As Elder Dragon Highlander (EDH) slowly (Ha!!!) takes over the WOTC game design space, I decided to make a battle box that best represented the format without the need of constructing 99 cards around 1 legendary creature. WOTC’s prioritizing of EDH created a consistent output of EDH precon decks with a wide variety of mode-specific cards. Some of them are great for standard cubes, but due to the free-for-all nature and politics involved in an EDH match, most of them are restricted to the format. The tug-of-war style of some of these cards is really fun and they deserve a place outside of EDH.
This battle box celebrates the spirit of EDH and players are encouraged to play politics, play aggressively and most of all play dirty.
All contents of the Champion's Deck live outside the game. They essentially don't "exist" and cannot be targeted. These extra-dimensional cards "live" in the Command Zone.
While researching battle boxes online, I came across the same set of rules—little to no card draw, no searching libraries, no mana producing cards—all that kind of stuff. I figured it would be fun to bend the rules just a bit. I would consider the following cards unconventional, but they create some fun match ups. Leveler, for example, could be fun if you want another chunk of the battle box to become the shared library. Cards that affect mana like Magus of the Vineyard and Realm Razer affect everyone on the board. Forbidden Orchard and Tempting Contract are great ways to form alliances and Myr Incubator can help you clear out some pesky artifacts your opponents may slurp up during the draw; Or you could OMEGA WHIFF and create 0 Myr Tokens! What fun! Garth One-Eye is just a sneaky way for players to cast a black lotus legally in battle box, which sounds awesome if you want to get blown out of the game early.
In closing, I don’t want my battle box games to feel static. Every draw should be a thrilling experience.
My primary objective was to create a playable curio cabinet out of my battle box. The following cards elevate games to a whole new level of jank.
The Nostromo Battle Box offers a risk versus reward perk for players brave enough to play aggressively. Think of it as a Yankee Swap, but without your coworkers.
Experimental Alternate Multiplayer Mode
RULES
Every 4 turns (not final), the current player draws 1 card from the planar deck and places it at the center of the table. This way the arena is always changing, forcing players to navigate on the fly.
NOTE: The same Planechase rules apply, but players may not planeswalk away from the current plane. They must wait four turns for a new plane.
The planar card pool may need to be curated, as not all planar cards work well for a cube environment.