I will now make a sketch with some theoretical card examples for all 5 wedges and the 2-color combinations to clarify, how they might distinguish in draft. Please critizise and improve, where you feel the need or just come up with further ideas. Also, don't focus on every card in a single card evaluation, I just post them, so it is easier to get an idea of what a drafter might look for and I might not balance everything perfectly
- it's aggro/midrange in a go-wide way, where you use cheap creatures and token producers, which then power strong sacrifice outlets. I don't care if we got with Redemption or Oblation, but we need a decision here!
Okat's Missionary
Creature - Cleric
Whenever a nontoken creature you control dies, create two 1/1 white cleric tokens.
2/2
Devoted Novice
Creature - Human Cleric (c)
, Sacrifice ~: Create a tapped 2/1 black Thrull creature token.
0/1
- a midrange deck where you use ramp and card draw to power out a lot of creatures. To combine the blue identity with the go-wide approach from the swarm mechanic, some cards care about creatures entering the battlefield.
Chinri Hatcher
Creature - Insect Scout (U)
Flying
Whenever a creature enters the battlefield under your control, you may draw a card. If you do, discard a card.
3/3
Insectile Informant
Creature - Insect Wizard (C)
Swarm
When ~ enters the battlefield, draw a card, then discard a card.
1/2
- it's on the beefier side of midrange, where you beat down the opponent with your larger creatures. Tame allows for beasts with ferocius upsides or higher stats. To match that, smaller creatures have P>T or triggered effects whenever they become tapped (or both). Power boosting spells/effects are more common than usual for this too.
Beast Overseer
Creature - Orc Warrior (U)
Vigilance
Whenever Beast Overseer becomes tapped, draw a card and gain 3 life.
3/3
Beast of the Graves
Creature - Beast (r)
Tame 4
At the beginning of your upkeep, sacrifice another creature. If ~ is tamed, return target creature card from your graveyard to play instead.
4/6
- it's aggro/tempo. Smithing keyword cares about equipments, other cards could care more about artifacts in general. Creatures have evasion and other abilities, that work well with being pumped. Spells can give evasion or be useful in aggressive strategies like burn/bounce.
Whirler Elite
Creature - Viashino Soldier (u)
Double strike
Whenever ~ deals damage to an opponent, you may draw a card
2/2
Bonesplitting Veteran
Creature - Minotaur Soldier (u)
Smithing - Equipped creatures you control get +2/+0
2/3
- this one is control/midrange. It cares mostly about lands in your graveyard: counts, returns, sacrifices and obviously discards them, with retrace mostly. A lot of spells are reactive, more instants and creatures with flash than other archetypes. With some land based ramp, you power out big finishers.
Ghumata Loamstalker
Creature - Elf Scout (U)
~ can't be blocked.
Whenever ~ deals combat damage to an opponent, return up to one target land from your graveyard to your hand.
2/2
Watch the Fauna
Instant (c)
Look at the top three cards of your libarary. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.
Retrace.
Now to the enemy pairs, which are the hardest to match imo:
- pretty aggressive. You have the cheap guys from the Okata Cult and the P>T guys from the Khunda tribes, which bring "whenever becomes tapped" effects. These could becomes a more defined theme in this combination with some aggressive payoffs.
Orc Whiplasher
Creature - Orc Warrior (u)
First Strike
Whenever a creature you control becomes tapped, each player loses 1 life.
3/2
Teach to Kneel
Enchantment (u)
Tap two untapped creatures you control: Tap target creature.
Cycling
- it's more midrange. Since there will be pump and ramp together with the Tame ability, this combination is a midrangey pair that care specifically about the power of your guys or you having the highest powered creature.
Mightseeker
Creature - Human Shaman (u)
Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card. if you do, ~ deals 1 damage to you.
2/2
Natural Selection
Enchantment (r)
At the begoinning of your upkeep, target creature with the highest power, fights target creature with the lowest power among creatures.
