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Thank you for looking! This is the workstation for my EDH cube.
The draft configuration for this cube is as follows:
5 packs of 14 cards + 1 general seeded per pack. Deck size is 67 cards (approx 26 lands, 40 main deck, +1 general in the command zone).
Standard EDH color identity rules apply to deckbuilding, so the drafter must make an attempt to draft at least 1 legendary creature (the commander) AND cards that conform to it's color identity (= the mana symbols in its cost + text box).
During deck construction, as many multi-color legends can be added to the final deck as the player has drafted AND the selected general's color identity will allow (example: the drafter has selected Vorosh, the Hunter [blue/black/green] as their general. They may include drafted legends such as Nath [black/green] and Lazav [blue/black] in their final deck).
This cube conforms to the paper multiplayer banned list.
Here are some of the design principles behind the construction of this cube:
- Minimal size (for an EDH cube): the cube is designed for exactly 8 players + a main cube lore seeker pack.
- No 3+ color cards besides generals in the cube: while there are lots of very cool 3+ color cards, my experience is that these have too much tendency to circle the draft and become dead picks.
- Reduced incidence of infinite combos: my group likes card synergy and complex interactions, but not 1-2 card infinite combos. There are a few powerful combos sprinkled throughout the cube but our games are almost never won by going infinite.
- Reduced incidence of tutors: my group likes more unpredictability and less reliance on fetching the same good stuff cards every game.
- Reduced incidence of stax card: I want to make sure games have forward momentum and don't arbitrarily grind to a halt.
- Reduced incidence of 3+ mana symbol cards (such as cryptic command, furnace of rath): this is to facilitate more multicolor deck building.
- Splashy effects in guild colors: I've made an effort to try not to use too many "meat and potatoes" effects in the guild sections (i.e. generic wraths, mana dorks, spot removal, etc) I would rather these effects were more centralized in the mono colored sections, leaving the guilds open for more splashy, unique, and iconic cards.
- Conforms to the EDH banned list*: degenerate edh cards are definitely mitigated in the draft environment, but I still like to stick to the edh ban list.
8*) My exception to banned cards is the inclusion of conspiracy creatures like volatile chimera, caller of the untamed, and lore seeker. These cards enhance the draft and deck building processes.
- Wacky Pack: when the group really wants an off the rails game, drafting lore seeker opens up options for introducing alternative formats and weird cards to the game. Wacky packs I've built over the years have included conspiracy hidden agendas, theros hero's path, un-cards, planechase planes, and even stuff from the Force of Will tcg!
Please feel free to leave me feedback in the blog posts or decks you draft!