Thanks for the great feedback Jefago! To address your points:
20 archetypes (not counting Hondens which is literally 5 cards) seems quite a lot to support. Some of them might have overlaps, but I'm still skeptical that all of these are going to be feasible.
I agree regarding the number of archetypes, though minor testing at the moment says they are feasible, I am also sceptical. Most of them are just natural consequences of certain 2 colour decks slowing down and splashing a third colour (e.g. Jund counters matters), however, others have whole new directions for themselves (e.g. Walls) and I'll be keeping my eye on those for sure.
Fixing seems fine in terms of the proportion of the cube. Maybe slightly on the high side, but you are planning to support 3-color archetypes, so it's probably fine. If I were you, I'd play the gainlands instead of the just-ETB-tapped-duals, they are slightly better.
I don't want to play the gain lands because I feel like aggro suffers enough in peasant cube, but that's my impression. And yes, lands is a place that can be trimmed to add more playables to the cube, I'm just trying my preference for high fixing environments first.
You have a lot of guild cards. The problem is that these are much less flexible than single-colored cards obviously. At 360, most cubes run 3-4 guild slots, so at 450, I don't think I'd run more than 5.
Regarding guild cards, at least 2 cards for each guild are hybrid, so each only has 5 true multicolor cards as you recommend.
Your black removal is quite expensive. I don't know if that was a deliberate decision - You have all the regular "best" red burn and white exile spells, but no Doom Blade, Murder, Tragic Slip etc.
You're right, I'm trying to be a bit cute with my black removal (and my red removal, not all the best is there), and have added doomblade over ulcerate, added dismember to a new phyrexian mana section and made white removal a bit clunkier (cutting StP in process) to balance the colours out.
Overall curves look fine at first glance, but I'd consider adding more red 1-drops.
Shefet Dunes seems much worse than the other monocolored lands. As far as I can see, it's the only desert, so it can only sac itself once for a measly +1/+1 at sorcery speed. I guess that synergizes with token / swarm, but I'd still rather have something like Forbidding Watchtower in my list.
I'm really not a fan of forbidding watchtower and like that shefet dunes comes into play untapped and can push in extra damage for aggressive decks, so I'm giving it a trial run.
In WU blink I like Mistmeadow Witch and Cloudblazer, and would probably also play Deputy of Acquittals over some of the cards in your guild section.
I added Nephalia Smuggler over Mistmeadow Witch to free up space in azorius for other themes (Farm // Market is a secret sweet card for reanimator control). It's likely the cards you were thinking of cutting were the hybrid cards, and they can't be replaced by multicolor cards.
In your UB guild section I see only one card that goes in your UB archetype specifically... Is that on purpose?
Hoping to spur some discussion as my local cube scene has recently gotten much smaller. I have a Peasant+ cube at 375 for the rare conspiracy draft an extra pack guy. I only broke rarity for Conspiracy cards as I truly enjoyed how they altered the drafting experience... but I ended up adding conspiracies themselves as well at higher rarities. I have a very different philosophy than most of the other drafters on this site as I've lurked for years, but I still appreciate all of your insightful choices and comments about how and why you all enjoy peasant cubes. So, I love Sol Ring, Skullclamp, Mana Drain, etc. I love extremely powerful cards and interactions, so I've done my best to play the most powerful cards I can within the confines of common and uncommon cards. I play similar cards (way too many 2/1's for 1 in W), and I play cards simply because friends gave them to me and they are sentimental: foil Berserk I'm looking at you ;). I also use all forms and types of rarity including online and such. Just can't bring myself to play Arachnogenesis yet.
I tried to define my archetypes years ago when I started the cube and gave up after changing them time and time again. I tried to balance colors from hybrid cards and lost track and interest. My cube is largely a streamlined pile of good stuff that my previous playgroup liked and that I used to pander to their interests. Without further breaking rarity or spending $30k to create a powered cube, I'm looking to create balance without depowering. I'm looking to make every pick as relevant as Sol Ring, just in different ways and for different playstyles. I've waffled a lot on individual card choices, but I've come to realize they don't matter as much in larger drafts anyway. Any insight on great cards I'm overlooking or interactions I'm missing out on that are just "too good" for the average peasant cube? Link in sig and happy for any criticism, comments, or overall discussion.
