Introduction
Some time last year Jason posted a really interesting write up about modularizing cube. Here's a link to the original article:
http://riptidelab.com/forum/threads/channelfireball-polycubing-and-swordfighting.618/#post-26619
This idea stuck with me because it offered an elegant solution to the primary problem I've run into with cubing: How do you support niche/narrow archetypes when you don't draft the whole cube each time?
My group never has 8 drafters. And even if we did, I'd still want to run more than 360 cards simply for the variety it offers (and because at this point I'm incapable of getting a list down that low). The issue though is that trying to support something more narrow (say enchantress) is doomed to fail when you can't get enough support cards for it. Even something like re-animator. You can support it in larger lists through redundancy, but you typically end up wasting slots and over-supporting it (many times with inferior cards) just to ensure a critical mass will show up in your draft. And the more narrow the deck, the worse this tends to be.
Enter the modular cube. Where cards are grouped into logical chunks and you add "modules" based on the number of drafters. You get the best of both worlds here. Variety, since not all modules will be drafted each time and you can therefore run more cards overall. And a tight synergistic list, as all cards necessary to support specific decks will be in the same modules (and therefore will either all be in the draft or none of them will).
Background
Feel free to skip this section if you want to jump straight to the cube. I'm sidetracking a bit here to provide some insight into how I ended up on Riptide posting this cube list. It's going to be long and it may not be all that interesting.
Set your way-back machine to 1993. Most of my friends have discovered and become obsessed with a little card game called Magic The Gathering. Me? I have completed resisted the game and refuse to play it. I don't have a good reason for not jumping in at ground zero, I just chose not to. Maybe I knew what would happen if I did? Perhaps I had that kind of foresight at 18, who knows? Fast forward 10 years and in a moment of weakness I get sucked into the game. For the next 6 years or so, I completely go off the deep end. I play daily, buy entire sets when they come out, spend all my free time designing decks and read everything there is to read about the game online.
Sometime around Lorwyn, it sort of unravels though. Friends get older, move away, have kids - both move away and have kids. Guys get sick of spending money on the game too. Some are angry at changees (walkers in particular)? World of Warcraft happened. I can't pinpoint one reason honestly, but we all just sort of stopped playing. Myself included.
Around the time of M10 though, I stumbled onto an article written by Tom Lapille about a new format called "Cube". I was fascinated with the idea as it seemed a perfect blend of two formats (limited and constructed, both of which have always struck me as flawed). Limited as too low power and apart from a few blocks (like Ravnica) simply didn't offer enough game play. Constructed was brimming with possibilities and tickled my creative side, but it was too efficient and fostered things I found stupid in the game (side boards, playing the meta versus playing the game, rock/paper/scissors with match-ups). But with cube, I could choose which cards to play and which cards not to play. And being singleton meant you couldn't build constructed level decks even if the power level was far beyond standard limited (and anything that ruined the meta could simply be removed). At long last, Magic as it was meant to be played!
Of course, like everyone, I started with a poorly tuned list. It contained mostly older cards, had a poor mana curve, and it ran all the past "mistakes" (things like balance, jitte, etc.). That didn't stop it from being the most fun I've ever had playing Magic though, and it sort of took off with some of my former Magic playing buddies. We've been playing ever since, albeit inconsistently. Cube resuscitated this game for me.
Fast forward to today. M10 power creep brought a brutal arms race to cube which continues with reckless abandon. This is no more apparent than the "power-max" design philosophy which still dominates the mainstream forums. Cubes got faster and less forgiving, and as a result I found that some of the fun had been stripped from it. I took my cube in that direction originally but found it was doing undesirable things to my meta. Namely, it was making it less like limited and more like constructed. Suddenly, I was having to consider side board only cards to combat some of the stupidly powerful effects in the cube. Redundancy and a rising average power level was make a mess. I was being forced to speed the cube up, as aggro became the only universal equalizer for all the degenerate value cards that had suddenly become the exception instead of the rule. All of this was against what my group liked to draft too, so it was just compounding the situation.
