Champion of Wits -> Kiora, the Rising Tide
These are similar in that they are both 3mv creatures that draw 2, discard 2 on etb, but Kiora rewards aggression and generates a much better token for no additional mana.
Crafty Cutpurse -> Sphinx of Forgotten Lore
There are plenty of blink rewards and this one at 4mv is probably just a bit too cute, so I'm going to try out a card that has more synergy with spells and graveyard themes that also encourages attacking.
Body Launderer -> Abyssal Harvester
Body Launderer takes quite a bit of setup to get his effect to be worth while. At 4mv, he is just a bit clunky. Harvester rewards you much faster and repeatedly for 1mv cheaper.
Gonti, Lord of Luxury -> Rev, Tithe Extractor
Rev allows you to repeatedly steal cards as a reward for attacking while also giving you a treasure. The amount of value she provides is just too great not to warrant inclusion.
Exquisite Blood -> Bloodthirsty Conqueror
This effect is becoming more and more prevalent now. I'm just doing a one-for-one swap with it's enchantment counterpart since it is slightly harder to cast, is easier to answer, and can speed up games by virtue of being a creature.
Massacre Girl -> Blasphemous Edict
I am trying to be careful of how many board wipe effects I include. Massacre Girl being a creature means it can be recurred and slow games down. Edict will more or less be the same effect but much cheaper and will hurt go-wide strategies a little less.
Solphim, Mayhem Dominus -> Twinflame Tyrant
Solphim only affects your non-combat damage, which is no where near as useful in this cube. Twinflame Tyrant is worth the extra 1mv in my opinion.
Dryad of the Ilysian Grove -> Loot, Exuberant Explorer
Loot's mana sink is much more interesting than Dryad's static ability. With the new color identity rules, Dryad also might make splashing a bit too easy, so it is probably best to remove him now.
Rishkar, Peema Renegade -> Spinner of Souls
Rishkar's ability isn't all that unique with Enduring Vitality being a strictly better version already in the cube. Spinner will push some sacrifice strategies and provide them with better card advantage.
Mirrored Lotus -> Scrawling Crawler
Mirrored Lotus is one of the last playtest cards left in the cube. I'm cutting it now for a fun Howling Mine effect that punishes your opponents for being too greedy with card draw while also speeding up the game by pinging them similar to Razorkin Needlehead and providing them with more resources.
First, I'll address changes due to the recent EDH ban list update. Jeweled Lotus, Dockside Extortionist, Mana Crypt, and Nadu, Winged Wisdom were banned this week.
The first two of these cards are currently in the cube. After spending some time thinking about it, I have decided not to remove either card at this time. This isn't because I protest the bans in any way, I actually think they were mostly a good decision by the RC. However, I believe that the considerations of a constructed format, where decks can be built with a high degree of consistency and power, aren't necessarily the same considerations that have to be made for a cube limited environment, where the fundamental structure of deck construction is very different.
In short, neither card has lead to unfun play patterns or experiences so far. Some cards recently banned certainly have, such as Hullbreacher, which is why it was removed some time ago. This cube accepts a higher power ceiling for individual cards, but acknowledges that within the contexts of a limited environment and its inherent variability. I believe this also melds well with the philosophy of cube in general, allowing a place for broken cards or otherwise forgotten cards. Whether they be relics of a beloved format's history, or cards that never had their day in the sun, they are all welcome in cube.
So, for the time being, if you are looking to build this cube in paper, you're in luck! Two expensive staples are now on discount.
Wall of Omens -> Reluctant Role Model
Wall of Omens is a pretty common effect at this point. It also has the side effect of disincentivizing combat, unlike similar cards such as Spirited Companion. Role Model, on the other hand, rewards you for turning it sideways and has a fairly powerful static effect akin to The Ozolith.
Welcoming Vampire -> Enduring Innocence
The effect is basically one-for-one, but with a slightly more restrictive casting cost in exchange for the ability to come back into play after dying.
Blade Splicer -> Sanguine Evangelist
This is a miss from a while ago. Evangelist having Battlecry and generating a token on death is a great trade off for the immediate +2/+2 on the token.
Argent Dais -> Dollmaker's Shop // Porcelain Gallery
I haven't been too impressed with Dais and I'm wanting to test the mythic Room cycle from the new set. This one seems absolutely insane. The flexibility of being able to pour more mana into them for a bigger effect fits perfectly in this cube.
Venser, Shaper Savant -> Fear of Impostors
Slightly cheaper than Venser with a stricter window for the effect but countering is often better than bouncing. You do give the opponent a creature, which makes it somewhat on par with Swan Song, but being able to counter any spell and blink it at instant speed for future counterspells makes this card worth trying out.
