Snakelock's EDH Cube
(360 Card Cube)
Snakelock's EDH Cube
Cube ID
Art by James RymanArt by James Ryman
360 Card Commander Set Cube1 follower
Designed by snakelock
Owned
$567
Buy
$358
Purchase
Mana Pool$504.21

4 Player EDH Cube

Rules:

  • 3 20 Card packs per player
    • 2 seeded commanders per pack (there are some non seeded commanders)
  • 2 picks per turn
  • Make 60 card decks
  • Monocolored Legends (and all planeswalkers) can be your commander
  • That one guy can use any mana as snow mana or whatever it's called

Breakdown:

  • 10 2 color archetypes, each with two multicolored commanders and 3 chase cards
    • UG +1/+1 counters
    • UW ETB/blink
    • WG tokens
    • UB zombies
    • RW Aggro/Combat
    • BG graveyard
    • UR storm
    • WB lifegain
    • BR Sacrifice and Steal
    • RG Big Mana/ Lands
  • 10 3 color commanders that match their overlapping archetypes
  • 44 Monocolored cards per color, with at least 4 of them being possible commanders
  • 30 Artifacts
  • 50 lands (including 8 double sided lands that are also spells, which is why the card count per color is messed up)

Why You Should Play It:

  • I spent an ungodly amount of time making this fucking thing pls god Ive barely gotten to use it
    • but for real though a lot of care went into balancing the power levels of the cube, making sure the curve is at minimum playable, and that the archetypes and their interplay are interesting
  • some of the cards are secret lair printings (oooooo, ahhhhhhh)

Looking to Replace all FLAGGED cards

Mainboard Changelist+1, -1
Jakub Kasper
33elk -

I don't typically like real fetches outside of powered cubes because I tend to find that they warp draft picks around them. If you have surveil lands, shocks, triomes, and fetches in your non-powered cube suddenly fetchlands just become the only thing you start drafting out of a pack. When the mana is bad, but still consistent enough then you suddenly get a lot more tension "do I draft the fixing or the card that's good in my archetype" where a strong fetchland would make that choice trivial weaker fixing makes it a lot more easy to take the spell over the land.

Just something to think about, especially if you rock a landfall theme or have cards where shuffling matters in some way.

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