Wishing to bring the cube back more to it's roots, I've been systematically culling power over the last year and a half. Not just new value creatures, but some "oldies" as well. Maybe guys got better at exploiting the cube? Maybe we just all started having higher expectations for what a cube game should be like? Maybe a combination of the two? All I know is that somewhere along the road, playing ridiculously overpowered cards stopped garnering high fives and started making guys just not want to cube.
I owe a great deal to this forum actually as it's one of the few places where lowered powered environments are discussed at all. Many ideas and card choices have come from threads here specifically. I rely a lot on testing other guys do because my group does not play consistently enough for me to get all the feedback on cards that is really necessary to finely tune my cube. I can only do so much proactive testing on my own.
Playgroup Specific Design Consideerations
Many of my players are old school and appreciate the nostalgic aspect to cube. So while I will freely run many new cards, there are classic cards which I continue to cube even though their time in most contemporary lists is long past. With that in mind, understand that there are newer mechanics and power cards which I intentionally exclude in order to keep the speed and power of the cube at a level such that some of these "oldies" remain not only relevant but appropriately attractive in drafting.
With that in mind, recognize that this cube plays more like a cube from 2008 versus one from 2015. It has no Planeswalkers. It doesn't support DFC's. It doesn't run most modern power finishers for midrange and control decks (Titan's, etc) or super value guys (Thragtusk, Hero of Bladehold). There are a handful of "bombs" which may look out of place in my list, but they either support mechanics I'm pushing or are pet cards. At the end of the day, I don't mind a handful of overpowered cards. They are fun first picks and help push guys into strategies early which aids in combatting "goodstuff.dec" (especially prevalent here as my group tends to durdle). I just want these "power" cards to be the exception not the rule. It's a difficult balancing act, and I'm very often having to redial things as the cube evolves.
Despite it's retro nature, the principle behind a modular cube should apply to contemporary lists. So don't let the "classic rock" look of my list throw you off. There's no reason this idea isn't perfectly workable with swords, Grave Titan, Wurmcoil Engine or any other series of cards.
Modular Cube
If you skipped ahead to this part, I understand completely. If you didn't, thanks for reading through my novel. And now on to the actual cube.
I decided to break each module into exactly 90 cards. In addition, I'm running more land percentage wise than most lists (20%). The utility draft has not been universally loved by my group due to the additional complexity and time added to drafts. As each module is very focused, many "narrow" lands are right at home here and should theoretically be worth a pick. So the modular design may eliminate the need for the utility draft altogether.
In theory, you can take two people and draft one module. Each module consists of one Shard and One Wedge. Since shards/wedges are three colors, there will be one color that "overlaps" in each module. I decided against giving each module a clever name and instead opted to refer to each by the color they overlapped on. This makes it easy for people to understand what they contain. There are 5 modules obviously, one for each color. In turn, this means all 5 Shards and all 5 Wedges are represented. That's 450 cards total, which I think is a very nice size actually. At 450, you can run some narrow choices but you won't be scraping the bottom of the barrel trying to fill in some holes at certain CC's. There will likely come a day when 450 is too hard to get down to, but I'll cross that bridge when I get to it.
Here is the entire cube - all 5 modules put together in CubeTutor:
http://www.cubetutor.com/viewcube/29929
Please be aware, the cube will NEVER be drafted this way. Even with 8 drafters, you would only ever use 4 of the 5 modules. As my group never gets over 6 (and is usually 4), we will never use more than 2 or 3 modules simultaneously. I only merged all the cards into a single list so you can see that the card pool is fairly mainstream and reasonably distributed. There are some fringe archetype and tribal-specific choices in there, but 90% of the list is pretty standard fare for a lower powered list (at least one from 2008 anyway). That was important for me to accomplish because I didn't want to overcrowd my cube with narrow cards simply because I was modularizing it. That wasn't the purpose of this exercise.