It seems like jamming all the most powerful cards would be your best bet. With that in mind, some upgrades that i see; Mistmeadow Witch is probably better than Elite guardmage
Rotting Rats, Call to the Bloodline and Miasmic Mummy dont seem powerful enough to me. phyrexian Reclamation would be an easy replacement, maybe a Mesmeric Fiend would be a good include too.
I dont think Nahiri would make the cut either with only 6 equipment. Prison Term is a beating and probably better than Spectral Grasp
I used to play Mesmeric Fiend, but another Brain Maggot or Tidehollow Sculler just ended up being cut. Nahiri is for the static effect for aggro or the activated ability for multiple removal spells for control. Hard to find a card in RW that can fill both roles and I really wanted to try her out. Any of the other uncommon planeswalkers anyone's had success with? Prison Term is strictly better, thank you. I have tried Mistmeadow Witch before in the earliest iteration of my cube to little avail, but I should give her another run after retooling with Crystal Shard et al.
Mistmeadow Witch has been pretty busted in my cube. I run a lot of blue instants, so you can play draw-go, hold up counterspells, and then flicker a wall of omens or something for value. Plus with Nevermaker is GG.
The only planeswalker that's stuck is jiang yanggu, wildcrafter. He does a pretty good impression of Rishkar, Peema Renegade in the +1/+1 counters archetype; as a lot of the simic enablers are pretty mana-hungry
Here's the 360 Peasant (+ Pain Lands) cube I've been working on. Idea was to create 10 distinct two color archetypes, and purposefully leave out some of the most powerful cheap ramp, counterspells, and removal to give aggro more of a fighting chance.
For the multicolor sections, I neurotically stuck to 3 true multicolor cards, 1 hybrid. Unsure as of now if 4 or 5 total multicolor cards per section would be optimal.
Any feedback is welcome!
I would probably up the number of duals by one. I like to run 1:100 cards and it's safer to round up on this. You definetly want more artifacts. They are the glue that holds your draft together and allow people to draft more relevant cards when their pack is light on a color. My cubes tend to tick better when artifacts are roughly the size of a normal color section.
I often see people start off lists with a desire to make a neat archetype for each of the guilds. My advice is not too. When wotc did their biggest multicolored blocks, they never attempt to do all ten pairs in one set. It's just too much to jam into a set. And they have the advantage of having multiples of commons.
Think of it like this. You are running 360 cards in your cube. Subtract duals, subtract artifacts. In your list you would be left with 310 cards. (you should probably run more artifacts too) After that you are going to need your general good stuff cards. Removal, ramp, card draw, what have you. That should be about half of your remaining cards. You are down to ~160 cards. Divide that among the ten guilds and you get 16 cards per guild. Which means you will have 4 multicolored cards, 6 green and 6 blue cards to support your simic ramp strategy. I know you do get to cheat and have some of your white +1/+1 counter cards can be good in your UW blink deck. But there isn't going to be nearly as much of that as you think there will be.
In general this will lead to on the rails drafting where once you pick an archetype most of your decisions are made for you. So why don't you just make a larger cube? Cube size is really irrelevant to this discussion. In any one draft you will still only have the above ratios of cards.
So what do I suggest for people who want to build archetype focused cubes instead of concentrating on the 3-4 major pillars (Control, agro, midrange and if you like it combo) of Magic? Take a note from Alara or Tarkir and concentrate on only 5 shards/wedges. In this system in any random 360 card draft selection you will still have ~160 cards dedicated to your archetypes like before. But now you will have roughly 32 cards dedicated to each shard. Also with five shards instead of 10 guilds you really get to concentrate on what you are doing. You get to plan out how the cards can work in multiple archetypes much easier since your white cards are only in 3 shards vs 4 guilds.
If you decide to stick to your 10 guild strategy, you really need to make sure every single one of your cards is wanted by at least one of your strategies. Compare your red 1-drop creatures with your 4 red based strategies. Spells(control), Tokens, Sacrifice, Pump
Goblin Glory Chaser has psuedo evasion so I guess the pump deck might want it, but that deck would probably be better off with one of the two heroic 1 drops Satyr Hoplite or Akoran Crusader.
