With the recent influx of new hybrid cards from War of the Spark and Modern Horizons, including the hybrid planeswalkers and Nature's Chant, my group has done much discussion on how redo the hybrid's within our (rather large) cube.
Originally we split guild sections to have X number of hybrid cards, X number of split cards, X number of mono-cards with off colour abilities and X number of 'gold' cards. This suited us as not all guilds had great hybrids or gold cards, and with the larger cube size, we could afford larger guild sections (I didn't make these rules). But over time different people want to pull the cube in different directions, and with this more regimented structure it's artifiically limiting what can be included.
As such, my group has decided to omit hybrid cards, split cards and cards with off colour abilities from guild considerations at all, placing them in colour slots as if they were mono cards. While this may give clear preference to certain colour combinations, with our larger cube size and easy to draft deck archetypes, we believe it would make the cube more fun overall, giving people more overall options in the draft. I would personally hypothesis that as more hybrid and off colour ability cards are created, many people will start to slot hybrid cards into their mono sections, with Nature's Chant commonly replacing Disenchant, cards like Dryad Militant in green for cubes with green aggro, Judge's Familiar in some blue sections, or even Turn To Mist in white sections that have blink decks.
The most notable Hybrid cards I can recommend from The Nonsense based on their use and the decks they're normally used in are:
Mercy Killing - Sac Outlet - Token decks, Warrior decks and Green overrun decks have all used this card to surprising effect, though caveats of situational use are there.
Slitherhead - Pump, Ability Trigger, Combo - Dredge, Graft and Ramp have all used this, as it can add +1 counters to an Incubation Druid if it dies turn 1 or 2 or provide sneaky boosts that are easily forgotten about by the opponent. Useless to powered, small cubes, but considerable for more unorthodox cubes.
Kiora, Behemoth Beckoner - Draw Engine, Combo - She plays nice for green as ramp boost or psuedo vigilance, but blue has also enjoyed her for combo.
Originally we split guild sections to have X number of hybrid cards, X number of split cards, X number of mono-cards with off colour abilities and X number of 'gold' cards. This suited us as not all guilds had great hybrids or gold cards, and with the larger cube size, we could afford larger guild sections (I didn't make these rules). But over time different people want to pull the cube in different directions, and with this more regimented structure it's artifiically limiting what can be included.
As such, my group has decided to omit hybrid cards, split cards and cards with off colour abilities from guild considerations at all, placing them in colour slots as if they were mono cards. While this may give clear preference to certain colour combinations, with our larger cube size and easy to draft deck archetypes, we believe it would make the cube more fun overall, giving people more overall options in the draft. I would personally hypothesis that as more hybrid and off colour ability cards are created, many people will start to slot hybrid cards into their mono sections, with Nature's Chant commonly replacing Disenchant, cards like Dryad Militant in green for cubes with green aggro, Judge's Familiar in some blue sections, or even Turn To Mist in white sections that have blink decks.
The most notable Hybrid cards I can recommend from The Nonsense based on their use and the decks they're normally used in are:
Dovin, Hand of Control: General Use - Tempo, Artifact
Inkfathom Infiltrator/Deathcult Rogue - General Evasion - Black Aggro, Tempo Blue
Ashiok, Dream Render - Disruption - Control Decks
Footlight Fiend/Rakdos Cackler - Aggro 1 drop - Aggro decks using Red or Black
Mercy Killing - Sac Outlet - Token decks, Warrior decks and Green overrun decks have all used this card to surprising effect, though caveats of situational use are there.
Slitherhead - Pump, Ability Trigger, Combo - Dredge, Graft and Ramp have all used this, as it can add +1 counters to an Incubation Druid if it dies turn 1 or 2 or provide sneaky boosts that are easily forgotten about by the opponent. Useless to powered, small cubes, but considerable for more unorthodox cubes.
Kiora, Behemoth Beckoner - Draw Engine, Combo - She plays nice for green as ramp boost or psuedo vigilance, but blue has also enjoyed her for combo.
This user has language problems due to their mental health problems and sometimes may not use the best wording to explain their thoughts.
Draft the "'What Is This Nonsense?'" casual cube.