Also, except for spells matter and hard control, decks ideally run at least 12 creatures, preferably more, which only leaves room for so many spells. The creature to spells ratio in most of my colors reflects this, it's approximately 3:2, except in blue and the blue multicolor slots, which is where I expect these two decks to show up, where it is nearly 1:1.
This is good information. I guess my cube is slightly higher in spell count then yours. I used to run with more creatures but I have slower dialed back the creature counter over several iterations. Either way, conceptually I operate with the same frame work as you. I run:
White: 40 creatures/35 spells
Red: 40 creatures/35 spells
Black: 40 creatures/35 spells
Blue: 35 creatures/40 spells
Green: 45 creatures/30 spells
The spells-matters deck has always been a personal favorite of mine so I have probably pushed it a little harder than most in my cube. And I've honestly found that when I was running fewer spells that there just was not enough room to include a good suite of enchantments while also including enough instants/sorceries.
Additionally, and one of the reasons I started running more spells in other colors (not just blue) is that I really like the archetype as it can be built a few different ways and it makes the various spells something that multiple drafters might fight over. There is what I call the "incidental spell casting value" deck that has guys like:
whereby you have cards that allow you to gain value purely by casting an instant or sorcery.
Then there is a different flavor that centers around heroic. You use guys like
And make sure you include pump spells and all those white spells that function as temporary protection or whatever.
Lastly you use some prowess guys to sort of bridge the gap between the two:
IMO this allows this theme to sort of fit across three colors well (red, blue, and white) while also allowing for a few different flavors of this deck to come together. You can even let it bleed into to green a little bit with some of its pump spells. The best part is it makes drafters sometimes have to fight over the cards because they can fit into several decks across several colors (rather than being cards you know will wheel because they only fit into your deck). Furthermore, lots of the red/white cards go well with an equipment matters type deck so there is more tension in the draft. Not sure if all this makes sense.