This is a 4 player Commander Cube. 50 cards are drafted per player. 5x 10 card boosters. The minimum deck size is 40, and one legendary creature is chosen as the commander at the start of a game.
I was confronted with the question: How can you make a Commander Cube possible WITHOUT any special rules that simply arise with five colors. You HAVE to come up with something, e.g. "every commander has the partner ability", "commanders are drafted separately in extra commander boosters", "2 Commanders are seeded in every Pack" or the "regalia" I applied in another cube.
This cube is based on the idea of circumventing all these problems by building the cube itself in such a way that there are no color problems.
Each card has the green mana symbol or is colorless. This automatically means that not every guild is represented in this cube. It fits quite well because of the size of the cube. This means that every player will automatically draft green, but it is up to him whether he drafts the Simic cards, or Golgari, or both.
BECAUSE
There are no color restrictions. You may use the Monogreen Commander in a 3-color deck. That's all.
NO further EXTRA RULES.
BUT
This is a Desert Cube. You must ensure a strong manabase yourself.
Desert Cubes are characterized by the fact that the lands also have to be drafted. There is no baseland pool that you can use for free. These cubes play deserts, but in my opinion they are too weak. That's why desert is in the title, but there is just one desert included.
Not every guild looked equally strong to me. That's why I broke away from the Highlander idea for this cube. I gave each guild a signature spell that is flexible in its own way. Each can serve as a removal in their own way, and often have other uses. These signature spells are contained 4x in the cube. This also applies to other exceptions, such as the manabase. Mono green and all guild colors of the cube have 2 planeswalkers each and every guild has an command. This is a listing of all potential commanders, the signature spells, the Planeswalker and the Command.
Most signature spells are sorceries (Simic is the exception since Simic is supposed to counter). With this playset, each guild has access to a counter. I would not underestimate the power of this spell. A bit of Discard is also included in the Cube, although no Mono B is allowed.