- a Ramp strategy seems like a natural fit between the lands theme and the Swarm mechanic. Generate a lot of mana and make efficient use of it. To further encourage this, we could add flexible mana sinks, X-spells and land untappers for example.
Flourishing Bond
Sorcery (u)
Scry 2, draw two cards. You may play two additional lands this turn.
Insectile Informant
Creature - Insect Wizard (C)
Swarm
When ~ enters the battlefield, draw a card, then discard a card.
1/2
- a classic tempo deck. Between the swarm mechanic and the equipment focus, we have a lot of cards that make it easier to attack, which means some cards with a raid-like effect encourage the tempo play style to get better effects. Burn/bounce/tappers help as well.
Invasion Leader
Creature - Insect Soldier (u)
Flying
At the beginning of your end step, you may Scry X, where X is the number of creatures you attacked with this turn.
2/2
Bring to the Ship
Instant (c)
Return target creature to it's owner's hand. If you attacked with a creature this turn, put it on top of it's owner's library instead.
- it's the overlap between the most aggressive wedge and there fore pretty aggressive too, the most aggressive color pairing actually, where the focus lays. Cheap, aggressive (and sometimes evasive) creatures backed up with burn and pump.
Maniac Follower
Creature - Viashino Berserker (u)
First srike
~ attacks each turn if able unles a creature died under your control this turn.
3/3
Devoted Novice
Creature - Human Cleric (c)
, Sacrifice ~: Create a tapped 2/1 black Thrull creature token.
0/1
Then, there should still be a possibility to draft more sublimal archetypes in the allied color pairs imo, wether we go for a single representing gold uncommon or not. Here some iodeas too:
- a tempo/midrange deck that ressembles one of the oldest draft archetypes in magic's history: Skies. With equipment and creatures that like attacking already in these colors, there will naturally be reasons to go for this classic archetype.
Watcher of the Horizon
Creature - Griffin (u)
Flying
When ~ enters the battlefield, draw a card for each creature with flying you control.
3/2
Chinri Prowler
Creature - Insect Soldier (c)
Swarm
Flying
2/1
- cares about discard. With retrace and additionally the highest as-fan of cycling in these two colors, it leads to a really controlish deck that rewards you for discarding things. Recursion/Looting help to add further shenanigans and allow this control deck to further search for answers.
Flooded Bat Cave
Enchantment (u)
Whenever you discard a card, create a 1/1 black bat creature token with flying.
Dig deeper
Instant (c)
Return target creature card from your graveyard to your hand.
Whenever you discard a card, you may return ~ from your graveyard to your hand.
Cycling
- the one tribal deck. Orcs are in the Okat Cult, but not in white, and they are in the black-based Khunda Tribes and among the red-based Nipur-people. They play as an aggro/midrange deck with a focus on sacrifice and reckless plays.
Bloodbringer Orc
Creature - Orc Warrior (u)
Other Orc you control get +1/+0.
Whenever ~ or another Orc you control dies, ~ deals damage equal to that creature's power to target creature an opponent controls.
3/2
Battlefield Harvester
Creature - Orc Warrior (c)
Whenever an Orc you control becomes tapped, you may gain 1 life.
3/2
- here I'm strugglin a bit. With Pump being relevant in both colors and the swarm mechanic, this could maybe be some kind of pump archetype, where you power up your tramplers/doublestrikers to hit for massive chunks of damage. Also, with swarm, maybe cards that target a creature and all with the same name. Would be aggro. Not sure
...
- here I could see a midrange deck, that focusses on counters. With the tame ability as the only overlap, cards would care about creatures with (any kind of) counters on them, while creatures and spells come with or add +1/+1 counters. Low opportunity cost to intergrate this archetype.
Protector of Beasts
Creature - Leonin Shaman (u)
Other creatures you control have indestructable, as long as they have a counter on them.
3/2
Bond of Strength
Instant (c)
Put a +1/+1 counter on up to three target creatures.
Cycling