For some reason I think I will have a better shot of getting everything to play nicely together if I put together some sort of environment cheat-sheet. This is starting to feel a lot like building a retail limited set, normally with these things I can rely upon the general power level of cards to cover my faults, but when you need players to think of a 5-mana 4/4 as fine, I can't really do that.
Colour Wheel looks like this:
WURBG
Supporting Allied Colours
5-colour themes:
Cantripping cards
Enchantments, with a focus upon Auras - Clustered in Bant
Cycling, with a focus upon Creatures - Clustered in Jund
Colour pair identities:
WU - Heroic/Prowess
UR - Spells Matter
RB - Madness
BG - Cards in graveyard matter
GW - Enchantress
- Heroic/Prowess:
Heroic bleeds a little into Green, Prowess bleeds a little into Red. These comprise the main aggressive colours in the cube. There are not a lot of really strong incentive cards for these, rather a critical mass is required. These mechanics are intended to be supported by the large number of cantripping cards, allowing these to be chained together for Prowess, while targeting Heroic creatures.
- Spells Matter
This is probably more accurately a Red theme, since much of Blues contribution to spells-matter is Prowess.
Young Pyromancer and
Guttersnipe are the poster children of this one.
Talrand is an option as a strong incentive, but making 2/2 flyers might be a little hard for many decks to deal with. 1/1s are a lot safer.
- Madness
Madness doesn't really have the depth to be a fully fledged theme. Then again, neither does Spells Matter really. It simply has some incentive cards, then the supporting cards are ones that would have been played anyway. In this case, Red looting cards, and this may be stretching it, but there are a few Black cards that require discard as an activation cost (Spellshapers,
Undead Gladiator,
Putrid Imp).
- Cards in Yard matter
Cyclers and cantrips stock the graveyard effectively, giving mechanics like Threshold some legs. This seems more like a Green theme, as the big incentive cards are there, with
Ghoultree,
Grizzly Fate and
Nemesis of Mortals. Black really only offers reanimation to support this, though Delve is a strong incentive as well. My concerns with Delve are that where Green wants lots of cards in the yard, Black empties those cards out, which makes pairing the colours a little awkward.
- Enchantress
Not a large theme, just a few incentive cards to push drafters in this direction.
Eidolon of Blossoms and
Kor Spiritdancer are the primary build-around cards, along with a few reward and support cards, such as
Aura Gnarlid and
Heliod's Pilgrim. Enchantments create a bit of tension with the Instants and Sorceries matter of UR, so I need to keep that in mind.