Rise of the Eldrazi is a case study for this question. It's one of the best limited formats I've ever played, radically different from any other set, and WotC perfected the battlecruiser format there. Here's some of the principles that made it work.
- Ramp in many colors (thanks to the Eldrazi Spawn)
- Mana sinks! (level up)
- Defender subtheme (walls walls walls)
- Skewed stats
Now, that last one needs some explanation, probably. I came up with a simple, abstract number to express the nature of a limited format. Let's call it the P/T Ratio, or PTR for short. You calculate the number by looking at the number of commons and uncommons with cmc 4 or lower that have a power that's greater than their toughness, and divide that by the number of commons and uncommons with cmc 4 or lower that have a power that's
smallerthan their toughness. Let's look at a few sets, shall we, starting with our subject here.
Rise of the Eldrazi has a PTR of 0.36 (8:22).
Ikoria has a PTR of 0.41 (13:32)
Throne of Eldraine has a PTR of 0.90 (26:29)
Kaladesh has a PTR of 0.97 (31:32)
Zendikar (the original) has a PTR of 0.79 (15:19) (much of its aggressiveness was caused by the landfall mechanic)
M20 has a PTR of 1.05 (29:28)
Of course PTR is a really simplified representation, but it gives us an indication of how the early turns of a game will play out on average. Like Rise before it, Ikoria is a format where Wizards wants you to build up to these giant monsters, often mutated more than once, and both sets happen to have a very low PTR!
One other thing both of those sets have in common?
Rise had the aura subtheme, Ikoria has the mutate mechanic. Both let you upgrade early drops during the game to compete, to an extent, with the haymakers that enter the battlefield during the late game.
One other tip I can give you, that has absolutely nothing to do with Rise of the Eldrazi, is this.
Cubes tend to, rightfully I believe, have way more mana fixing than retail limited formats. Casting your spells is important, and all those lands make sure you aren't crippled by a 9/8 split and subsequent color screws as much as in retail drafts. Depending on how much support you want to give to 5 color good stuff, I'ld recommend dedicating up to 12% of your cube slots to mana fixing.
Whatlands you choose, however, will have a profound impact on the speed of your format. Running
fetches,
shocks, and
painlands means people will take damage, fixing their mana, and all of those cards etb untapped. This kind of fixing benefits aggressive strategies. Running
scrylands,
bouncelands, and
gainlands, on the other hand, means (multicolor) aggressive decks will be at a disadvantage, for obvious reasons.
Okay, one more then...
This comes down to making sure your removal spells are not aggro friendly. Just to name a few...
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