Azorius
ETB matters: Drafting creatures with strong enters the battlefield effects grants you tons of value while developing your board. Get some blink/flicker effects like Ephemerate and your resources will be game ending.
Orzhov
Control: One of the three control archetypes, I have given BW control the only monarch card of the cube with Knights of the Black Rose. Removals and creatures such as Seeker of the Way will do the trick.
Boros
Weenies: Small aggro decks are just amazing. Easy to build, hard to disrupt. Get as many bodies on the table as possible with Raise the alarm and friends, then pump your army with Goblin Bushwacker to bring the game to a quick end.
Selesnya
Pillowfort: Selesnya may not be commonly recognized as a control combination, but your opponents will see it as such. Getting together a cruel mix of walls, fogs, taxing and tap effects, they will be enough to paralyze any aggro deck. Of course, you should have problems facing sacrifice and control decks, since they don't care that much about your defenses, but those are less common here. Oh, and maybe its a good idea to have a wincon beyond enraging your opponent. Ironfoot warlord and Aerial Responder are great roadblocks and finishers.
Dimir
Reanimator: Step 1: discard big dumb Ulamog's Crusher
Step 2: cast Exhume
Step 3: ?????
Step 4: Profit
Bear in mind that discard outlets such as Chemister's Insight and Rank Officer are very useful ways to get your threats to the yard. Self discarding creatures, like Striped Riverwinder are quite an asset too. Maybe your wincon can be your opponent's one though... I'm looking at you, Eldest Reborn and Extract from Darkness.
Izzet
Simic
Rakdos
Midrange: Black and Red are equipped with so many efficient creatures and great removals it was imposible not to have this archetype. It is wise to steal Phyrexian Reclamation from its sacrifice counterpart to add even more value of your Flametongue Kavu.
Golgari
Gruul
Combos/Interactions
I prefered not to let many combos in this cube. Generally, they are a bit frustrating to play against and hard to assemble while drafting. I decided to leave only three combos/interactions that are either loopable or game-ending if fully executed.
First, we have Flicker. It may be useful as a wincon for any blue deck and is also a fun challenge while drafting.
In case you don't know how it works:
Also, Archaeomancer can soft lock your opponent with Familiar's Ruse.
Second, there is the interaction between Oketra's Monument and Kor Skyfisher. A lowered cost kor can bounce itself, leaving a warrior token at the process for only . Decks like Selesnya Pillowfort get this as a strong and hard-to-disrupt wincon.
I chose not to give much redundancy to those combos, so that they may not be easy to assemble.
There are many other combos that can easely be put into this cube. For example, Murderous Redcap and Kitchen Finks are game winnig with Good-Fortune Unicorn and a sac outlet.
Cycles
The most exciting part of building a cube. CYCLES! I'll leave them all listed here just for notice.
Too powerful cards
Once in a while, I find some cards that besides being peasant legal, are just too strong. It would just not be fun to play some games that are purely decided by a single overwhelming card. This is not an extensive list, but here are some of the cards I let go due to their sheer power.
Hymn to Tourach
Sinkhole
High Tide
Force of Will
Gitaxian Probe
Daze
Gush
Wasteland
Ghostly Prision
Sol Ring
Fireblast
Skullclamp
Stonehorn Dignitary
Orzhov Advokist
Propaganda
Deathreap Ritual
Loxodon Warhammer