Hello, everyone! Jumping right in, this cube was inspired by Modern Masters and Ravnica's color pair design. I liked how those formats were not about sticking an unanswerable threat, but drafting a cohesive strategy where the whole was greater than the sum of its parts.
WU: Blink, tempo fliers or control. Venser and Brago are slightly too powerful at the top end, but it's an obvious and easy draft for people new to the cube.
UB: Artifacts, sorcery speed control. This deck plays mana rocks and wraths and card advantage until it can win with Darksteel Juggernaut or Tezzeret or Inkwell Leviathan.
BR: Recently changed to loosely "Mardu", with an emphasis on dash creatures. Vampires, Goblins, and sacrifice hadn't really worked in this slot, so I'm just trying an archetype that recently worked in a Wizards limited format.
RG: Fires. Like blink, pretty easy to support. I try to have the fires effects do something else so they're not redundant, but otherwise midrange creatures and mana elves do the workit .
GW: Creature Swarm/Selesnya. I would like to recapture the Ravnica guild a little better; in those games it felt like you were actually building up weak creatures to something powerful, but in my cube often you just brute force a lot of creatures and then punch the opponent to death quickly. But it still works well enough.
WB: Another archetype in flux; currently trying small shadow creatures and equipment. There is more metalcraft-style artifact counting than the mass production in UB, but the overlap is definitely there and Esper decks happen. If this doesn't work I'm going to try lifegain.
UR: Counterburn. There's a somewhat hidden strategy here to use looters until your library is empty and win with Beacon of Destruction or Red Sun's Zenith. I don't like how hard it is for drafters to pick up on that without adding like Lab Maniac but it plays out really well.
BG: Morbid. There's no big sacrifice engine, because that actually came together so rarely in previous versions. Instead there's just a lot of ways to incidentally have creatures die, and things that give you bonuses when they do.
RW: Battalion . It's really just Boros, but having that mechanic makes it feel cohesive. That there's no Sulfuric Vortex or Armageddon effects really takes away from aggro's ability to steal games, so I try to balance the overall power level to around here.
GU: Ramp. This deck will exist in any cube with green and blue cards, so all I did to support it was a mini Explore theme. It also has a couple of game ending threats with shroud, making it harder to answer once it gets rolling than the other guilds.
Edit - Version 6.2.4: http://www.cubetutor.com/viewcube/44652 and http://forums.goodgamery.com/viewtopic.php?p=1307510#p1307510
WU: Blink, tempo fliers or control. Venser and Brago are slightly too powerful at the top end, but it's an obvious and easy draft for people new to the cube.
UB: Artifacts, sorcery speed control. This deck plays mana rocks and wraths and card advantage until it can win with Darksteel Juggernaut or Tezzeret or Inkwell Leviathan.
BR: Recently changed to loosely "Mardu", with an emphasis on dash creatures. Vampires, Goblins, and sacrifice hadn't really worked in this slot, so I'm just trying an archetype that recently worked in a Wizards limited format.
RG: Fires. Like blink, pretty easy to support. I try to have the fires effects do something else so they're not redundant, but otherwise midrange creatures and mana elves do the workit .
GW: Creature Swarm/Selesnya. I would like to recapture the Ravnica guild a little better; in those games it felt like you were actually building up weak creatures to something powerful, but in my cube often you just brute force a lot of creatures and then punch the opponent to death quickly. But it still works well enough.
WB: Another archetype in flux; currently trying small shadow creatures and equipment. There is more metalcraft-style artifact counting than the mass production in UB, but the overlap is definitely there and Esper decks happen. If this doesn't work I'm going to try lifegain.
UR: Counterburn. There's a somewhat hidden strategy here to use looters until your library is empty and win with Beacon of Destruction or Red Sun's Zenith. I don't like how hard it is for drafters to pick up on that without adding like Lab Maniac but it plays out really well.
BG: Morbid. There's no big sacrifice engine, because that actually came together so rarely in previous versions. Instead there's just a lot of ways to incidentally have creatures die, and things that give you bonuses when they do.
RW: Battalion . It's really just Boros, but having that mechanic makes it feel cohesive. That there's no Sulfuric Vortex or Armageddon effects really takes away from aggro's ability to steal games, so I try to balance the overall power level to around here.
GU: Ramp. This deck will exist in any cube with green and blue cards, so all I did to support it was a mini Explore theme. It also has a couple of game ending threats with shroud, making it harder to answer once it gets rolling than the other guilds.
Edit - Version 6.2.4: http://www.cubetutor.com/viewcube/44652 and http://forums.goodgamery.com/viewtopic.php?p=1307510#p1307510