A commander cube! It's a 540-card cube that's drafted in 3 packs of 20 cards, with two cards per pick, much like Commander Legends. Unlike CMR, this cube also has a 110-card Commander pool, which is drafted as a single 10-card pack per player (also double picks) before the main draft. Thus, each player's final pool will have a total of 70 cards. This seeded pack has no special significance in deckbuilding or gameplay and serves only to offer a solid variety of jumping-off points and backup options. You can play any legend you pull from any pack either as your commander or in your maindeck (provided it fits your eventual chosen commander's Color Identity, of course).
After drafting, you build only a 60-card deck (incl. commander); other than that, all the normal rules of the format apply (life total, color ID, commander damage, etc.). Games are played in (ideally) 4-person pods. The only real "house rule" in effect is that the Nephilim are legendary, because I mean, come on.
The following is a draft primer for the cube, intended to familiarize you with the most broad, basic themes and archetypes present within the pool of cards, the types of decks you can build from them, and some vague game plans.
Some general tips to begin-
-If you're an experienced limited player who's used to looking for bombs and 2-drops: don't sweat it so much. Small creatures don't last long in this format, life totals are higher anyway, and half the cards in the pool are bombs; they'll come around.
-Color fixing is plentiful because it is important! Unless you're forcing two colors (possible, but don't be a hero), your deck needs it. Exactly how much, and what ratio of land to nonland, will depend somewhat on the curve of your build and how early you intend to be casting multicolored spells.
-Removal, of course, is still important. A healthy mix of targeted and wide is recommended. While it is in good supply, there's also quite a few high-profile bombs in the pool, so good threat assessment will be necessary.
-Don't be afraid to go with a higher curve. Even the aggro decks take a few turns to get going here, quick infinite combos are not really supported in this pool, and it's pretty hard to draft too cruel a control shell (and impossible to get away with it at the table; these people are your friends, right?).
-Finally, don't be afraid to pivot in later packs if you're not attached to a particular commander. Unstaked color combos may leave very strong cards wheeling, and a shrewd drafter may well be able to, say, turn their decent mardu aristocrats build into a threatening jund dredge facsimile.
So first up, we have the archetypes centered on one of the major card types.
ArtifactsSome degree of artifact support is present in every color other than Green. Esper has the most obvious access, with it being one of their commanders' common themes (1, 2, 3), but there are relevant cards in the shard's constituent colors (1, 2) and color pairs (1, 2) too, as well as some support in R/x (1, 2). Artifacts are known for being frequently sacrificed (1, 2) and recycled (1, 2), which is a great way to re-use nice ETB effects (1, 2).
EnchantmentsThe enchantress archetype is mostly rooted in Bant (1, 2). Powerful card-draw engines (1, 2, 3) team up with a variety of payoffs (1, 2) to get you a steady stream of value from permanents which were already going to do something nice by just hanging around anyway (1, 2).
Instants/Sorceries (Magecraft)Spellslinging is a classically Izzet archetype and indeed, U/R/x is where you'll find most of the relevant components in this cube. You'll be rewarded for casting spells in a variety of ways (1, 2, 3), have the casting facilitated (1, 2), and be provided with options to recur said spells (1, 2). Many of the spells in the cube are cheap and replace themselves (1, 2) or can be cast multiple times (1, 2), ensuring plenty of triggers.
LegendsThis one is perhaps more of a subtheme than a full archetype. Commander is obviously a format that puts Legendary creatures front and center, and this cube leans into that. Whether it's buffing legends (1, 2), recurring them (1, 2), or cantripping them (1, 2), there's plenty of incentives to play more than just your commander.
Next up we have a handful of archetypes that focus more on certain gameplay elements than a particular card type.
DredgeGolgari is of course the progenitor and core of dredge, and the mechanic itself shows up plenty here in those colors (1, 2, 3), but there are also a variety of options to fill your graveyard outside of the pair (1, 2, 3), and a nice chunk of cards that work from your graveyard to exploit once they're there (1, 2, 3).
VoltronGone are the halcyon days where voltron was a frighteningly effective srategy in constructed Commander. In this cube, however, it'll never die. Beef up your commander and get in for 21 points of combat damage. There are myriad options for protecting you commander (1, 2), enlarging them (1, 2), and evading blockers (1, 2). The Hidden Agenda conspiracies are particularly useful here, as they're a means of easily stacking bonuses on one creature with little to no cards or mana invested.
TokensRather than go all-in on one creature, you can go wide. Each color has a good number of token producers, which tend to lean into certain strengths and strategies (1, 2, 3). Once your board is full, there's anthems to multiply your damage output (1, 2, 3), plus ways to turn your creatures into other sorts of value (1, 2).
CountersThese mostly (though not exclusively) come in the +1/+1 variety (1, 2, 3), but there's plenty you can do with them. Moving them from place to place comes to mind (1, 2), and proliferating isn't a bad bet either (1, 2, 3).
This is just an overview of a few of the more prominent themes; there are many subthemes and microsynergies which remain undiscussed; I encourage you to figure some of them out for yourself by drafting the cube! At the end of the day, each commander will have its own playstyle, of course, and you can mix and match various components depending on what colors you're in; there are enough pivot cards that each one can compliment the others very fluidly.
Many archetypes, while most perfectly represented in a particular 3-color Shard or Wedge, will find many of their most powerful cards in only one or two colors, meaning that it's possible to build an off-color deck that still leverages the core strengths of the archetype quite well. For example, you could build a very competitive Naya enchantress deck off the back of the W/G enablers/payoffs combined with some strong R/x enchantments, even though no particular commander overtly encourages such a build.
This cube was built from scratch using a design skeleton I made, rather than filled in from a template. It took quite a while to ensure the desired amount of basic effects, archetype support, and pivot cards were present at an appropriate density in each color, especially with a comparatively small cube like this one. While obviously not every commander strategy can be represented (sorry tribal), broadly speaking many of the most recognizable themes and archetypes are present. The final builds you see shouldn't feel too unfamiliar to seasoned EDH players, just with less predictability.
The whole thing is a bit slow by design (in terms of mechanics; not time spent at the table, thankfully). There aren't a ton of very threatening early plays, and the (nongreen) ramp suite is mostly 3+ CMC. In the spirit of EDH, the bulk of most games will ideally be played out in the later turns, and wins mostly shouldn't be dictated by explosive lopsided openings. Similarly, the available removal is largely slow, conditional, or expensive. Things like Swords to Plowshares are just too fast, cheap, and effective for the environment.
That said, it's certainly not fun to drag out matches unnecessarily, so the cube isn't designed to encourage durdling, and once games get going there are plenty of powerful wincons to go around. Stall isn't super supported, removal will run out, and it's built so that one of the best ways to answer opposing threats is often a threat of your own.
While this is a "small" cube, in reality it will very frequently be drafted by fewer than 8 people, so it can still offer a variety of experiences from draft to draft.
This cube does have a high multicolor count, to encourage 3- or 4-color decks. The multicolor sections, however, tend to have a higher density of archetype support cards, whereas the basic effects (such as removal, protection, ramp, fixing, etc.) show up more in single colors or colorless, so they'll always be fairly easy to access.