" cards are seeded into colors outside of an archetype's primary colors, promoting speculation on a third color. For example, Shiekmaw works well in its color strategies, but is also appealing to WU Blink or WG +1/+1 Counters.
Prizefight isn't in the cube; I just can't resist using that art. I mean, look at it. It's a raccoon punching out a rhino. How great is that?
When I initially built this cube, blinking Reflector Mage was pretty overpowering. The curve has decreased significantly since then, so it should be more in line with the speed of the cube now.
I have went through so many Reanimate variants that I've been unhappy with for one reason or another, so I'm just going to try out the best one. It shouldn't be too strong here, given there isn't much to cheat in.