The overall premise of the cube is that all players play with Sovereign's Realm in their command zone. This allows for there to be no mana screw and for players to play cards of any color.
This is a "budget" cube. The cube overall is still a bit pricey in total value, however there is no individual card worth more than ~$5. The idea behind this comes from the fact that sometimes you play cube with people you don't know well. There is far less temptation for someone to steal a card if it next to worthless. And if someone does take a card or damage a card it is not a big loss. also, saving money constructing a cube is nice, as it can get out of hand really quick*
*This cube is designed to play multiplayer.
*Decks will consist of 40 cards, however without playing lands deck construction can be much different. Deckbuilding strategy is much different in games where you can exile any card to get a land as you can pitch dead cards. For example, you can play a narrow card like enchantment removal in your deck because you can always exile it to get a land.
*The cube has enough cards in it that you can have any number of players from 6-16. You simply have one or two draft pods and then randomly break the groups into evenly distributed multiplayer games of 3 or 4.
*The construction of the cube is not built around the color pie, but instead around the concept of including the best options for the desired effect (regardless of color).
*The cube avoids playing cards that are specific to color as decks will not likely be focused in a certain color, but more on a theme. (Ex. Force of Will is not a great choice because you may not necessarily have easy access to blue cards to pitch.
*The cube also allows us to play cards that a cube would normally not support due to mana restrictions. A five color card is not only easy to cast in this cube, but will often be the most powerful cards available.
*I also looked for cards that would be specifically powerful in multiplayer games. Cards that target all opponents or each player are far better than those that target a single person.
*Lastly, I included some build around cards so that if a player who sees them early in a draft can look to build a specific archetype.
*Card breakdown consists of 20 of each "type" of card, for example there are 20 spot removal, 20 mass removal, 20 tutor effects, 20 reanimation