Here's the "Amonkhet Block" cube originaly designed by "Quariongandrax". I played with his cube for several years now and it realy seams balanced. For fun, I tried to add flavorful cards from outside the set like Sphinx of the second sun, Hate Mirage and Hungry lynx. After a few playtests, it almost resulted in a complete restitution of the cube's origninal list. Only a few change remains. Let's talk about them.
First, the planeswalkers. Jace, Unraveler of Secrets, Chandra, Torch of Defiance and Nissa, Worldwaker. These inclusions serve multiple purpose. First, they are a breath of fresh air for people who have been playing Amonkhet for a long time. Second, they help balance power over all the colors instead of just giving it to White, Black, Gruul and Simic. Finaly, cards like Djeru, With Eyes Open or Never // Return can be a little more impactfull.
I usually play this cube in a 4 players free-for-all format. This helped me make room for Jace by simply removing Fraying Sanity, a card that affected a single player. On the same note, I switched Torment of Scarabs for Razaketh's Rite. The latter realy helps the cycle deck. Manticore Eternal was removed in order to make room for Chandra as I find that red has enough creatures at 32. Finaly, Nissa was easly switched with the ridiculus Sidewinder Naga.
All other changes are in the multicolored section. I added all the leftover split cards in order to equalize the acces to semi-dual colored cards. By doing so, some great cards left the cube, but its for the sake of balance. I aslo redirected cards like Samut, Voice of Dissent to their true place. Even if Samut has white in its text box, the card is inherently gruul. That's also why Rhonas's Last Stand is not in the cube anymore. It has been replaced by Avid Reclaimer. A creature for a creature.
Before we go on with the cube's archetype, we must finally talk about the incomplete dual-colored cycling lands.
For as long as Wizard won't complet this cycle, we have to make due with what we have, wich means, alowing players to cycle all the dual-colored land as though they'd all have "Cycling " (the basic land type doesn't matter for now).
My inspiration for this introduction comes directly from the "The Jesguy's Innistrad Remastered Cube". What can I say, TheJesguy realy knows his way arround a good presentation.
For the draft archetypes, I duplicated the work of A. Mlakar as seen in the artcle "Amonkhet Remastered Draft Guide" on the website "Card Game Base". Thank you Mr.Mlakar.
Embalm Flyers
While the flyers don’t have much support, you could still consider it an archetype, as the most of them are centered in these two colors. There are 22 flyers total in blue and white.
The other thing blue and white supports is the Embalm / Eternalize sub theme. There are 13 creatures with Embalm and 4 with Eternalize in these two colors. Besides the obvious payoff of getting more value out of your creatures, you can also use cards like:
Anointer Priest
Vizier of the Anointed
Temmet, Vizier of Naktamun
This archetype also unlocks Farm // Market to its fullest, which is a quite powerful Magic card.
Finaly, if everything goes wrong, you can always backdoor Approach of the Second Sun with the help of cards like Hour of Revelation and Pull from Tomorrow
Cycling
Cycling should be best in these two colors. However, if you don’t open Drake Haven or Archfiend of Ifnir there’s really no point of going for this deck and even the Haven might be just too slow.
It’s better that you build the deck as your classic midrange draft deck, that’s just slightly more controllish. Use good removal with some counterspells and card draw and efficient creatures. You can still have some cycling synergies with cards like Horror of the Broken Lands, Pitiless Vizier and Ruthless Sniper, but don’t go out of your way to enable them.
Again, the best payoff for the strategy is definitely Archfiend of Ifnir, which can really turn some games around. If you open it early, you might want to draft around it.
Hellbent
A card in hand is just one less creature attacking your opponents.
Put it all on the table and reap the rewards with aggressive cards like Grim Strider and Thresher Lizard that rewards you for having one or fewer cards in hand!
Bontu the Glorified works particulary great with Dread Wanderer
There is also a subtheme of -1/-1 Counters in this color combination. Try to put together cards like Nest of Scarabs, The Scorpion God and Soul-Scar Mage if your initial Red-Black plan doesn't work out.
Big Aggro
All Naya colors have different flavors of the same aggressive exert deck. If you come across Samut, Voice of Dissent, try to include cards like Manalith and Traveler's Amulet to help you play all three colors. Otherwise, its still a pretty good Red-Green card by itself giving haste to your crew.
The plan will be mostly the same for all three color combinason. Here you tend to get the biggest creatures out of all those color pairs. Use them to attack your opponent, and you’ll usually get there.
Aggro / Exert
Green-White is pretty much like our previous archetype. You want to play efficient attackers, possibly with exert, have good curve and beat down.
Ahn-Crop Champion is the perfect poster child for this archetype. Good stats for its cost and an ability that lets you exert all other creatures and use them again next turn.
Don’t forget your combat tricks like Act of Heroism and Synchronized Strike and you’re good to go.
Zombies
Black-White has a Zombie theme. Nevertheless, you can still play black-white just like any other midrange draft deck, and you don’t have to go all in on Zombie synergies. Include cards that are good on their own and if they have some additional bonuses for Zombie creatures, that’s fine too.
Your payoffs are cards like:
Unconventional Tactics
Unraveling Mummy
Liliana's Mastery – if you get lucky
Remember that both Eternalize and Embalm creatures make Zombie tokens.
Noncreature Spells
Once again, blue and red focuses on noncreature spells.
You have Riddleform, as well as a bunch of prowess creatures:
Spellweaver Eternal
Nimble-Blade Khenra
Soul-Scar Mage
Thorned Moloch
Firebrand Archer can really shine in this deck. Then your cantrips like Crash Through become serious burn spells.
-1/-1 Counters
This archetype is a very unusual one. It uses -1/-1 counters in different ways, and it has payoffs for doing so. Some cards are self-contained but work well with others, like the Obelisk Spider. Other such cards include:
Soulstinger
Exemplar of Strength
Hapatra, Vizier of Poisons
Furthermore, you have some oversized creatures with downsides, like Baleful Ammit and Defiant Greatmaw. You can use Shed Weakness to get rid of all those counters.
This is also the best home for a powerful uncommon Nest of Scarabs. In a dedicated deck, it can be very scary.
Exert Go Wide
The third aggressive exert archetype is Red-White. You trade green big creatures for slightly smaller red and white ones, most of which are still very good attackers. Once again, you also get access to all red burn spells, which is nice.
Mostly you just want to turn your creatures sideways and exert them. Try to have a low curve, and you might get away with playing 16 lands.
Ramp / 3+ Colors
Blue-Green can be pretty sweet in this format. It’s one of the rare archetypes that isn’t very aggressive. You want to get as many ramp / fixing cards as you can. This includes:
Naga Vitalist
Oasis Ritualist
Shefet Monitor
Spring // Mind
For your top end, you want some nice payoffs. In your colors, you have Sifter Wurm as the perfect stabilizer. Cards with cycling like Striped Riverwinder are also good, because they aren’t dead in the early game.
On the other hand, you can easily splash for bombs of any colors. These decks can often evolve into 5 color monstrosities. We’d recommend you’d splash for the best cards you can get your hands on. The Scarab God is a perfect card for a deck like this. You can even splash a card with two off-color mana symbols like Glorybringer, thanks to Oasis Ritualist.
If you can’t get those, you can also use River Hoopoe, which provides a great mana sink, giving you both life and new cards.