Jackal Pup: This card does nothing to any of the three archetypes. You don't have a sligh style deck in the bunch.
Monastery Swiftspear: Good in two archetypes (pump and spells matter) though you have your UR spell deck listed as a control deck, and you don't really want aggressive creatures in that strategy.
Reckless Waif: It doesn't create tokens, it generates no advantage by being sacrificed and doesn't recur itself, It tells you to not play spells which is bad for both the pump and the UR deck.
Scorched Rusalka: Works in your sacrifice deck
And this trend continues throughout the cube. I'm not saying it's impossible to build a 10-guild cube. But it's really difficult and I question the value in doing so. If you are wanting to build your decks for your players to that extent, why not just make a set of 10 dual decks balanced to play against one another? I approach cube as something I can pull off the shelf and play like a board game so a set of 10 dual decks does scratch that itch too.
I would probably up the number of duals by one. I like to run 1:100 cards and it's safer to round up on this. You definetly want more artifacts. They are the glue that holds your draft together and allow people to draft more relevant cards when their pack is light on a color. My cubes tend to tick better when artifacts are roughly the size of a normal color section.
I find that when you start forcing artifacts into the cube just so you can have more of them you end up with a lot of underpowered chaff. Pound for pound artifacts just aren't going to be as power as colored spells, on average. I sort of disagree that they are needed for a form of cohesiveness; to the contrary I think they detract from this goal. Artifacts tend to neither be powerful cards nor archetype contributors and thus feel like dead weight where you could've had more interesting colored spells.
This isn't an old-timey format where cards are so unplayable on average that you need artifacts to ensure people have functional 23 playables in a deck. Every card is designed to be playable, so we don't need a catch-all for people lacking playables.
I often see people start off lists with a desire to make a neat archetype for each of the guilds. My advice is not too. When wotc did their biggest multicolored blocks, they never attempt to do all ten pairs in one set. It's just too much to jam into a set. And they have the advantage of having multiples of commons.
Think of it like this. You are running 360 cards in your cube. Subtract duals, subtract artifacts. In your list you would be left with 310 cards. (you should probably run more artifacts too) After that you are going to need your general good stuff cards. Removal, ramp, card draw, what have you. That should be about half of your remaining cards. You are down to ~160 cards. Divide that among the ten guilds and you get 16 cards per guild. Which means you will have 4 multicolored cards, 6 green and 6 blue cards to support your simic ramp strategy. I know you do get to cheat and have some of your white +1/+1 counter cards can be good in your UW blink deck. But there isn't going to be nearly as much of that as you think there will be.
In general this will lead to on the rails drafting where once you pick an archetype most of your decisions are made for you. So why don't you just make a larger cube? Cube size is really irrelevant to this discussion. In any one draft you will still only have the above ratios of cards.
So what do I suggest for people who want to build archetype focused cubes instead of concentrating on the 3-4 major pillars (Control, agro, midrange and if you like it combo) of Magic? Take a note from Alara or Tarkir and concentrate on only 5 shards/wedges. In this system in any random 360 card draft selection you will still have ~160 cards dedicated to your archetypes like before. But now you will have roughly 32 cards dedicated to each shard. Also with five shards instead of 10 guilds you really get to concentrate on what you are doing. You get to plan out how the cards can work in multiple archetypes much easier since your white cards are only in 3 shards vs 4 guilds.
I like this approach, and have played with it a bit in my mind before. The main problem I find with it is that the synergies just aren't there at an appropriate power level and consistency across 3 color combinations. In my experience what you end up with is two colors that actually represent the theme well, and a third oddball color that can't really keep up. Let's take shards:
sultai - self mill
mardu - tokens/sacrifice
That's a strong start. I'd be happy building these archetypes. However...
Temur - ramp?
abzan - +1/+1?
jeskai - etb? spells?
