Once you set your power level to an arbitrary mark, you can basically play whatever cards you want. How can we balance this with the "fun" of playing with powerful effects versus the potential blandness of traditionally "bad" cards? (Is there a potential cube out there full of only interesting, "bad" cards?)
Makes me think of an idea I have on the back burner: The Misfit Cube. The idea is to balance and design around some archetypes that people (read: Johnnys) have tried to pull of and failed or joked about trying. Stuff like Door to Nothingness, Defenders, Mill, under-represented tribes, etc.
The absolute power level of such a thing would be horrendously low. But, there is plenty of design space to create relative power levels and complex interactions. It could and (if done well) should be fun. I actually think the biggest hurdle is audience perception. Would your play group want to play the Misfit Cube? How quickly would drafters adjust to a very strange format? Are they open to the experience.
The topic of designing for your audience is something I'm actually like to put an article together for at some point, so I'd love to hear ya'lls thoughts on it.
I'm new to the forums btw, so I guess a quick intro is in order. I'm Kyle, I'm from Florida and I manage a 450 card Unpowered Cube with a Modern-Frame Only aesthetic requirement. It gives me a fun collection and design restriction (stuff like FTV:20 is amazing for "first in Modern-frame reprints).