There is a balancing act we do with trying to push interactions in cube versus letting those interactions happen organically. Some of the greatest moments have been things no one thought about but which simply presented themselves during a game. As a general rule, I want to promote synergy without being too heavy handed with it.
Blue Module - Temur (UGR) vs Esper (WBU)
http://www.cubetutor.com/cubeblog/30464
Temur is built to be aggressive, focusing on +1/+1 counters. Ion Storm and Volt Charge build arounds. Hardened Scales is narrow, but absolutely wonderful here as well. Coupled with evolve guys, Bow of Nylea, and the new hasty Surrak, the goal is to get a bunch of scary dudes in play and run people over before they can stabilize. Esper plays a fairly traditional control role here, but with a slight twist. Standard mainstays like Wrath of God are here, but there is also a token value creature thing going on here. Stuff like Flesh Carver, Doomed Traveler offer road blocks early and give you value when you Wrath them. Ghost Council of Orzhova can dodge your wraths and sac your Black Cat at the same time. Bringing both themes together in blue are traditional control elements (counter spells - useful for both tempo and control) and a light wizard theme. Sage of Fables helps anchor the tie in with +1/+1 counters giving Temur a reason to splash blue. You can also just go mono blue with Master of Waves and Thassa, God of the Sea and Vedalken Shackles (hurray for bombs).
Red Module - Jeskai (RWU) vs Jund (RGB)
http://www.cubetutor.com/viewcube/30465
Jund focuses on getting value out of creatures. Birthing Pod, Living Death, Dread Return all encourage getting dudes in play and then putting them in the graveyard so you can use them again. Pretty much every playable Shaman is in this list, and that's because of the tie in with red. Jeskai has a strong "spells matters" theme. Prowess guys backed up with instants and sorceries, coupled with the lynchpins Young Pyromancer and Guttersnipe - both of which happen to be Shamans. Red has a "toolbox" Goblin theme. Goblin Matron is the star, allowing you to search for any effect you need (Warren Weirding, Murderous Redcap) and Wort, Boggart Auntie is there for recurring threats. Oh and look, Wort is a Shaman too. Which brings us to Rage Forger, a card that offers value in all three arenas.
White Module - Mardu (WRB) vs Bant (UGW)
http://www.cubetutor.com/viewcube/30467
Falkenrath Aristocrat is both a bomb and the flagship card for the Mardu theme - sacrifice. Token makers like Lingering Souls, give you food. Add to that guys you need to eventually kill (Dark Confidant). There's other sacrifice outlets like Greater Gargadon and Goblin Bombardment for redundancy, along with threaten effects (might as well sac your opponent's dude right?). Then you have effects which reward you for those sacrifices, including Blood Artist and Outpost Siege. Bant is rocking a blink theme. Ghostly Flicker is amazing here. ETB guys like Acidic Slime, Mulldrifter and Mystic Snake offer stupid value when repeatedly blinked. White merges both themes together with token guys that want to be blinked and don't mind getting sac'd because of the value they leave behind (Blade Splicer, Master Splicer, and Cloudgoat Ranger), and which when coupled with anthem effects are win conditions all on their own. There is also a warrior sub theme which bleeds from white into Mardu.
Black Module - Abzan (GBW) vs Grixis (RUB)
http://www.cubetutor.com/viewcube/30468
As one might expect, the graveyard factors heavily into this module. Grixis is where the artifact theme fell, both with Tinker and Goblin Welder / Feldon of the Third Path (giving both a library and GY approach). Wildfire and Gilded Lotus encourage a mana denial theme which will further anchor it's tie in with black. Abzan has an enchantress theme and a loose tie in with the graveyard goodness via cards like Nyx Weaver and Noxious Revival. White and Green also play the role of foil here with powerful disruptive answers to broken recursion engines in Oblivion Ring and Song of the Dryads. Black has zombies (surprise surprise), including one of my favorite cards of all time in Haakon, Stromgald Scourge. SmallPox, acts as both a discard outlet for Haakon as well as reinforcing a mana denial theme with it's friends Braids, Cabal Minion and Smokestack. Burning Vengeance in red gets extra value out of Haakon, Gravecrawler, all the flashback cards in this module as well as Snapcaster Mage. For the mono black player, Gray Merchant of Asphodel and Death Cloud offer some incentive (Death Cloud being yet more redundancy for mana denial and self discard).