Bident of Thassa -> Enduring Curiosity
Flash + the ability to recur itself makes this slightly better than Bident.
Glasspool Mimic -> Mirror Room // Fractured Realm
The first half of this room is slightly better than Mimic's front side, as the token is more valuable in this cube. The second room is just nuts and I can't wait to see what my players do with this card.
Sanguine Bond -> Enduring Tenacity
It's a cheaper Sanguine Bond that recurs itself. I mean, sure.
Elder Brain -> Valgavoth, Terror Eater
I'm expecting Valgavoth to be a slightly less feels bad experience than Elder Brain, while having a very similar effect.
Bastion of Remembrance -> Funeral Room // Awakening Hall
First room is Bastion minus the token, the second room is Rise from the Dark Realms. I mean, yeah, these mythic rooms are pretty dope.
Tectonic Giant -> Razorkin Needlehead
Mostly trying to cut the curve down. There needs to be better punishers for unchecked card drawing, and this works nicely while also adding needed pressure to life totals to keeps games shorter.
Increasing Vengeance -> Untimely Malfunction
Wow, is this card awesome. Cheapest redirect effect in red while also having the flexibility to remove artifacts or get in some good damage. I'm removing a fork, I think they are a bit parasitic and there are plenty of that effect still in the cube.
Caves of Chaos Adventurer -> Charred Foyer // Warped Space
I am not a fan of the initiative mechanic as a whole. It's very cumbersome to track and I believe the cube would be better without it.
Jaheira, Friend of the Forest -> Enduring Vitality
The two green in it's casting cost probably is offset by the recurring ability and the fact that it works on all creatures to produce any color of mana.
Bala Ged Recovery -> Walk-In Closet // Forgotten Cellar
Since cutting Rumunap Excavator, there isn't really a one-for-one comparison for Walk-In Closet. Bala Ged is pretty below rate for what it does, and I'm wanting to move away from DFCs.
Genku, Future Shaper -> Niko, Light of Hope
Sad to see Genku go after just adding him, but Niko does a very similar thing while being way more interesting in allowing you to copy your creatures rather than just make generic tokens.
EDIT: Sneaking in one last change.
Derevi, Empyrial Tactician -> Brenard, Ginger Sculptor
As an avid bird wizard enjoyer, I have to unfortunately come to grips with the fact that Brenard just fits most of the current themes of the cube.
Keeper of the Accord-> Beza, the Bounding Spring
Very similar cards at the same CMC, but Beza works as a blink target to help push the Azorius archetype.
White Sun's Twilight -> Jacked Rabbit
These are two similar cards in that it is an X spell that generates a bunch of tokens. White Sun's is a much better card, but I'd argue that it isn't better for the environment. This swap will help remove a board wipe (which are still too prevalent) while replacing it with a creature that rewards aggression.
Flawless Maneuver -> Dawn's Truce
Base cost is cheaper and Truce is a much more interesting card for this effect that also has the flexibility of giving the caster hexproof. I'm wanting to introduce more decision points while replacing more generic, uninteresting cards. (Dauntless Dismantler should have been removed instead of Maneuver in the last edit).
Spyglass Siren -> Thundertrap Trainer
These are two blink targets that can leave behind a token. TT Trainer is a bit better at digging through for a relevant card and generating card advantage.
Jace, Vryn's Prodigy -> Kitsa, Otterball Elite
I'm slowly starting to move away from DFCs and overly complex cards. They add unnecessary cognitive load and are slightly awkward in play and draft.
Read the Bones -> Diresight
Surveil over scry is a strict upgrade here.
Make an Example -> Fell
Black has a gluttony of 4cmc spells. Make an Example is a little too cute and that slot could benefit from a cheaper, guaranteed single-target removal spell at the same speed.
Sign in Blood -> Cruelclaw's Heist
Heist looks much more fun than the generic Sign in Blood.
Grenzo, Havoc Raiser -> Agate Instigator
Grenzo is just a bit too hard to cast and is arguably not that great of an effect. Instigator should help red decks close out games and give it some extra reach.
Kessig Flamebreather -> Coruscation Mage
Coruscation has a more aggressive body and much higher upside with it's offspring ability.
Urabrask -> Stormsplitter
Each card wants to go into the Izzet spells deck, but Stormsplitter rewards going wide and synergizes with cards like Brudiclad, Telchor Engineer.
Gyome, Master Chef -> Ygra, Eater of All
Ygra adds the food-matters archetype to the cube in a more interesting way and is more in line with the existing Golgari archetype cards.
