@Zoss got me thinking about archetypes in my cube for the first time in a while on the discord today so i’m gonna copy over my musings on that here for easy reference later…
there’s basically four routes you can go in my cube for your archetype focus:
1. go DEEP into one color but splash a few golds/super good cards of whatever other colors you want. i do this route often in test drafts and have done it twice in live drafts, once as “mono green” splashing everything but blue and once as “mono blue” splashing 2-3 other colors. stuff like Cryptic Command and Werewolf Pack Leader might pull you in this direction.
2. build mostly around a specific guild’s theme and splash a couple/few really good cards outside that guild. while i try to support most themes in most colors, guild sections are starting to coalesce around a central theme per guild with. a couple generic “good cards” in the mix for each guild as well (usually the generic gold cards are the good removals like vindicate and lightning helix).
guild themes right now are:
WU- flash control/tempo. build around Moderation and have a mix of instants and activated mana sinks (often Clues) to be able to respond to opponent’s plays without wasting mana.
UB-mulldrifter control. Lots of inherent 2-for-1 effects like Baleful Strix and Zyym to accrue value while chipping away with evasive threats.
BR-Arcanist burn! lots of discard value engines in these two colors, and lots of ways to eat up the enemy life total. often, both are combined in a single card, like Kroxa, Cut to Ribbons, and Kommand.
RG-Stompy! RG decks get big fast and dominate the combat step, with lots of snowballing threats like Territorial Kavu, Laelia, and Chariot. This deck really likes having some mana dorks to get bigger faster.
GW-this is the Crucible guild, with Rallier, KotR, and many other ways to maximize the value of your lands. a perfect home for Titania or Timeless Dragon.
WB-this combination has the classic Rock style of grindy aggression, with Priest of Fell Rites and Lingering Souls both providing recursive value. disruptive effects like Mother of Runes and targeted discard will go great here to help speed up the attrition war.
BG-this deck wants to fill up the yard and take advantage of effects like Grim Flayer, Tarmogoyf, and Tasigur.
GU-This deck is the classic “draw cards make mana” style, and will make the best use of the multiple cantrips in U and G plus the payoffs for having lots of cantrips like Uro, Jolrael, and Quandrix Apprentice.
UR-Spellslinger! Almost every creature in U and R have some kind of value in connection with noncreature spells (Sea Gate Stormcaller, Spellseeker, Magmatic Channeler, Pyromancer, etc) and UR features some very strong spells such as Expressive Iteration to give those creatures more ways to go off
RW-while it’s certainly possible to blitz with WR, you can also go over the top quite easily with strong removal and wipes in both colors (Helix, DoJ, Unholy Heat) mixed with big board value engines like Ferrous and Monastery Mentor.
one thing that’s going to totally shake the environment is that i’m injecting a total of TWENTY planeswalkers (some real some custom) into it where there were ZERO before as part of the upsize from 224 to 384. i am hoping the walkers will be strong pulls for various archetypes (one is literally built as a Sunforger control package in a can) and keep combat in the spotlight. i’ll edit this later with a link to a bunch of my customs, which are sometimes meant to add redundancy to a core effect i want (“i need more green 1 mana cantrips that don’t suck” for example) but usually the customs are there to fill design gaps for archetypes i wanna push.