Green Module - Naya (RGW) vs Sultai (BUG)
http://www.cubetutor.com/viewcube/30471
This modules has a heavy focus on lands. In Naya, it's about landfall. Steppe Lynx, Plated Geopede and Adventuring Gear tie in nicely with fetch lands and one of green's main strengths - ramp. Knight of the Reliquary, Cataclysm and Armageddon are all best friends offering both a win condition and effectively shutting down other decks in the process. Crucible of Worlds is there to abuse the effect. Sultai has a strong mill strategy, using dredge cards like Stinkweed Imp and landfall with Hedron Crab to fuel delve spells. Worm Harvest brings the "land in graveyard" idea full circle. A very light rogue theme is also present with Oona's Blackguard serving as the payoff. Green has a light elf theme, focusing on what it does best - make a lot of mana. Wirewood Symbiote offers a ton of additional value out of already great cards like Rofellos, Llanowar Emissary (untag it to reuse), Wood Elves and Reclamation Sage (return to hand to recast). Natural Order offers more incentive to run a heavy green deck and as a backup plan when the ramp strategy is disrupted or not fast enough to deal with your opponents strategy.
Final Thoughts
Each module if drafted solo offers two to three really strong strategies and should be very easy to draft for new players. It's very hard to draft an unplayable deck using only one module due to how focused they are. I anticipate being able to use them as a teaching tool for new players actually. When multiple modules are drafted together, I expect the number of viable decks will increase exponentially just like any other cube list, which should produce a lot of variety and replayability.
The only problem I see is with sorting the cube. But that is pre-work I will simply need to get used to doing. I think the benefits will far outweigh the additional prep time though.
All feedback is welcome. And thanks for reading.
Some time last year Jason posted a really interesting write up about modularizing cube. Here's a link to the original article:
http://riptidelab.com/forum/threads/channelfireball-polycubing-and-swordfighting.618/#post-26619
This idea stuck with me because it offered an elegant solution to the primary problem I've run into with cubing: How do you support niche/narrow archetypes when you don't draft the whole cube each time?
My group never has 8 drafters. And even if we did, I'd still want to run more than 360 cards simply for the variety it offers (and because at this point I'm incapable of getting a list down that low). The issue though is that trying to support something more narrow (say enchantress) is doomed to fail when you can't get enough support cards for it. Even something like re-animator. You can support it in larger lists through redundancy, but you typically end up wasting slots and over-supporting it (many times with inferior cards) just to ensure a critical mass will show up in your draft. And the more narrow the deck, the worse this tends to be.
Enter the modular cube. Where cards are grouped into logical chunks and you add "modules" based on the number of drafters. You get the best of both worlds here. Variety, since not all modules will be drafted each time and you can therefore run more cards overall. And a tight synergistic list, as all cards necessary to support specific decks will be in the same modules (and therefore will either all be in the draft or none of them will).
Background
Feel free to skip this section if you want to jump straight to the cube. I'm sidetracking a bit here to provide some insight into how I ended up on Riptide posting this cube list. It's going to be long and it may not be all that interesting.
Set your way-back machine to 1993. Most of my friends have discovered and become obsessed with a little card game called Magic The Gathering. Me? I have completed resisted the game and refuse to play it. I don't have a good reason for not jumping in at ground zero, I just chose not to. Maybe I knew what would happen if I did? Perhaps I had that kind of foresight at 18, who knows? Fast forward 10 years and in a moment of weakness I get sucked into the game. For the next 6 years or so, I completely go off the deep end. I play daily, buy entire sets when they come out, spend all my free time designing decks and read everything there is to read about the game online.
