Commander Budget Cube - Silly with a chance of Dragon
(1063 Card Cube)
Commander Budget Cube - Silly with a chance of Dragon
Cube ID
Art by Jim MurrayArt by Jim Murray
1063 Card Commander Cube0 followers
Designed by Hollow
Owned
$964
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$517
Purchase
Mana Pool$734.51

This is my first attempt at an EDH Cube. The main gimmick is that removal is mostly conditional, with vows/impeti and disenchants rather than outright removal. This is because I want an environment that has a dynamic battlefield, effects that encourage/force attacking and keeps the game moving. Sweepers are scarce and there are few to no reliable infinite combos. I also tried to avoid overly complicated and wordy cards (no double faced cards, no planeswalkers), but some effects were just very interesting, and sagas are just dope and offer some nice enchantment/counter synergies.

The rules are those of commander legends draft; 20-card packs, 2 picks at every pass, minimum deck size is 60 cards.

Notable Inclusions:

  • full cycle of 3 colored primeval dragons
  • Un-Commanders
  • Nephilims (which are to be considered legendary)

Special Rules:
All 1 (and optionally 2) colored commanders have "Partner".
Fixing is there but it's intentionally not great, because I wanted nephilims and 5c to be occasional considerations, not the norm.
I also dislike commander damage, so this version of EDH Draft I will not be using it. Life gain is not really an archetype, so this should still be pretty fair, but the group can decide otherwise.

Here are the main archetypes:

  • White: enchantments, tokens, artifacts/historics
  • Black: sacrifice (aristocrats), reanimator
  • Blue: copy spells and cantrips, payoffs for attacking, just drawing a ton, non creature spells
  • Red: force combat, big power flings, artifacts
  • Green: land fixing and a wee bit of ramp, big mana things

The more specific archetypes will depend on the commander.

Questions to answer in playtest:
Are enchantments too good?
Are there enough instants and sorceries?
Do I want more artifacts?
Do I want to lower some curves?
Are fliers too good?
What can cause a game to go too long?
Should I add more alternate win-cons?
Are there too many archetypes? Too all over the place?
Is cheating stuff into play (from hand or GY) too good?

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