Hildibrand Manderville The riff on Mosswood Dreadknight makes Hildibrand Manderville quite interesting, as you theoretically never need to pay the command tax
I threw in some of my old favorites like The Mirari Conjecture and Sunbirds Invocation to go along with cube staples like Young Pyromancer and Snapcaster Mage
1 Ulasht, the Hate Seed
This makes them relatively easy pickings for a range of cards from damage dealing steal cards to low strength targeting ruby cards like Madam Medusa or Sisu

The most effective approach follows the traditional color pie that defines both identity and gameplay mechanics: White - The color of order and protection that focuses on efficient creatures, removal spells, and defensive strategies Blue - The color of knowledge and control that emphasizes card draw, counterspells, and manipulating the game state Black - The color of power and ambition that utilizes life as a resource, creature removal, and graveyard interactions Red - The color of freedom and emotion that delivers fast aggression, direct damage, and chaotic effects Green - The color of nature and growth that ramps mana, plays large creatures, and destroys artifacts and enchantments Colorless/Multicolor - Cards that either require no specific mana or combine multiple colors for hybrid strategies and flexible deck-building options This sets up a very simple organization system: color
Enchantment ramp consists of Utopia Sprawl, Wild Growth, Khalni Heart Expedition, and Omen of the Hunt