Cloned from Commander Cube
A multiplayer, battlecruiser-style cube that aims for the feel and variety of constructed Commander circa 2014-2019. My goal is to promote decks at the 6-7 / 10 power level, where 1/10 is a precon and 10/10 is cEDH. Some notable EDH staples have been excluded to ensure that aggressive, midrange, and control strategies all have a fighting chance. Instead of explicit archetypes, the cube supports broad commander tropes across 3-5 colors (sacrifice, tokens, equipment, reanimator, +1/+1 counters, spellslinger, big mana, etc.).
Commanders are shuffled into the main cube and drafted alongside the rest of the cards. Filter by "tag:Commander" to see the full list. Background, Choose a Background, and Friends Forever are all errata'd to "Partner". Decks are drafted from 60 total cards per person, and depending on how many people show up, we’ve found success with:
- Standard Draft: 4 packs of 15, 5 packs of 12, or 3 packs of 20 (pick two)
- Rochester Draft: 4 packs of 15, 5 packs of 12, or 3 packs of 20 (pick two)
- Burn Draft: 6 packs of 15 (pick 2, burn 1)
- Grid Draft: 20-25 grids of 9 (2-player only)
- Winston Draft: 20-25 picks per person (2-player only)
- Solomon Draft: 15 packs of 9 per person (2-player only)
- Sealed Deck: 120 cards
Deck construction follows normal Commander color restrictions, except that monocolored commanders are allowed to add one color to their identity.
Decks are built with a minimum of 60 cards plus commander(s). A typical deck breaks down into around 26 lands and 34 nonlands, with a goal of ~5-6 ramp sources and at least 5 draw sources. Each player receives a free Command Tower after the draft.
When balancing the cube, I focus on maintaining the density of key effects like card flow, ramp, and removal:
- tag:Commander: Available commanders.
- tag:Partner: All partners under the cube's errata.
- tag:Ramp: Grows your manabase.
- tag:Card-Flow: Scries/surveils, filters, replaces itself, tutors land to hand, or draws at most 1 net card.
- tag:Burst-Draw: One-shot draw effect that nets at least 2 cards under normal circumstances.
- tag:Draw-Engine: Repeatable draw effect that has the potential to net at least 2 cards under normal circumstances.
- tag:Tutor: Searches your library for a card (does not include land-to-hand tutors).
- tag:Recursion-Card-Advantage: Returns net 2+ cards from graveyards under normal circumstances ("pseudo-draw").
- tag:Recursion: Replaces itself by returning 1-2 other cards from a graveyard ("pseudo-card flow").
- tag:Self-Recursion: Can replay itself from the graveyard at least once ("pseudo-card flow").
- tag:Creature-Removal: Removes almost any creature immediately, though not necessarily permanently.
- tag:Conditional-Removal: Removes a subset of creatures but not all; or removes creatures very temporarily; or lets your opponent choose which creature they remove; or removes a creature after a delay; etc.
- tag:Board-Wipe: Removes (almost) all creatures.
- tag:Conditional-Board-Wipe: A board wipe with similar conditions to tag:Conditional-Removal.
- tag:Artifact-Removal: Removes one or more artifacts.
- tag:Enchantment-Removal: Removes one or more enchantments.
- tag:Planeswalker-Removal: Removes one or more planeswalkers.
- tag:Counterspell: Counters a spell.
- tag:Graveyard-Hate: Prevents recursion. Includes traditional graveyard hate and creature removal that exiles rather than destroys.
- tag:Board-Protection: Protects one or more of your permanents from removal.
- Ratio of creatures ("type:creature or tag:pseudo-creature") to noncreatures to lands.
- Average mana value by color and card type.
- General quantities of micro-archetype support, such as +1/+1 counters, self-mill, spells-matter payoffs, token generators, etc. Each micro-archetype has different needs, so there is no one-size-fits-all approach.