The goal of this cube is to provide an approachable draft experience for players who are familiar with magic but aren't regular drafters. The overall power level is fairly flat (unofficially including the Good Uncommons from the past several sets) but there are some build-arounds that would shift draft priorities. There are some light tools to allow splashing, but drafting lands is de-emphasized. I'm also trying to avoid keyword proliferation for ease of drafting.
Structure & Themes
Abzan (WGB): +1/+1 counters, Outlast, Fabricate,
Sultai (UGB): Graveyard, Flashback, Disturb, Escape, Delve
Temur (UGR): Tribal/Big stuff. Ferocious, Changelings (Wizards/Elementals)
Jeskai (UWR): Spells-matter, Prowess, Adventure,
Mardu (UBR): Fast Aggression, Go-Wide, Raid, Sacrifice
Green: ramp & splashing tools
Red: Goblins
Blue: Wizards
Black: Zombies
Each color pair has two to three signpost uncommons, both to point the way as well as offer some flexibility within the color pair.