Companion Cube for Stan’s Multiplayer Tribal Cube - Vanguard Hero's Path Solo Co-op Accessories
(406 Card Cube)
Companion Cube for Stan’s Multiplayer Tribal Cube - Vanguard Hero's Path Solo Co-op Accessories
Cube ID
Art by Chris SeamanArt by Chris Seaman
406 Card Multiplayer Vintage Cube0 followers
Designed by Smilkows
Owned
$1,614
Buy
$1,344
Purchase
Mana Pool$886.44

This is a companion cube meant to go specifically with my cube titled:
"Stan's Multiplayer Tribal Cube; Draft with 3 Packs of 18 Cards each (Vanguard & Conspiracy)."

Please search for cube: 174b
That is the environment that these accessories are specifically designed to play with. This cube contains only supplemental resources referenced for cube 174b.

This cube is meant for reference and informational purposes.

Supplemental Information Contained in this cube: 358ly
-Vanguard Persona's
-Hero's Path Cards
-Godslayer artifacts
-Planechase
-Archenemy
-Explorers of Ixalan Tiles (photos not available, but I have two sets of Tiles)
-Other Solo or Cooperative Variants (Face the Hydra, Battle the Horde, Defeat a God, and Garruk the Slayer)
-Dungeons
-Bounty cards from Thunder Junction

Vanguard Persona's:
Oversized Vanguard cards are available for the play experience. These may change card considerations as you draft. Vanguards would be distributed at least 2 per player. Each player will choose one for use before the draft begins. The unused Vanguard cards are set aside and not used for that game. Optional.

Hero's Path Cards:
They are considered on the Battlefield when the game starts and will affect gameplay. Either mix these into draft packs or treat them similar to Vanguards. There are a total of 21 "hero cards." Set the godslayer artifact/equipment aside. Of the remaining hero cards I recommend at least having 2 playsets handy for 16 players of the remaining 16 hero cards. A max of 3 hero cards per player including godslayer artifacts. Using these are optional. See Godslayer info further down.

Godslayer Artifacts:
The glue to a near endless array of possible gameplay variations. They are to be distributed to each player at random prior to the draft. Players can customize choices for their draft experience prior to and during draft/deck building. I have a playset of each available hero equipment for a 16 player cube to be shuffled and one passed out to each player in the draft pod(s).

Godslayer Cards Customization:
Commander tax rules apply. Mana Value of zero. If they get destroyed then move them to the command zone to be recast with the commander tax rules (pay an additional 2 generic mana for each time you have cast it from the command zone). Optional, but HIGHLY recommended to including these in some capacity.

Customized Ability Tokens:
The 8 customized ability tokens to enhance the equipment used for your Godslayer cards. Players choose one of the abilities from 1-7 to enhance their Godslayer. Ability 8 is available to adjust the power of the abilities to even out player skill levels. There are prior abilities that were made that could theoretically still be used that support the venture mechanic. That mechanic was removed from cards that were in the cube:

Primary Godslayer Abilities:

  1. Whenever equipped creature attacks, create a Treasure token, a Clue token, a Food token, or a Blood Token.

  2. Equipped Creature has “at the beginning of your end step, if a creature you controlled dealt combat damage this turn, take the initiative.”

  3. Whenever equipped creature attacks, Parley. For each nonland card revealed this way it deals 1 damage to any target. Then each player draws a card.

  4. Whenever equipped creature attacks, scry X. Where X equals the number of creatures in your party.

  5. Whenever equipped creature attacks, support X. Where X equals the number of creatures in your party.

  6. Whenever equipped creature deals combat damage to a player, goad up to one target creature each defending player controls.

  7. Equipped creature gets “as long as you are the monarch, creatures you control have melee and ward 1.”

  8. This ability Triggers only once each turn.

Past Abilities (could still be used, but removed the venture mechanic from cards in the cube):

  1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

  2. Whenever equipped creature is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)

  3. Whenever equipped creature deals combat damage, venture into the dungeon. (Enter the first room or advance to the next room.)

  4. Equipped creature has "Whenever you sacrifice a Blood token, Clue token, or Food token, venture into the dungeon.

A fun new option of "Bounty" Cards from Commander: Outlaws of Thunder Junction are highly encouraged. Put all 12 of the available "Bounty" cards into the fray or 6 per 4 player pod.

I hope you find these alternate play experiences helpful and fun. My Multiplayer cube has been a unique experience with these added elements. I am open to feedback on ways to improve the game play.

Please also note that I have tokens made for the original Hero’s Path Godslayer equipment abilities:

Original Godslayer Abilities:

-Equipped creature has double strike

-Whenever equipped creature deals damage, untap two lands.

-Equipped Creature has Vigilance and can block an additional creature each combat.

-Whenever equipped creature deals damage, put a +1/+1 counter on it

-Whenever equipped creature deals damage, scry 1.

-Equipped creature has protection from enchantments.

-Whenever equipped creature deals damage, put a 1/1 white soldier creature token onto the battlefield.

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