The Yellow Cube features a high density of multicolor cards and first-class fixing. But, unlike many other multicolor-focused cubes, you won't find too many generically powerful cards.
Instead, the abundant fixing is there to help you maximize build-arounds like Winota, Joiner of Forces or Obosh, the Preypiercer and combo pieces like Sneak Attack or Ratadrabik of Urborg that dramatically improve when paired with cards in tertiary and quaternary colors.
Rule changesIn this version of the cube, each player starts the game with a Spelunking on the battlefield—so all lands enter untapped.
What's not in the cube:The companion tax is changed from "Pay 3" to "Exile a nonland card from your hand"
Duplicates (2) Power levelGenerically powerful and efficient cards—like Minsc & Boo, Timeless Heroes and Orcish Bowmasters—are absent in the Yellow Cube. However, you should still expect to draft a very powerful deck. You can cheat or ramp into big creatures like Archon of Cruelty. You can go infinite with cheap creatures like Walking Ballista. You can generate recurring value with cards like Feather, the Redeemed and Lurrus of the Dream-Den. These strategies are further strengthened by the absence of counterspells and sparsity of removal.
While straightforward strategies like discarding and reanimating a big creature can be successful, you will be rewarded for spotting less obvious combos—like Peregrin Took and Experimental Confectioner— and building them out into a large network for consistency, much like the "Hexa-threat" historic constructed deck.