if you want to go into the archetype i guess almost every creature you include in the cube has to come with some kind of counters and then you also want every card that has proliferate. in my book its an all in or leave it archetype, because if you end with like only 3 creature that use counters the synergy effects are pretty low.
the problem with too specialized archetypes is that drafting becomes too railroading then. in my earlier versions of my cube i basically included preconstructed decks which pretty much assembled themselves during the draft after you got youve been into it in the first packs. this is fun for only so long, though. the upside it helps unexperienced drafters because they have it much easier then, but after a while you know all the decks and it becomes boring. while my cube still has certain "decks" its much more open now. pretty much also because we got tons of prints for the missing spots. red, black and blue has gotten playable 5+ creatures pretty recently for example.
the cheap removal is good, because it can also work in aggro strategies, but its usually not enough. you usually also want some lifegain, cardadvantage and "reliable" blockers. trading 1:1 on cards might still lose you the tempogame. also depending how aggro is build, even toughness based removal doesnt do much because they run pumpeffects. thats why i prefer pumpspells over burn in aggro for example. (and dont like x/1s)
the problem with black based control is thats its needs a lot of cards to work. it took me quite some time until hardcontrol was a thing in my cube. just adding pestilence and crypt rates doesnt make the archetype working, because while it can turn the board against wheenie only strategies T4 green curves out with 5/5s and you dont want to wipe the board for 5 because you are usually dead by then. so to open up black or ub to something else sacrifices to control have to me made. If you want to turn the colorwheel around you can make UB aggro a thing, with a lot of "decent" one and twodrops and turn red into a control supporting color
back in the day, one of my first deck was taxing blue with psychic venom, erosion and icy manipulator
it was pretty bad though. usually youre opponent is able to cast something at one point that beats you to death faster than your taxing effects. even later with propaganda it wouldnt work very well. you can try it for the lulz, but with only one ofs i wouldnt expect anything from it.
@way
new players are usually completely lost the first time they draft any cube. they usually end up with some midrange pile, offcurve and with cards from different archetypes. with some experience of the format the archetypes become a little more obvious and certain keycards usually hint on included combos. like peregrine drake usually hints to flickercombo (part of the reason i was turned down from salts cube), but sure our archetypes are way less sophisticated than limited ones.
UW: pretty much not filled with a clear archetype in both of my cubes. Blink never really worked for me, you either lack the blink when you need it or there is nothing with payoff on the board.
UB: hardcontrol with massremoval in black and utility and carddraw/manipulation from blue. can also support some madness stuff.
UR: spells matters. risky, but rewarding archetype, it pretty much need at least one hexproof guy to get the final blows though
UG: aggrocontrol/tempo. Efficient green beaters and bounce/cheap counter from blue. It can also support hexproof/auras.
RW: straight forward aggro. can support swarm quite well, especially if you also run online only commons
RB: removal.dec or some kind of aggro. It also has the option to run sac enabler in black and threaten effects in red for some really nasty plays.
RG: aggro.
GW: no real archetype here again. Some sort of midrange aggrostuff. Could probably support swarm as well.
GB: Aggrocontrol. Green beater and black removal basically. Depending on your overall build it also allows for gy shenenigans with dredge and Tortured Existence or can support the sac archetype.
WB: Aggrocontrol again, has nice guildcards that help dragging out the game against pure aggro.
When it comes to the identity of the colors Id say:
W: Efficient 1 and 2 drops, can support swarm. Can also work well on its own since it covers all angles on its own. (lifegain, removal, beaters, enchantmenthate)
U: pretty much a utility color. Supports other colors with controlcards, tempocards, card and drawmanipulation. Supports Hexproof/Aura
B: Pretty versatile. Can support sac, black aggro, black control, gy stuff, recursion, hardremoval. Choices have to be made.
R: Pretty much straight forward aggro with efficient 2-drops, tons of burn. Can also support swarm and sac quite well and is even able to support UR or BR control.
G: Can support sac, gyn swarm, hexproof, aggro or ramp. Its probably the color with the most options, but none is really "broken"
T2 powpercube Value https://cubecobra.com/cube/list/37t
T2 powpercube Value https://cubecobra.com/cube/list/37t
T2 powpercube Value https://cubecobra.com/cube/list/37t
T2 powpercube Value https://cubecobra.com/cube/list/37t
it was pretty bad though. usually youre opponent is able to cast something at one point that beats you to death faster than your taxing effects. even later with propaganda it wouldnt work very well. you can try it for the lulz, but with only one ofs i wouldnt expect anything from it.
@way
new players are usually completely lost the first time they draft any cube. they usually end up with some midrange pile, offcurve and with cards from different archetypes. with some experience of the format the archetypes become a little more obvious and certain keycards usually hint on included combos. like peregrine drake usually hints to flickercombo (part of the reason i was turned down from salts cube), but sure our archetypes are way less sophisticated than limited ones.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Consult the Necrosages Probe UB control
Spike Jester Terminate aggro/removal
Colossal Might Frenzied Arynx RG beatz
Slippery Bogle Shambleshark hexproof/aura /tempo
Nivix Cyclops Wee Dragonauts spells matters
Viashino Firstblade Rally the Peasants aggro/swarm
Shambling Shell Grisly Salvage gy shenenigans
orzhovs extorts aggrocontrol
Qasali Pridemage Centaur Healer midrange aggro
leaves us basically with UW the only guild with not clear set focus and no gold cards
T2 powpercube Value https://cubecobra.com/cube/list/37t
UB: hardcontrol with massremoval in black and utility and carddraw/manipulation from blue. can also support some madness stuff.
UR: spells matters. risky, but rewarding archetype, it pretty much need at least one hexproof guy to get the final blows though
UG: aggrocontrol/tempo. Efficient green beaters and bounce/cheap counter from blue. It can also support hexproof/auras.
RW: straight forward aggro. can support swarm quite well, especially if you also run online only commons
RB: removal.dec or some kind of aggro. It also has the option to run sac enabler in black and threaten effects in red for some really nasty plays.
RG: aggro.
GW: no real archetype here again. Some sort of midrange aggrostuff. Could probably support swarm as well.
GB: Aggrocontrol. Green beater and black removal basically. Depending on your overall build it also allows for gy shenenigans with dredge and Tortured Existence or can support the sac archetype.
WB: Aggrocontrol again, has nice guildcards that help dragging out the game against pure aggro.
When it comes to the identity of the colors Id say:
W: Efficient 1 and 2 drops, can support swarm. Can also work well on its own since it covers all angles on its own. (lifegain, removal, beaters, enchantmenthate)
U: pretty much a utility color. Supports other colors with controlcards, tempocards, card and drawmanipulation. Supports Hexproof/Aura
B: Pretty versatile. Can support sac, black aggro, black control, gy stuff, recursion, hardremoval. Choices have to be made.
R: Pretty much straight forward aggro with efficient 2-drops, tons of burn. Can also support swarm and sac quite well and is even able to support UR or BR control.
G: Can support sac, gyn swarm, hexproof, aggro or ramp. Its probably the color with the most options, but none is really "broken"
T2 powpercube Value https://cubecobra.com/cube/list/37t