Hi there,
this is a cube I've been constructing for some time that would make for a fun and perhaps a litte comlpex drafting experience. It can be considered a "set" in its own right: it has cycles, different archetypes for most color combinations and even some mirrored pairs. The flavor and mechanics revolve around constantly growing your board or manipulatig its' state in more subtle ways, reasons for which removal is mostly "soft" (there are only about four cards in the cube that say "destroy" or "exile" creature) and both +1/+1 counters and noncreature spells matter cards are central.
Each pack has 2 rares, 4 uncommons and 9 commons (still not really sure about that but hey, WIP right?). Also, it might seem petty but ~95% of cards have "modern" border (with black outline on the bottom) and for the most part I considered cards from the newer sets, so many of them will probably still be standard legal. There are some cards from commander sets as well. Looking through the cards you may notice that not many of them exceed 1$ in price, which is ineed intentional - both because someday I may want to actually construct it in physical form, and for the challenge aspect of making a cube that's fun and interesting without including all the Jayces, Moxes and Snapcasters. Having said that, it's my first attempt at making a cube - so all kinds of advice are welcome.
Right now, the cube probably has ~450 cards, give or take depending on recent updates.
Each color, when finished, should have 40-50 commons, 25-30 uncommons and 5 rares.
---Blue cares for noncreature spells, evasion and your typical blue cleverness in the form of counterspells, bounces and draw filtering.
---Red, similarly to blue, cares for noncreature spells but prefers to swing without evasion, relying on combat tricks and speed instead.
---White is a somewhat middle ground between noncreature focused blue/red and permanent, growth focused black/green, it likes to go wide and grow its creatures but still has its own arsenal of noncreature spells.
---Green is the most creature reliant color for which power of its creatures matters just as much as constant growth in the form of +1/+1 counters, it likes to be aggressive but has no problem waiting until it's strong enough to strike.
---Black also likes to rely on creatures, whether they are on the board or in its graveyard, and the constant growth of its undead armies is also represented by +1/+1 counters.
Each color pair has three cards avaible to them: one rare and two commons or uncommons. The current list is as follows:
---Orzhov:
R: Ayli, Eternal Pilgrim
U/C: Final Payment
Consecrate / Consume
---Boros:
R: Tajic, Legion's Edge
U/C: Iroas's Champion
Warleader's Helix
---Azorius:
R: Ojutai's Command
U/C: Roil Spout
Cunning Breezedancer
---Selesnya:
R: Elderwood Scion
U/C: selesnya charm
Worldsoul Colossus
---Golgari:
R: Corpsejack Menace
U/C: Pharika's Mender
Molderhulk
---Simic:
R: Zegana, Utopian Speaker
U/C: Growth Spiral
Shapers of Nature
---Izzet:
R: Dack's Duplicate
U/C: Spellheart Chimera
Ral's Outburst
---Rakdos:
R: Boltwing Marauder
U/C: Shambling Remains
Carnival / Carnage
---Dimir:
R: Taigam, Sidisi's Hand
U/C: Discovery / Dispersal
Thought Erasure
---Gruul:
R: Grand Warlord Radha
U/C: Rythm of the Wild
Outland Boar
Besides color pairs, for each color trio there is one creature available:
Temur: Bear's Companion
Jund: Darigaaz Reincarnated
Abzan: Ivorytusk Fortress
Bant: Jenara, Asura of War
Mardu: Butcher of the Horde
Sultai: Sultai Soothsayer
Jeskai: Warden of the Eye
As of now there are 4 card cycles that span across all colors (or across none in the case of lands):
---Hybrid mana dual cycle:
Fresh-Faced Recruit, Piston-Fist Cyclops, Rubble Slinger, Senate Griffin, Vernadi Shieldmate, Vizkopa Vampire,
Whisper Agent, Kiora, Behemoth Beckoner, Angrath, Captain of Chaos, Slitherhead.
---Clan matters tarkir creature cycle: Wandering Champion, Marang River Prowler, Battle Brawler, Hungering Yeti, Abzan Kin-Guard.
---Monocolored enemy-mana activations cycle: Brutal Hordechief, Shaman of the Great Hunt, Daghatar the Adamant, Yasova Dragonclaw, Shu Yun, the Silent Tempest.
---Dual taplands: Meandering River, Tranquil Expanse, Submerged Boneyard, Cinder Barrens, Timber Gorge, Forsaken, Sanctuary, Stone Quarry, Highland Lake, Woodland Stream, Foul Orchard.
I'm considering extending memorial lands to a full cycle (currenly there are only green, blue and black ones).
The cube is still a work in progress and requires a lot of playtesting. Feel free to explore the interactions and have some fun along the way. Any opinions, observations or suggestions concerning the cards included or cards that in your opinion should be, interactions betwen them, and any potential problematic or too mentally taxing or confusing elements are welcome and highly appreciated.
PS.: I suck at formating, sorry about that.