Balmor, Battlemage Captain -> Bria, Riptide Rogue
Bria, while more expensive, is much better at buffing and pushing through damage than Balmor.
King Darien XLVIII -> Finneas, Ace Archer
King Darien is a bit clunky and there are plenty of the mass protection effects in the cube. Finneas will push token decks to be more aggressive, rather than sit back with their tokens to block.
Prophet of Kruphix -> Octomancer
I'm very sad to see Prophet go, as it's one of my favorite cards and is extremely powerful, but considering it is banned in Commander and doesn't fit well with the new Simic tokens theme, I am cutting it in favor of a more on theme and fun card.
I've noticed that most playtest drafts have very few lands. I want to up the amount of fixing available. This especially helps with the new rules I'm trying out regarding color identity, making fixing during the draft much more valuable.
As a result, I've add a full cycle of the restless manlands and cut two cards from each color.
MH3 has been out for a good minute and I've had some time to digest the new cards. Below are the swaps I'm making this round to the cube.
Hey! I just wanted to give a brief update on the general direction I am planning on taking the cube in the next month or so.
A More Curated Play ExperienceProbably the most important change going forward is a more intentional approach to cube design. This cube started very messily, as a general multiplayer cube where I threw together a mixture of cards I already owned and anything I could find that had a mechanic that cared about multiple players at the table. Overtime it has transformed into something a little more focused, but never really carefully curated. I just packed it with as many staples and cards I liked regardless of how they contributed to the overall environment.
For example, this cube has way too many board wipes for my liking. Board wipes are powerful in commander and you'd be hard pressed to not find at least a few in each deck. However, it doesn't exactly lead to the greatest gameplay when the board is at risk of being reset 3 or 4 times a game. Finding a sufficient density of board wipes is something I'm looking to do in the coming months. Promoting more conditional effects is also an approach to making counter play more interesting. Elspeth, Sun's Champion is more likely to see inclusion over a Wrath of God, as it allows players to play smaller creatures to get under the wrath effect of Elspeth. Aetherize over Evacuation as it only punishes the player playing over aggressively and can be played around proactively.
Card CountThis cube has always been BIG. Drafting Commander Legends style (20-card packs and 60-card decks) has always necessitated a larger than average cube size. However, 1000 cards is still too much. To be the equivalent of a standard large cube (720) this cube would need to be at most 960 cards. This size would support up to 16 drafters (16 * 3 * 20 = 960) and offer a fair amount of variability when drafting with smaller play groups.
So the first thing I will be doing is cutting 40 cards from the main list, half of which will be from the gold section of the cube. Hopefully, this will make drafting more interesting with less dead cards, slightly bring down the price of obtaining the cube in paper, and make the cube more manageable.
A Slight Change in PhilosophyThe cube has already been trending in this direction as of late, but I am changing my approach to the approachability of the cube. Before, there were many cards and general cube decisions that required 1-off rules and exceptions in order to make certain kinds of cards work with the rest of the cube.
There were rules that accounted for cards with Parter With, Choose a Background, and allowed all planeswakers to be commanders. In the future, I will be moving away from corner case rules like these in favor of a more streamlined approach. Overall, I found that the more of these oddities I included, the more confusion I caused for people wanting to build the cube and for my own play group. This cube is already pretty complex when compared to traditional cube, as you have to draft and extra card per pack, adhere to commander color identity, build a larger deck, etc. Having extra rules, or cards do things that aren't written on them is an unnecessary expansion of the complexity I desire for the cube.
Color VisibilityThe card border and mana cost must immediately show the player the color identity of the card. With a few exceptions such as signets and lands, it is imperative that a player can see the color identity of a card at first glance.
My playgroup is a mix of seasoned players and more casual, kitchen-table players that only engage with the game when we get everyone together to play this cube. As a result, cards like these have caused lots of confusion at the table and can easily send the wrong signals when drafting at a glance.
WHITE
The white equipment package has been an underperforming aspect of the cube for a long time. In the future, I want to focus less on equipment for Boros aggro and more on generically good beaters and combat tricks.
Attempting to remove some sweepers as the density in the cube is far too high.
BLUE
Mostly trying to lower the curve and up the frequency of cantrips while lowering the number of Evacuation effects. Aetherize, being more efficiently costed and only effecting one player will ensure there are less total resets within a game. There were also a really high number of four cmc clones that were probably too redundant.
BLACK
Looking to up the number of single target removal and sacrifice fodder.
RED
IDK, just trying out some different stuff.
