- Block/set/world decks only (so no combining cards from across the timelines/universes, personally I found decks with a strong identity more fun to pilot)
- Choose a color pair or triple, and build around its draft identity
- 5 x 2 (nonland) uncommons (start with the uncommons, as they will form the core identity)
- 5 x 1 rares (pick rares that add a little oomph to the identity)
- 7 x 3 commons (fill out the deck with commons that shore up weaknesses or play into the core identity)
- 24 lands (lands don't count against the rarity count, but do adhere to the amount of cards based on their rarity, so common lands x 3, uncommon lands x 2, rare lands x 1; include fixing if possible, limit the amount of utility lands)
I have followed something similar, but having most cards double or triple let to repetitive games.
I have been looking at the pre-constructed decks of urza block and oddessey. These decks had 2x1 rares, between 11 and 14 uncommons (urza’s saga), and at least 20 different non-land cards (but more often 23 to 24). Some of the cards were 4 offs in the deck (The plague deck with
pestilence), but mostly 2 offs with a lot of one offs.
Thing is, the decks need to be balanced with each other. Another thing is that allowing multiple rares is likely a tad boring.
I like your focus on identity, so I think I will start from that and go from there.