My players are a mix of newer and more experienced magic players. The desired new player experience is to be able to construct a functional deck, and experience the wonder of the Magic game engine. Expert players should be able to build efficient, exciting, and interactive decks.
This cube is NOT merely about maximizing the power, or playing the most powerful cards in magic's history. Here's a brief list of some things that I exclude that similar cubes include:
Combo decks, creature decks, and control decks should all be playable. This cube should showcase a variety of strategies and experiences enabled by the Magic game engine.
Players should be able to read a card during the draft without needing external resources such as Undercity. New players should be able to read the cards without having played with them before - so reminder text is crucial.
Cards and interactions that are commonly seen in newer constructed formats or EDH have many places to shine already. Prefer interactions unique to eternal formats. Specially prefer those unique to vintage cube. In this vein, key pillars that will probably never leave include Fastbond, Tolarian Academy, Timetwister, Mishra's Workshop, Strip Mine, Tinker, Flash, Oath of Druids.
Aesthetics and simplicity matter. Prefer Fell over Shoot the Sheriff.
Minimize proxies wherever possible. Cards like Candelabra of Tawnos aren't important enough to justify proxying.
Be skeptical of 2 card combos that win the game outright. Factors counseling against including a combo:
[1] Combo requires many slots in the cube
[2] Combo are only considered by 1 drafter at the table
[3] Combo pieces aren't worth playing in your deck if you don't draft the other piece, combo piece isn't worth casting except for when winning the game.
For example, I usually don't support Splinter Twin.