This is my personal take on a powered vintage cube. The core philosophy is to play iconic, powerful cards that lead to explosive and interactive gameplay.
Packages ReanimatorThere are several flavors of Storm in this cube. Underworld Breach + Brain Freeze + Lion's Eye Diamond is a potent storm combo. Casting rituals like Desperate Ritual, Cabal Ritual, or High Tide and a number of draw spells means you can usually win in one turn with a storm payoff like Tendrils of Agony, Elemental Eruption, or Noise Marine.
Sneak/Breach CheatThere are a number of cards that cheat large creatures into play independent of the traditional reanimator strategy. Channel, Sneak Attack, Through the Breach, Natural Order, Show and Tell, Flash, and more put massive threats like Worldspine Wurm, Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, Vaultborn Tyrant, etc. into play in the early turns of the game.
Punishing WheelsUtilizing card draw punishers like Hullbreacher, Narset, Parter of Veils, Orcish Bowmasters, or Leovold, Emissary of Trest, you can cast wheels like Time Spiral or Timetwister to refill your hand while causing your opponent to be hellbent or take a significant amount of damage.
ArtifactsThis package utilizes land combos and synergies that is made better by certain green cards like Elvish Reclaimer, Ramunap Excavator, and Titania, Protector of Argoth. This strategy features the two card combo of Thespian's Stage + Dark Depths and uses Strip Mine and Wasteland to better effect with recursive effects like Crucible of Worlds and Wrenn and Six.
BlinkThis package of cards is built primarily around the titular Dream Halls to cast big, powerful spells for free by discarding cards. This package requires a fair number of wheels to fuel Dream Halls. Other big spell enablers are also found here to utilize the otherwise un-castable spells.
Cards that compliment this package are Arcane Savant, Cruel Ultimatum, Inspired Ultimatum, Magma Opus, Torrential Gearhulk, Timetwister, Sail into the West, Mizzix's Mastery.
Green Midrange