Sometime around Lorwyn, it sort of unravels though. Friends get older, move away, have kids - both move away and have kids. Guys get sick of spending money on the game too. Some are angry at changees (walkers in particular)? World of Warcraft happened. I can't pinpoint one reason honestly, but we all just sort of stopped playing. Myself included.
Around the time of M10 though, I stumbled onto an article written by Tom Lapille about a new format called "Cube". I was fascinated with the idea as it seemed a perfect blend of two formats (limited and constructed, both of which have always struck me as flawed). Limited as too low power and apart from a few blocks (like Ravnica) simply didn't offer enough game play. Constructed was brimming with possibilities and tickled my creative side, but it was too efficient and fostered things I found stupid in the game (side boards, playing the meta versus playing the game, rock/paper/scissors with match-ups). But with cube, I could choose which cards to play and which cards not to play. And being singleton meant you couldn't build constructed level decks even if the power level was far beyond standard limited (and anything that ruined the meta could simply be removed). At long last, Magic as it was meant to be played!
Of course, like everyone, I started with a poorly tuned list. It contained mostly older cards, had a poor mana curve, and it ran all the past "mistakes" (things like balance, jitte, etc.). That didn't stop it from being the most fun I've ever had playing Magic though, and it sort of took off with some of my former Magic playing buddies. We've been playing ever since, albeit inconsistently. Cube resuscitated this game for me.
Fast forward to today. M10 power creep brought a brutal arms race to cube which continues with reckless abandon. This is no more apparent than the "power-max" design philosophy which still dominates the mainstream forums. Cubes got faster and less forgiving, and as a result I found that some of the fun had been stripped from it. I took my cube in that direction originally but found it was doing undesirable things to my meta. Namely, it was making it less like limited and more like constructed. Suddenly, I was having to consider side board only cards to combat some of the stupidly powerful effects in the cube. Redundancy and a rising average power level was make a mess. I was being forced to speed the cube up, as aggro became the only universal equalizer for all the degenerate value cards that had suddenly become the exception instead of the rule. All of this was against what my group liked to draft too, so it was just compounding the situation.
Wishing to bring the cube back more to it's roots, I've been systematically culling power over the last year and a half. Not just new value creatures, but some "oldies" as well. Maybe guys got better at exploiting the cube? Maybe we just all started having higher expectations for what a cube game should be like? Maybe a combination of the two? All I know is that somewhere along the road, playing ridiculously overpowered cards stopped garnering high fives and started making guys just not want to cube.
I owe a great deal to this forum actually as it's one of the few places where lowered powered environments are discussed at all. Many ideas and card choices have come from threads here specifically. I rely a lot on testing other guys do because my group does not play consistently enough for me to get all the feedback on cards that is really necessary to finely tune my cube. I can only do so much proactive testing on my own.
Playgroup Specific Design Consideerations
Many of my players are old school and appreciate the nostalgic aspect to cube. So while I will freely run many new cards, there are classic cards which I continue to cube even though their time in most contemporary lists is long past. With that in mind, understand that there are newer mechanics and power cards which I intentionally exclude in order to keep the speed and power of the cube at a level such that some of these "oldies" remain not only relevant but appropriately attractive in drafting.
With that in mind, recognize that this cube plays more like a cube from 2008 versus one from 2015. It has no Planeswalkers. It doesn't support DFC's. It doesn't run most modern power finishers for midrange and control decks (Titan's, etc) or super value guys (Thragtusk, Hero of Bladehold). There are a handful of "bombs" which may look out of place in my list, but they either support mechanics I'm pushing or are pet cards. At the end of the day, I don't mind a handful of overpowered cards. They are fun first picks and help push guys into strategies early which aids in combatting "goodstuff.dec" (especially prevalent here as my group tends to durdle). I just want these "power" cards to be the exception not the rule. It's a difficult balancing act, and I'm very often having to redial things as the cube evolves.
Despite it's retro nature, the principle behind a modular cube should apply to contemporary lists. So don't let the "classic rock" look of my list throw you off. There's no reason this idea isn't perfectly workable with swords, Grave Titan, Wurmcoil Engine or any other series of cards.
