This is the four color/player cube: http://www.cubetutor.com/viewcube/106096
I am not a cubetutor champion, so it isn't set up quite correctly. The rares are dealt separately, they are currently in the sideboard section. You must manually change number of bots to 3.
The goal is to create a cube that is conventionally draftable by four players.
This is accomplished in several steps:
1: Reduce the number of draftable archetypes from the normal ten color pairs to something smaller. This is to comply with a hypothesis stating that sets draft best when the number of available archetypes is slightly greater than the number of drafters. (a) Eliminating a color reduces the number of color pairs to six. Eliminating white keeps all important game elements in the game. (i.e. card draw, discard, ramp, direct damage, etc.)
2. Choose six vague archetypes that can be made fairly deep and dilute. I choose the four creature-based archetypes (b) for my "allies", plus spells-matter and enchantments-matter for my "enemies". With the help of enchantment creatures from Theros block, I can make all of these themes deep enough even when only 12 packs are opened.
3. To add interest to vague themes, I pushed the idea of draft combos in each color pair. The goal is for the cards in the draft combo to be cards one would use anyway, but that have a lot of synergy with one or two specific other cards. For instance, Act of treason/fling, defy gravity/plummet. This may have gotten out of hand, as you would agree when your opponent has Goblin Tunneler, Mortis Dogs, and Fling.
4. Rarity symbols printed on the cards, match actual rarities. I.E. this is more like a master set than a singleton cube. I doubled up on the multicolor signalers.
I am not a cubetutor champion, so it isn't set up quite correctly. The rares are dealt separately, they are currently in the sideboard section. You must manually change number of bots to 3.
The goal is to create a cube that is conventionally draftable by four players.
This is accomplished in several steps:
1: Reduce the number of draftable archetypes from the normal ten color pairs to something smaller. This is to comply with a hypothesis stating that sets draft best when the number of available archetypes is slightly greater than the number of drafters. (a) Eliminating a color reduces the number of color pairs to six. Eliminating white keeps all important game elements in the game. (i.e. card draw, discard, ramp, direct damage, etc.)
2. Choose six vague archetypes that can be made fairly deep and dilute. I choose the four creature-based archetypes (b) for my "allies", plus spells-matter and enchantments-matter for my "enemies". With the help of enchantment creatures from Theros block, I can make all of these themes deep enough even when only 12 packs are opened.
3. To add interest to vague themes, I pushed the idea of draft combos in each color pair. The goal is for the cards in the draft combo to be cards one would use anyway, but that have a lot of synergy with one or two specific other cards. For instance, Act of treason/fling, defy gravity/plummet. This may have gotten out of hand, as you would agree when your opponent has Goblin Tunneler, Mortis Dogs, and Fling.
4. Rarity symbols printed on the cards, match actual rarities. I.E. this is more like a master set than a singleton cube. I doubled up on the multicolor signalers.