In each of these examples there are colors that don't really play nicely with the others. What is red actually doing to contribute to a ramp strategy? How many mono-black cards that involve +1/+1 counters are actually playable at any reasonable cube power level? What red cards actually define the theme of ETB? What white cards care about spells outside of one or two?
Perhaps this is a lack of imagination on my part, but I haven't found a way to make this work without one color being an auxiliary contributor. You might be able to build a sweet WG +1/+1 counters deck, but trying to build WB along the same lines wouldn't really come together.
If you decide to stick to your 10 guild strategy, you really need to make sure every single one of your cards is wanted by at least one of your strategies. Compare your red 1-drop creatures with your 4 red based strategies. Spells(control), Tokens, Sacrifice, Pump
Goblin Glory Chaser has psuedo evasion so I guess the pump deck might want it, but that deck would probably be better off with one of the two heroic 1 drops Satyr Hoplite or Akoran Crusader.
Jackal Pup: This card does nothing to any of the three archetypes. You don't have a sligh style deck in the bunch.
Monastery Swiftspear: Good in two archetypes (pump and spells matter) though you have your UR spell deck listed as a control deck, and you don't really want aggressive creatures in that strategy.
Reckless Waif: It doesn't create tokens, it generates no advantage by being sacrificed and doesn't recur itself, It tells you to not play spells which is bad for both the pump and the UR deck.
Scorched Rusalka: Works in your sacrifice deck
And this trend continues throughout the cube. I'm not saying it's impossible to build a 10-guild cube. But it's really difficult and I question the value in doing so. If you are wanting to build your decks for your players to that extent, why not just make a set of 10 dual decks balanced to play against one another? I approach cube as something I can pull off the shelf and play like a board game so a set of 10 dual decks does scratch that itch too.
I understand where you're coming from, however I'm not sure that's the best example you could have chosen. To say that one of my red one drops should matter to the control archetype feels a little disingenuous.
I think a lot of cards can be archetype supporters AND just general goodstuff cards. Their doesn't have to be this dichotomy between them. Take Cloudkin Seer for example. It's a goodstuff card for sure; almost every blue deck would be happy to play this card. But it's also an evasive creature for activating ninjutsu, and it's a good flicker target for the ETB flicker theme. You get a lot of cross pollination with cards like this.
I agree that deciding on 10 distinct archetypes is not the best idea, but because that's nowhere near the number of archetypes you can easily support.
When you say the UW archetype is blink you're massively underestimating how many archetypes exist in UW. In your UW section flyers exists, aggro exists, pants/get through exist, etc. despite you not putting in any energy towards it. Sure, UW go wide might not be the most common deck to see, but it's certainly possible. If you consider deck sub-themes it's often difficult to describe a deck with a single archetype. Two decks in the same guild can and arguably should play out very differently.
Jackal Pup not supporting any of your stated archetypes is a good example of why this style doesn't work. Jackal Pup supports 5 archetypes R, GR, UR, BR, and WR aggro. Most of these are reasonably supported, but not stated as archetypes.
Not sure why you don't have the trilands. They go in 3 different 2 colour decks compared to 1 with the dual lands. You could also cut a cycle of dual lands for more rainbow/utility lands.
If you think all your guild cards are doing something unique that isn't possible to achieve similarly in monocoloured you can consider going up one. If not you should probably stay at your current number or drop down one.
There are no defined archetypes for the guilds. Instead I wanted people to make the aggro, control, or midrange decks possible. White/Red are primarily aggro. Blue/Black are primarily control. Green is primarily midrange/ramp.
If you feel like a card is weak or that a card is not the cube that should be in the cube let me know. I want to have a discussion about any and all cards :).
Cards I purposely excluded were
Skullclamp
Library of Alexandria
Force of Will
Mana Drain
Demonic Tutor
Strip Mine
Wasteland
Not sure exactly what you mean by "most powerful and balanced," as every card on your list can be argued to be balanced with proper context. I think over half the cards on that list are commonly not included for ideological or price concerns rather than powerlevel or balance ones.
In terms of individual card choices there's more so just card choices that are mildly outdated at 360 than bad cards. Daring Skyjek, Boggart Ram-Gang, and Fireball are some cards you run that have been largely outclassed in recent years. There's also some niche cards like the Hondens, Zendikar's Roil, or Oneirophage that are fine in some cube environments, but I would definitely not consider as particularly powerful.
