So I'm trying to finally get off my lazy butt and post my cube. Nothing fancy for now. Here's hoping I can keep the list somewhat up to date.
Age: I began cubing in 2006, after dabbling in Legacy.
Purpose: I want a medium size, powered, non theme cube that will offer a good booster and small (2-3 Winston, Grid, Winchester, etc) experience.
Cube Size: 540ish, but it varies by mood.
Sections: I have 5 colored section, colorless, guild (gold and lands combined for a total of 8 per section) and a flex section, which currently consists of hybrid, split and off color kickered cards that are unbalanced and constantly being revised.
But what's with the fetch land duplicates?: The only place I break the singleton rule is in the land section, where I run two sets of every fetchland. I do this for a few reasons, which I will briefly describe, since it is often a touchy subject for some.
Basically, this decision sprang from the expansion of my cube. When I ran a 360 card cube, I was very happy with the power level and scarcity of fixing lands, but as my cube grew, I began to add lands beyond the basic fetch/dual/shock trinity (bounce lands, filters, painlands, etc). I was deeply unhappy with these lands when we were drafting, mostly because they were so narrow, both in the fact that they could not be used outside of that color pair (unlike the trinity) and the fact that they often could not be used in specific archetypes.
This lead to two problems. One, players were not getting enough fixing, and two, lands were being passed around and around. Adding or cutting more lands was just going to make one of the problems worse, so I decided to cut the worst 20 fixers, and simply run fetch/fetch/dual/shock. So far, this has been awesome for our cube. Lands are fought over intensely, and mana bases are stable yet creative. Splashing happens at a good rate, but is not a given. All in all, it might be my favorite thing I've done with my cube.