Welcome to Tom's Commander Cube! Below will be a brief primer of the cube that gives an overview and my intentions with it, highlights the key archetypes present, and explains the alternate rule sets that this cube is designed around.
OVERVIEWSince the release of Commander Legends, this cube has became my greatest MtG project. Inspired by Conspiracy, Battlebond, Commander Legends, and other Commander products, this cube is designed to replicate a fun and engaging EDH-multiplayer experience that is new everytime you sit down to play.
My mission with this cube was to as closely replicate the play patterns and experiences of mid-level EDH. Decks drafted from this cube are expected to land around a 7/10 on the Commander Powerlevel Scale. Expect higher power leveled staples that are integral to Commander, big, flashy effects, and fun, niche spells you can't play anywhere else. While combos exist, decks should never be able to pull of consistent and non-interactive wins (no Doomsday's, Thassa's Oracle's, or Flash Hulk's here). In addition, I've heavily curated the experience to reward combat and turning creatures sideways. Monarch, goad, and ninjutsu are just a few ways I've rewarded creature combat to keep games from stalling out.
In addition to a plethora of EDH staples, you'll find some fun "draft-matters" cards throughout the cube as well as some silver-bordered weirdness. Below, I've included the 3 general categories of cards you may want to consider removing to get a more, close to real, EDH experience.
Look out for cards like these during the draft to possibly allow you to turn the draft on it's head and get some cool effects.
Whacky cards like these that you wouldn't normally be able to play with can be found to make games especially memorable.
A number of cards that are Banned in Commander are found in the cube. I'm not too worried about their power levels as decks are much more inconsistent due to being drafted rather than constructed. There are only a handful of cards and they honestly feel pretty fair.
The classic blink deck. Abuse Chulane, Teller of Tales or maybe even Nevinyrral, Urborg Tyrant to generate insane value. This deck has some sweet tools to utilize creatures and other permanents with amazing "enters the battlefield" effects.
The somewhat control-centered colors are focused on taking things that don't belong the them. Use Sen Triplets or Volrath, the Shapestealer to steal and copy other peoples' spells.
No pain, no gain. Use Nekusar, the Mindrazer and Greven, Predator Captain to punish the table (and even your self, you little masochist) for incremental advantages. Many cards will have the entire table grumbling about the constant onslaught of pings or discard coming their way.
Obvious generals are Mina and Denn, Wildborn and Lord Windgrace. This deck wants to rinse, reuse, recycle land cards by discarding, sacrificing, or bouncing them to then replay them for those awesome Landfall triggers.
Go wide with commanders Derevi, Empyrial Tactician and Ghired, Conclave Exile to create a board state that is impossible to contest. Populate and Convoke cards really reward this game plan.
This aristocrats style of play wants you to generate tokens or play creatures with sweet death triggers and play around with sacrifice shenanigans. Use Extus, Oriq Overlord or Ghave, Guru of Spores to helm this deck.
Whether you are weilding a Kess, Dissident Mage or a Mizzix of the Izmagnus, there are tons of combos to be found in this archetype. If you like playing solitaire while your opponents stare in impending doom, this is the deck for you.
This is the reanimator/morbid strategy. Discard cards and pull them back with commanders like The Mimeoplasm or maybe sacrifice small creatures to get crazy value from Korvold, Fae-Cursed King. While somewhat different strategies, one thing in common is that they want to see lots of cards in the graveyard.
This archetype is centered around equipment and various goading effects. With generals like Pramikon, Sky Rampart and Marisi, Breaker of the Coil, you are rewarded for combat and turning creatures sideways.
Use Pir, Imaginative Rascal alongside Toothy, Imaginary Friend or Animar, Soul of Elements to reap the benefits of building powerful threats with +1/+1 counters. Tons of creatures will reward you for counter manipulation.
This strategy has some very deep veins you can explore and there is so much more you can do even outside of the main archetypes. Maybe you want to build a group hug deck with either Kwain, Itinerant Meddler or Selvala, Explorer Returned. Maybe you want to go tall with Xenagos, God of Revels or recur artifacts with Osgir, the Reconstructor. This cube has a near endless number of possibilities!
Players draft from 3 packs of 20 from the cube and build a deck of 60 (59/58 + general(s)). Players draft two cards at a time. Each pack is seeded with two legendary creatures from the Commander section of the cube. "Partners with" cards are automatically drafted together and are treated as a single card for draft purposes (draft a Haldan, Avid Arcanist and get a Pako, Arcane Retriever for free). Any legendary creature or planeswalker drafted may be used as a general. Additionally, players' starting life totals are 30 (this is an alternate rule we are playtesting).
In order to replicate the feel of commander and for balance reasons, it is vital that some staples be made available to all players. Players each start the draft with the following cards in their draft pool:
I've found that this cube does a really good job of appealing to different types of drafters. Newer players should have an easy time grabbing the first legendary creature they like and forcing a deck that should work fairly well, however, the draft environment doesn't have to be all "on-rails" as you might expect. I've developed a guide to the value drafter that should help players build nuanced, effective, and fun decks.
During the draft you should prioritize your picks effectively. The following guide is to help beginners with the cube accomplish this:
There are 4 major card types to look out for in packs 1 and 2.
After these conditions are met is when you should begin looking for cards that fit your deck appropriately and help along your game-plan.
For any rule not specifically covered, feel free to house rule it. Do what works best for your play group. For example: for Unexpected Potential, we decided it was more in the spirit of that card to allow the named card to violate the color identity rules of the player's general. It effectively gains the errata text "Spells with the chosen name have no color identity."