Modular Cube
If you skipped ahead to this part, I understand completely. If you didn't, thanks for reading through my novel. And now on to the actual cube.
I decided to break each module into exactly 90 cards. In addition, I'm running more land percentage wise than most lists (20%). The utility draft has not been universally loved by my group due to the additional complexity and time added to drafts. As each module is very focused, many "narrow" lands are right at home here and should theoretically be worth a pick. So the modular design may eliminate the need for the utility draft altogether.
In theory, you can take two people and draft one module. Each module consists of one Shard and One Wedge. Since shards/wedges are three colors, there will be one color that "overlaps" in each module. I decided against giving each module a clever name and instead opted to refer to each by the color they overlapped on. This makes it easy for people to understand what they contain. There are 5 modules obviously, one for each color. In turn, this means all 5 Shards and all 5 Wedges are represented. That's 450 cards total, which I think is a very nice size actually. At 450, you can run some narrow choices but you won't be scraping the bottom of the barrel trying to fill in some holes at certain CC's. There will likely come a day when 450 is too hard to get down to, but I'll cross that bridge when I get to it.
Here is the entire cube - all 5 modules put together in CubeTutor:
http://www.cubetutor.com/viewcube/29929
Please be aware, the cube will NEVER be drafted this way. Even with 8 drafters, you would only ever use 4 of the 5 modules. As my group never gets over 6 (and is usually 4), we will never use more than 2 or 3 modules simultaneously. I only merged all the cards into a single list so you can see that the card pool is fairly mainstream and reasonably distributed. There are some fringe archetype and tribal-specific choices in there, but 90% of the list is pretty standard fare for a lower powered list (at least one from 2008 anyway). That was important for me to accomplish because I didn't want to overcrowd my cube with narrow cards simply because I was modularizing it. That wasn't the purpose of this exercise.
There is a balancing act we do with trying to push interactions in cube versus letting those interactions happen organically. Some of the greatest moments have been things no one thought about but which simply presented themselves during a game. As a general rule, I want to promote synergy without being too heavy handed with it.
Blue Module - Temur (UGR) vs Esper (WBU)
http://www.cubetutor.com/cubeblog/30464
Temur is built to be aggressive, focusing on +1/+1 counters. Ion Storm and Volt Charge build arounds. Hardened Scales is narrow, but absolutely wonderful here as well. Coupled with evolve guys, Bow of Nylea, and the new hasty Surrak, the goal is to get a bunch of scary dudes in play and run people over before they can stabilize. Esper plays a fairly traditional control role here, but with a slight twist. Standard mainstays like Wrath of God are here, but there is also a token value creature thing going on here. Stuff like Flesh Carver, Doomed Traveler offer road blocks early and give you value when you Wrath them. Ghost Council of Orzhova can dodge your wraths and sac your Black Cat at the same time. Bringing both themes together in blue are traditional control elements (counter spells - useful for both tempo and control) and a light wizard theme. Sage of Fables helps anchor the tie in with +1/+1 counters giving Temur a reason to splash blue. You can also just go mono blue with Master of Waves and Thassa, God of the Sea and Vedalken Shackles (hurray for bombs).
Red Module - Jeskai (RWU) vs Jund (RGB)
http://www.cubetutor.com/viewcube/30465
Jund focuses on getting value out of creatures. Birthing Pod, Living Death, Dread Return all encourage getting dudes in play and then putting them in the graveyard so you can use them again. Pretty much every playable Shaman is in this list, and that's because of the tie in with red. Jeskai has a strong "spells matters" theme. Prowess guys backed up with instants and sorceries, coupled with the lynchpins Young Pyromancer and Guttersnipe - both of which happen to be Shamans. Red has a "toolbox" Goblin theme. Goblin Matron is the star, allowing you to search for any effect you need (Warren Weirding, Murderous Redcap) and Wort, Boggart Auntie is there for recurring threats. Oh and look, Wort is a Shaman too. Which brings us to Rage Forger, a card that offers value in all three arenas.