There's a couple places where your curve is unbalanced, in particular, blue 2 drops, black 3 drops, and green 7s (Beanstalk Giant is also a 7 drop). A few other spots probably could be tweaked up or down 1-2 cards.
Manlands and vivids are notable exclusions to your land base.
@Snilly: If you're interested, I put together an average peasant cube from 30 active cube lists here on MTGS. You can take a look and see what most people (around here anyway) are running. You can use the filters on CubeTutor to see about what size cards tend to make it. It's not a definitive list, but it might give you some ideas for swaps you can make to get your power level up for a 360 list.
I agree regarding the number of archetypes, though minor testing at the moment says they are feasible, I am also sceptical. Most of them are just natural consequences of certain 2 colour decks slowing down and splashing a third colour (e.g. Jund counters matters), however, others have whole new directions for themselves (e.g. Walls) and I'll be keeping my eye on those for sure. I don't want to play the gain lands because I feel like aggro suffers enough in peasant cube, but that's my impression. And yes, lands is a place that can be trimmed to add more playables to the cube, I'm just trying my preference for high fixing environments first. Regarding guild cards, at least 2 cards for each guild are hybrid, so each only has 5 true multicolor cards as you recommend. You're right, I'm trying to be a bit cute with my black removal (and my red removal, not all the best is there), and have added doomblade over ulcerate, added dismember to a new phyrexian mana section and made white removal a bit clunkier (cutting StP in process) to balance the colours out. Added more 1 drops to red and lowerd its curve on your recommendations, Frenzied Goblin over Goblin Heelcutter, and the new ixalan 1 drop Rigging Runner over another spare 4 drop.
I'm really not a fan of forbidding watchtower and like that shefet dunes comes into play untapped and can push in extra damage for aggressive decks, so I'm giving it a trial run.
I added Nephalia Smuggler over Mistmeadow Witch to free up space in azorius for other themes (Farm // Market is a secret sweet card for reanimator control). It's likely the cards you were thinking of cutting were the hybrid cards, and they can't be replaced by multicolor cards. Dimir had Call of the Nightwing and Soul Manipulation as well as Inkfathom Infiltrator for the invasion tempo deck, but I've changed out the first two for Mask of Riddles and Recoil to up the power level a bit. For GW I have an enchantment theme, so I don't want to waste a permanent pump effect on a none enchantment, hence no Sledge.
Thanks for drafting, sweet deck.
Look forward to any more thoughts you or anyone else has.
Modern:
WBG
Legacy:
WBG
I tried to define my archetypes years ago when I started the cube and gave up after changing them time and time again. I tried to balance colors from hybrid cards and lost track and interest. My cube is largely a streamlined pile of good stuff that my previous playgroup liked and that I used to pander to their interests. Without further breaking rarity or spending $30k to create a powered cube, I'm looking to create balance without depowering. I'm looking to make every pick as relevant as Sol Ring, just in different ways and for different playstyles. I've waffled a lot on individual card choices, but I've come to realize they don't matter as much in larger drafts anyway. Any insight on great cards I'm overlooking or interactions I'm missing out on that are just "too good" for the average peasant cube? Link in sig and happy for any criticism, comments, or overall discussion.
Mistmeadow Witch is probably better than Elite guardmage
Rotting Rats, Call to the Bloodline and Miasmic Mummy dont seem powerful enough to me. phyrexian Reclamation would be an easy replacement, maybe a Mesmeric Fiend would be a good include too.
I dont think Nahiri would make the cut either with only 6 equipment.
Prison Term is a beating and probably better than Spectral Grasp
The only planeswalker that's stuck is jiang yanggu, wildcrafter. He does a pretty good impression of Rishkar, Peema Renegade in the +1/+1 counters archetype; as a lot of the simic enablers are pretty mana-hungry
https://cubecobra.com/cube/list/4g0
Archetypes are:
UW - Blink
UB - Infitrators
UR - Spells (control)
UG - Ramp
WB - Disruption (aggro/midrange)
WR - Tokens
WG - +1/+1 Counters
BR - Sacrifice
BG - Dredge
RG - Pump (midrange)
For the multicolor sections, I neurotically stuck to 3 true multicolor cards, 1 hybrid. Unsure as of now if 4 or 5 total multicolor cards per section would be optimal.