GREEN
Again, trying to reduce the curve. Removing some redundant effects and packages of cards that don't currently have enough support like Rumunap Excavator and Titania
While Conspiracy and Conspiracy: Take the Crown are two of my all time favorite sets, I'm wanting to move away from the added complexity of having these conspiracy cards in the cube.
I think I will inevitably make a traditional multiplayer cube and will ensure these cards have a place there, but as it stands for the Commander Cube they go against one of the core tenets I had for the environment I wanted: emulating "real" commander.
Lore Seeker, Stocking Tiger, and Booster Tutor are a different beast. While these cards are fun, they add unneeded complexity to the logistics of the cube and break the flow of the draft and gameplay whenever one of these cards are used, as you have to scramble to the cube to shuffle up a random pack of cards in order to resolve them.
Small update to remove the last two remaining "Partner with" pairs. I'm wanting to get away from the weird one-off rules that need to be remembered for special circumstances like these. I've noticed that this rule in particular often causes confusion on the logistics of how one would apply this in paper.
Removing these cards entirely is much simpler.
I've already added two cards from OTJ: Oko, the Ringleader and Tiny Bones, Pickpocket.
This list of inclusions are the ones that really caught my eye. The new Gonti plays really well into what UB decks are wanting to do by stealing cards especially as a reward for attacking.
Other than that, I am putting in four very versatile Spree spells in place of some more underwhelming instants and sorceries that fill a similar role.
Huge update that is intended to overhaul a few of the under-performing archetypes and cut the rest of the vestigial cards from before I made this a commander cube.
Most notable updates include:
Removal of 4+ colored commanders. These cards invalidated a lot of the strategy and skill with drafting and often snuffed out more niche generals that would lead to more interesting drafting decisions. Picking one of these up at any point in the draft allowed the drafter to build a boring good stuff pile while taking every bomb in each color and stealing all of the land fixing for themselves. These were replaced with some more mono-colored partners to better support a smooth drafting experience while prioritizing skill and card evaluation.
Simic +1/+1 counters is now copy tokens/clones. This was a decision made after talking with Y4N4T0S, as there isn't really enough support in blue to allow that deck to thrive. This focus on tokens and clone effects makes the deck to manifest much more easily. This deck will keep +1/+1 counters as a sub-theme, but will more prominently focus on token copies for the foreseeable future.
Izzet spellslingers now has a greater emphasis on producing tokens. I have pushed pretty much all archetypes into either a token primary or secondary theme. Izzet is a very good deck, from my play experience, but has a couple issues. The first is the inherit parasitism of the archetype. The cards that are good in that deck aren't usually wanted by any other deck, which leads to the one player either getting all of their tools or the cards all going to the sideboard. The second is the ability to sustain in the early game. Due to the deck focusing more so on instants and sorceries, there aren't many permanents the deck can put in play to protect itself. A focus on tokens makes sense to give the deck more overlap with other strategies and give it not only a way to protect itself early, but close out games late when it's combos don't quite do the job fully.
Upped the number of support cards for Dimir Theft. This strategy was also under-represented in my playtests with the cube. Often, if UB would show up, it would manifest as more of a control or reanimator deck rather than a deck dedicated to taking your opponents spells. I've added much more and given this archetype space to overlap with the Simic copy tokens.
Rethinking dedicated commanders. Players can use any legendary creature or planeswalker as a commander, but I had a separate card pool of seeded commanders. Previously, they were very all over the place with their effects. Some supported the archetypes very well, while others were in a completely different direction. I have moved things around a little to make it to where the seeded commanders are almost always a commander that cares about the main themes of its color pair in the cube. Any legendary creature that isn't will be found in the core cube. This doesn't technically change anything from a distribution standpoint, as the cards will occur with the same general frequency regardless, but this is more of an aesthetic change to better signal to the drafters what archetypes are supported and which are more fringe.
Slightly upped the amount of incidental artifact and enchantment removal. I've noticed that certain cards, namely Revel in Riches, are very cheap and effective tools for ending the game while being very difficult to interact with. This is likely playgroup dependent, but I often find that my players don't usually want to mainboard a card like Nature's Claim over a splashier card. As a result, I have upped the number of cards that can deal with those problem permanents incidentally. Meaning that you can play them for good effects on their own, but in a pinch, they are able to take care of a game winning or annoying enchantment. Cards like Titan of Industry, Cankerbloom, Reclamation Sage, and Scion of Calamity.
Overall, the archetype shifts allow for much more overlap for individual cards that enable them to be less parasitic and fit into more than one archetype. I'll be playtesting this version and making adjustments as needed.