The primary goal of this cube is to support four player drafting (5 packs of 9 to a player) and grid drafting either 18 or 20 packs of 9. This makes storing the cards to in groups of nine efficient for using at a moments notice.
I also wanted the cube to be accessible to new players. My rule to support this was to not include cards that reference objects outside the game; primarily initiative and monarch. While monarch is considered to be a big part of pauper gameplay, I don't particularly miss Thorn of the Black Rose or Palace Sentinels.
I have left out double faced cards and adventure, foretell, and morph for simplicity's sake as well. This way, the cube should be easy to understand for new and returning players.
This archetype is primarily centered in blue and white, though has overlap with a small black drain theme with the Pierce Strider and Skymarch Bloodletter, as well as Dimir gold cards Cavern Harpy and Dinrova Horror
A classic Mardu archetype that works excellent in Pauper.
Suit up a Jade Guardian with an Elephant Guide and go off to the races! This pump theme has great overlap with cards that generate multiple bodies and flyers. Heliod's Pilgrim works with Pacifism as well as pump auras.
Fill your graveyard to power out an early delve spell!
This encompasses ramp in general, as well as the interaction between bounce lands and untappers.
Blue tempo decks typically splash into red for burn or white for equipment.
These decks can have an aggro strategy with prowess creatures, or dip into black removal and play more controlling
Thanks for reading this primer:)
(This used to be part of the cube but I have since removed it; still think it's interesting so I put it down here: The biggest problem in a small cube like this is replayability. That's why the cube is 201 cards instead of 180 - it allows for more variation in a 4 player draft, and by taking out a color (30 spells + 8 multicolored + 4 bounce lands + 2 thriving lands = 42) you will be left with 162 cards to grid draft from. If I get bored of this cube in paper, I think I will up the count so that after taking a color away, 180 cards will be left, providing grid variance (or the option to draft 20 grid packs) and 4 player draft without a color, incentivizing more fight over colors.)