White Module - Mardu (WRB) vs Bant (UGW)
http://www.cubetutor.com/viewcube/30467
Falkenrath Aristocrat is both a bomb and the flagship card for the Mardu theme - sacrifice. Token makers like Lingering Souls, give you food. Add to that guys you need to eventually kill (Dark Confidant). There's other sacrifice outlets like Greater Gargadon and Goblin Bombardment for redundancy, along with threaten effects (might as well sac your opponent's dude right?). Then you have effects which reward you for those sacrifices, including Blood Artist and Outpost Siege. Bant is rocking a blink theme. Ghostly Flicker is amazing here. ETB guys like Acidic Slime, Mulldrifter and Mystic Snake offer stupid value when repeatedly blinked. White merges both themes together with token guys that want to be blinked and don't mind getting sac'd because of the value they leave behind (Blade Splicer, Master Splicer, and Cloudgoat Ranger), and which when coupled with anthem effects are win conditions all on their own. There is also a warrior sub theme which bleeds from white into Mardu.
Black Module - Abzan (GBW) vs Grixis (RUB)
http://www.cubetutor.com/viewcube/30468
As one might expect, the graveyard factors heavily into this module. Grixis is where the artifact theme fell, both with Tinker and Goblin Welder / Feldon of the Third Path (giving both a library and GY approach). Wildfire and Gilded Lotus encourage a mana denial theme which will further anchor it's tie in with black. Abzan has an enchantress theme and a loose tie in with the graveyard goodness via cards like Nyx Weaver and Noxious Revival. White and Green also play the role of foil here with powerful disruptive answers to broken recursion engines in Oblivion Ring and Song of the Dryads. Black has zombies (surprise surprise), including one of my favorite cards of all time in Haakon, Stromgald Scourge. SmallPox, acts as both a discard outlet for Haakon as well as reinforcing a mana denial theme with it's friends Braids, Cabal Minion and Smokestack. Burning Vengeance in red gets extra value out of Haakon, Gravecrawler, all the flashback cards in this module as well as Snapcaster Mage. For the mono black player, Gray Merchant of Asphodel and Death Cloud offer some incentive (Death Cloud being yet more redundancy for mana denial and self discard).
Green Module - Naya (RGW) vs Sultai (BUG)
http://www.cubetutor.com/viewcube/30471
This modules has a heavy focus on lands. In Naya, it's about landfall. Steppe Lynx, Plated Geopede and Adventuring Gear tie in nicely with fetch lands and one of green's main strengths - ramp. Knight of the Reliquary, Cataclysm and Armageddon are all best friends offering both a win condition and effectively shutting down other decks in the process. Crucible of Worlds is there to abuse the effect. Sultai has a strong mill strategy, using dredge cards like Stinkweed Imp and landfall with Hedron Crab to fuel delve spells. Worm Harvest brings the "land in graveyard" idea full circle. A very light rogue theme is also present with Oona's Blackguard serving as the payoff. Green has a light elf theme, focusing on what it does best - make a lot of mana. Wirewood Symbiote offers a ton of additional value out of already great cards like Rofellos, Llanowar Emissary (untag it to reuse), Wood Elves and Reclamation Sage (return to hand to recast). Natural Order offers more incentive to run a heavy green deck and as a backup plan when the ramp strategy is disrupted or not fast enough to deal with your opponents strategy.
Final Thoughts
Each module if drafted solo offers two to three really strong strategies and should be very easy to draft for new players. It's very hard to draft an unplayable deck using only one module due to how focused they are. I anticipate being able to use them as a teaching tool for new players actually. When multiple modules are drafted together, I expect the number of viable decks will increase exponentially just like any other cube list, which should produce a lot of variety and replayability.
The only problem I see is with sorting the cube. But that is pre-work I will simply need to get used to doing. I think the benefits will far outweigh the additional prep time though.
All feedback is welcome. And thanks for reading.