This Peasant cube has been drafted 7 times!
No rares allowed. In this house we consider gold and orange set symbols an abomination.
Here's an overview of some of the stuff you can do in this cube:
Reanimator -Reanimation is a heavy theme in black, with lots of ways to get creatures into your graveyard, plus many, many different ways to reanimate them.
Any other color can serve as a support color for reanimator. Red has discard outlets and haste enablers;
green has self-mill and some of the biggest creatures to reanimate;
blue has self-mill and discard outlets.
White has the smallest creatures so it may not suit an all-in reanimator plan as well, but it does have cheap reanimation for smaller creatures.
Every color also has creatures that can bin themselves from your hand.
Green is typically your base color for the multicolor ramp deck. Like in many formats with good fixing, the idea is if your deck is functioning you can basically play anything you want. If you draft a BG graveyard deck, you may find that ramping into reanimator targets is also a fine backup plan.
The Lost and the Damned requires special mention here. In my imagination it works best in a RUG deck since it triggers off of green land ramp; but there are tons of other mechanics that it works with as well, such as
...and more!
There are artifact synergies in all colors but green. The artifact deck can be a synergistic aggro deck...
...an aristocrats deck that sacrifices artifacts...
...or an affinity style deck that has payoffs for your sheer artifact count.
Blue-white forms the core of the blink strategy, centered around reusing creature ETB triggers.
Sacrifice-based synergies are centered in black-red.
Since these decks want to go wide, white can support by generating tokens to sac or making your fodder creatures better in combat.
green has a handful of sacrifice and graveyard synergies too.
Blue-red can support an aggressive prowess / blitz deck, or a more controlling deck with late-game payoffs.
You don't have to be all-in on reanimator to have a great time with your graveyard. BUG has a variety of other self-mill payoffs, plus plenty of ways to do it.
Green-white has a +1/+1 counter theme.
Red-white can be a synergistic and aggressive artifact deck, but recently I cut most multicolor Boros cards in favor of cards that support mono red and mono white specifically. If your deck isn't as synergistic as the artifact aggro deck, it will probably benefit more from the increased consistency of playing only one color.
Or you can just play good creatures.
There are three creatures with persist in the cube: Murderous Redcap, Putrid Goblin, and Kitchen Finks.
There are four creatures in the cube that put a +1/+1 counter on creatures that enter under your control: Renata, Called to the Hunt; Good-Fortune Unicorn; Grumgully, the Generous; and Anafenza, Kin-Tree Spirit.
Anything from the first category + anything from the second category + a sac outlet causes infinite ETB / death triggers. Murderous Redcap wins the game this way with its ETB, and Kitchen Finks gains infinite life, which ends the game against any deck not playing Lab Maniac. Putrid Goblin requires another payoff.
The cube currently contains 75 nonbasic lands, including:
Most of the lands provide fixing but even they also have synergies with strategies found in the cube. Keep an eye out for typed duals if you drafted a land cycler; pick artifact lands highly if you want to accelerate your affinity gameplan; SNC fetches fill your graveyard and provide multiple landfall triggers; bouncelands synergize with untappers; and so on.