This is my take on a Commander Cube. It's designed primarily to be drafted by 4-5 players, but it can accommodate up to 8 drafters. The aim is to replicate the excitement and fun of a commander game, whilst reducing the power-level discrepancies and power-creep that so often arise in constructed commander.
DraftingLately we've been drafting four packs of fifteen cards each, picking two cards per pack. Packs 1 & 4 don't have any special seeding. Packs 2 & 3 are each seeded with at least 4 cards that can be a commander or can modify your commander. We have also tried three 20 card packs.
Deck Construction & Game PlayAfter drafting players construct a 60 card deck including their commander(s).
I typically recommend including at least 25 lands in the deck.
We play with 30 life, and 21 commander damage (Although that has never really come up).
I have aimed to provide a lower power-level experience which allow cards that often get cut from commander decks to shine.
There are no game-winning combos (That I am aware of). But I have tried to include plenty of cards in each colour that drive a game towards a conclusion as one of the frequent complaints about the first Commander Legends format was that games tended to drag on.
I have included 5 copies each of cards that allow you to give legendary creatures without partner and without Choose a background the ability to either become a partner or pick a background. The purpose of this is to allow players greater flexibility in their draft and the opportunity to follow signals.
Side note
This is the version created after the first version was stolen from my car. So a massive thanks is owed to all the folks in the NZ Magic scene that supported me in rebuilding it. Also, a huge thanks to everyone who has continued to donate cards to the cube.