Any feedback is welcome!
I often see people start off lists with a desire to make a neat archetype for each of the guilds. My advice is not too. When wotc did their biggest multicolored blocks, they never attempt to do all ten pairs in one set. It's just too much to jam into a set. And they have the advantage of having multiples of commons.
Think of it like this. You are running 360 cards in your cube. Subtract duals, subtract artifacts. In your list you would be left with 310 cards. (you should probably run more artifacts too) After that you are going to need your general good stuff cards. Removal, ramp, card draw, what have you. That should be about half of your remaining cards. You are down to ~160 cards. Divide that among the ten guilds and you get 16 cards per guild. Which means you will have 4 multicolored cards, 6 green and 6 blue cards to support your simic ramp strategy. I know you do get to cheat and have some of your white +1/+1 counter cards can be good in your UW blink deck. But there isn't going to be nearly as much of that as you think there will be.
In general this will lead to on the rails drafting where once you pick an archetype most of your decisions are made for you. So why don't you just make a larger cube? Cube size is really irrelevant to this discussion. In any one draft you will still only have the above ratios of cards.
So what do I suggest for people who want to build archetype focused cubes instead of concentrating on the 3-4 major pillars (Control, agro, midrange and if you like it combo) of Magic? Take a note from Alara or Tarkir and concentrate on only 5 shards/wedges. In this system in any random 360 card draft selection you will still have ~160 cards dedicated to your archetypes like before. But now you will have roughly 32 cards dedicated to each shard. Also with five shards instead of 10 guilds you really get to concentrate on what you are doing. You get to plan out how the cards can work in multiple archetypes much easier since your white cards are only in 3 shards vs 4 guilds.
If you decide to stick to your 10 guild strategy, you really need to make sure every single one of your cards is wanted by at least one of your strategies. Compare your red 1-drop creatures with your 4 red based strategies. Spells(control), Tokens, Sacrifice, Pump
Goblin GLory Chaser
Jackal Pup
Monastery Swiftspear
Reckless Waif
Scorched Rusalka
Goblin Glory Chaser has psuedo evasion so I guess the pump deck might want it, but that deck would probably be better off with one of the two heroic 1 drops Satyr Hoplite or Akoran Crusader.
Jackal Pup: This card does nothing to any of the three archetypes. You don't have a sligh style deck in the bunch.
Monastery Swiftspear: Good in two archetypes (pump and spells matter) though you have your UR spell deck listed as a control deck, and you don't really want aggressive creatures in that strategy.
Reckless Waif: It doesn't create tokens, it generates no advantage by being sacrificed and doesn't recur itself, It tells you to not play spells which is bad for both the pump and the UR deck.
Scorched Rusalka: Works in your sacrifice deck
And this trend continues throughout the cube. I'm not saying it's impossible to build a 10-guild cube. But it's really difficult and I question the value in doing so. If you are wanting to build your decks for your players to that extent, why not just make a set of 10 dual decks balanced to play against one another? I approach cube as something I can pull off the shelf and play like a board game so a set of 10 dual decks does scratch that itch too.
Calvin and Hobbes
Cube Tutor
I find that when you start forcing artifacts into the cube just so you can have more of them you end up with a lot of underpowered chaff. Pound for pound artifacts just aren't going to be as power as colored spells, on average. I sort of disagree that they are needed for a form of cohesiveness; to the contrary I think they detract from this goal. Artifacts tend to neither be powerful cards nor archetype contributors and thus feel like dead weight where you could've had more interesting colored spells.
This isn't an old-timey format where cards are so unplayable on average that you need artifacts to ensure people have functional 23 playables in a deck. Every card is designed to be playable, so we don't need a catch-all for people lacking playables.
