Based on bringing in cards themed around DnD for a Commander draft experience.
Balanced for four players, each player drafts 5 packs & builds a deck from what they draft. Basic lands are provided outside the draft.
MAIN MECHANICS
-Party
-Tribal
-Dungeons
-D20
*extra flavor with D&D monsters
PARTY
The previously introduced Party mechanic is a natural fit for a D&D theme, allowing a Wizard, Cleric, Warrior, & Rogue to gain benefits from each other while on the battlefield.
D20
Adding tons of flavor to the set, roll-a-D20 mechanic also provides interesting deck building options & opportunities with dice roll cards as well as support.
TRIBAL
While the party mechanic is fun & interesting, the lack of Party mechanics means the cube needs filled out to fully make strong decks. The cube will have cards to benefit only the tribal "classes" of the Party mechanic, such as Cleric or Warrior. However, because it's Dungeons & Dragons, we can't exclude the possibility of Dragon tribal.
DUNGEONS
Speaking of the namesake, Dungeons are an integral part of D&D, and the Dungeon mechanic will fit right in with the other mechanics.
SPECIAL RULES
Party of two
-Each Legendary creature has Partner, so long as its color identity is NOT already 5 colors (WUBRG). The overall lower power if the cards in this set allows these combinations of legendary creatures to finish games a bit quicker as well as add creativity & flexibility to the deck building process.
Draft rules
-The cube is designed for four players to draft, each having 4 to 5 packs drafted. This allows for a large number of the cards the cube offers to be seen without putting ALL cards forth, allowing for replayability with unique matches each time.
DRAFTING TIPS
General drafting tips
-As you open a pack, look through each card & find common themes that interest you to discover what may interest you to draft.
Cube specific drafting tips
-In this cube, it is intended for commanders to be drafted in the cube itself. Look at the Legendary creatures available in your first draft packs to held determine a direction, and later on you may find a second Legendary to compliment your existing plan.
-This format is slow, especially considering the draftable land base. Picking up lands immediately may not be prudent unless you immediately find a five color Legendary, but once you’ve established an idea of your colors, pick lands without too much reservation. The tri-lands at worst act as dual lands, which still helps with mana fixing.