I did an 8-4 VMA draft with a friend last night and managed to win while drinking his liquor and with little difficulty. Off the top of my head the deck looked like this:
The last two decks we battled did more powerful things, but it didn't matter, because we just killed them. Notes:
-Benevolent Bodyguard is a good card and is worth a whirl in the Wadds Cube. It
always eats removal, turns on morbid, and so on and so forth.
Orcish Lumberjack, Pianna, and Battle Screech are also worth a look.
-Reckless Charge does like infinity damage sometimes. Put it in your Cubes!
-Cycling really holds the format together, and we had a lot of interesting decisions every turn because of it. Even something like "leading with Secluded Steppe or keeping it in case of flood but maybe curving out worse if things work out" is fantastic and skill-testing. Cards like Astral Slide and Lightning Rift, both of which we passed, are probably poison (and poison's in-game corollary, "useless or GRBS") but we had to make a lot of judgment calls, by no means 100% correctly, on the order of "do we pitch Radiant's Judgment that might blow out his on-board
Wild Mongrel?" or "do we pitch Akroma's Blessing to try and hit a 3-drop turn 4 for more pressure, or just keep it up?" M2G2 we won because we kept the blessing and countered a
Crater Hellion (anyone run this card?) trigger
-As for Cycling, the traditional view is that it's overpowered in Limited (incl. high-powered retail limited like
Vintage Masters here) and bad in Constructed, with the exceptions of Living End and the Slide decks of yore. This is almost certainly because the increased mana cost doesn't make up for the increased flexibility in Limited (mana-inefficiency is OK), while in Constructed it's unacceptable to pay 3 for Doom Blade (mana-inefficiency means the card isn't playable). A big recent idea of mine is Cube is "in between" those formats, so something like Cycling -- a high density of Cycling! -- should be
perfect for Cube, which means maybe Slide and Rift could be things. Anyway, we should dig out the Cycling thread and start yapping about it.
-In general aggro is roughly as skill-testing as control, because there's combat math and the decisions are high-impact and low-margin. Aggro mirrors in particular are very stressful and require a LOT of math and reading and playing to your outs and fluid role-changing. I punted such a mirror at GP Portland to put my team out of day 2, for example.
-That deck was a bunch of commons (it's on the 3-0 thread somewhere) and was routinely beating my friend's mythic deck (Chandra, Soul of Zendikar, etc.) ~2/3 of the time. For us, as Cube designers, but especially for Wizards, with the constraints of retail limited,
this is fucking great. More and more I am convinced that aggro is both the
only counterweight to powerful cards obliterating synergy,
and a "macro-archetype" worth explicitly supporting.