This cube combines the history of the plane of Innistrad with the structure and format of Commander Legends. It'll primarily use cards from across the sets of Innistrad, as well as pull from sets that feature Innistrad in their cards.
Currently using https://cubecobra.com/cube/overview/1sr7d as a tracker for the Commanders.
The BoostersCommander Legends Booster Breakdown (20 cards each):
Assuming 24 packs:
Which comes out to 480 cards.
The CubeOLD 450 Card Breakdown:
This will be updated to account for the 480 card minimum cube size.
DeckbuildingCommander Legends Deckbuilding Rules:
If you select only one Legendary Creature to be your Commander, you may select an additional Legendary Creature to run as your "Patron."
Your Patron cannot be played over the course of the matches.
Your Patron's color identity can only be different from your Commander's by one color. For example, if you're running a Blue-Red Commander, you're Patron cannot be Green-White.
Your Patron adds a single color to your decks' color identity.
Example: During the drafting portion, you drafted Eloise, Nephalia Sleuth, Elmar, Ulvenwald Informant, and The Gitrog Monster. You want to run Eloise as your Commander, and would like access to Green in your deck.
You may select Eloise as your Commander. Since you'll have one Commander, you may select a Patron. Elmar's color identity include two different colors than Eloise's, so you cannot select him as your Patron. The Gitrog Monster is only different by one color, so you may select the Monster as your Patron.
Designer's Notes: This is meant to be a functional alternative to The Prismatic Piper. It is intended to capture the flavor of an individual on Innistrad forming a Cult around another being.
The following creatures would be errata'ed to have Partner:
For posterity, here are the other creatures that already have Partner:
All Werewolf creatures will be treated as if they have Daybound (replacing their existing rules for Transforming).
Draft ArchtypesEach two color pairing will have a tribe and a mechanic tied to it. Three color combinations may have intended archetypes as well.
Tribe: Spirits
Mechanic: Auras
Key Cards:
Tribe: Zombies
Mechanic:
Key Cards:
Tribe: Vampires
Mechanic: Discard
Key Cards:
Tribe: Werewolves
Mechanic: Activated Abilities
Key Cards:
Tribe: Humans
Mechanic: Coven/Counters
Key Cards:
Tribe: Vampires/Humans
Mechanic: Aristocrats
Key Cards:
Tribe: Wizards
Mechanic: Instants & Sorceries
Key Cards:
Tribe: Spiders/Trees
Mechanic: Graveyard/Toughness
Key Cards:
Tribe: Humans
Mechanic: Aggression
Key Cards:
Tribe: Birds?
Mechanic: Investigate
Key Cards