I like this approach, and have played with it a bit in my mind before. The main problem I find with it is that the synergies just aren't there at an appropriate power level and consistency across 3 color combinations. In my experience what you end up with is two colors that actually represent the theme well, and a third oddball color that can't really keep up. Let's take shards:
sultai - self mill
mardu - tokens/sacrifice
That's a strong start. I'd be happy building these archetypes. However...
Temur - ramp?
abzan - +1/+1?
jeskai - etb? spells?
In each of these examples there are colors that don't really play nicely with the others. What is red actually doing to contribute to a ramp strategy? How many mono-black cards that involve +1/+1 counters are actually playable at any reasonable cube power level? What red cards actually define the theme of ETB? What white cards care about spells outside of one or two?
You can do the same thing with wedges:
naya - pump
grixis - spells (black?)
bant - etb (green?)
jund - sacrifice (green?)
esper - artifacts or enchantments (black?)
Perhaps this is a lack of imagination on my part, but I haven't found a way to make this work without one color being an auxiliary contributor. You might be able to build a sweet WG +1/+1 counters deck, but trying to build WB along the same lines wouldn't really come together.
I understand where you're coming from, however I'm not sure that's the best example you could have chosen. To say that one of my red one drops should matter to the control archetype feels a little disingenuous.
I think a lot of cards can be archetype supporters AND just general goodstuff cards. Their doesn't have to be this dichotomy between them. Take Cloudkin Seer for example. It's a goodstuff card for sure; almost every blue deck would be happy to play this card. But it's also an evasive creature for activating ninjutsu, and it's a good flicker target for the ETB flicker theme. You get a lot of cross pollination with cards like this.
When you say the UW archetype is blink you're massively underestimating how many archetypes exist in UW. In your UW section flyers exists, aggro exists, pants/get through exist, etc. despite you not putting in any energy towards it. Sure, UW go wide might not be the most common deck to see, but it's certainly possible. If you consider deck sub-themes it's often difficult to describe a deck with a single archetype. Two decks in the same guild can and arguably should play out very differently.
Jackal Pup not supporting any of your stated archetypes is a good example of why this style doesn't work. Jackal Pup supports 5 archetypes R, GR, UR, BR, and WR aggro. Most of these are reasonably supported, but not stated as archetypes.
Not sure why you don't have the trilands. They go in 3 different 2 colour decks compared to 1 with the dual lands. You could also cut a cycle of dual lands for more rainbow/utility lands.
If you think all your guild cards are doing something unique that isn't possible to achieve similarly in monocoloured you can consider going up one. If not you should probably stay at your current number or drop down one.
https://cubecobra.com/cube/list/6j6
There are no defined archetypes for the guilds. Instead I wanted people to make the aggro, control, or midrange decks possible. White/Red are primarily aggro. Blue/Black are primarily control. Green is primarily midrange/ramp.
If you feel like a card is weak or that a card is not the cube that should be in the cube let me know. I want to have a discussion about any and all cards :).
Cards I purposely excluded were
Skullclamp
Library of Alexandria
Force of Will
Mana Drain
Demonic Tutor
Strip Mine
Wasteland
In terms of individual card choices there's more so just card choices that are mildly outdated at 360 than bad cards. Daring Skyjek, Boggart Ram-Gang, and Fireball are some cards you run that have been largely outclassed in recent years. There's also some niche cards like the Hondens, Zendikar's Roil, or Oneirophage that are fine in some cube environments, but I would definitely not consider as particularly powerful.
Murderous Redcap and Curse of Predation are notable powerful exclusions. If you're trying to get the highest powerlevel, Curse of Shallow Graves should be included alongside Curse of Disturbance.
There's a couple places where your curve is unbalanced, in particular, blue 2 drops, black 3 drops, and green 7s (Beanstalk Giant is also a 7 drop). A few other spots probably could be tweaked up or down 1-2 cards.
Manlands and vivids are notable exclusions to your land base.
https://www.cubetutor.com/viewcube/156304
If you prefer CubeCobra, I put the list there too, but I've not set up all the tags, so you can't really sort it down.
https://cubecobra.com/cube/list/mtgs19
MTGS Average Peasant Cube 2023 Edition
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