Clone of Jumpstart Commander
(370 Card Cube)
Clone of Jumpstart Commander
Cube ID
Art by Jesper EjsingArt by Jesper Ejsing
370 Card Cube2 followers
Designed by pmosbach
Owned
$55
Buy
$45
Purchase
Mana Pool$80.92

Fork of @michaeldkarp's Jumpstart Commander

The intent of this clone is to freeze the state prior to the original designer's intent to update from 20 to 30 cards per pack. I intend to evaluate the changes (which I believe are already present on Archidekt), but wish to retain the 20 card pack and 40 card deck size for continuity with existing Jumpstart

This is a format that combines aspects of Jumpstart and Commander. Each deck is 20 cards consisting of 8 lands, 1 commander, and 11 non-lands. The commanders are all the 30 uncommon commanders with Partner from Commander Legends. The decks are synergized around their commanders. The commander is the only uncommon and the rest of the decks is common (or at least pauper legal). Every commander is mono-colored so the decks are also mono-colored with no dual lands, or multi-colored cards. The only exception is Terramorphic Expanse and Evolving Wilds in the Toggo deck to enable some Landfall payoffs.

CONTEXT

This format is intended to be very casual and beginner friendly. It will be perfect for 2-4 players but most of the time it will be played 1v1. Each player chooses two decks either at random or in some sort of draft. Players remove the two commanders and shuffle the rest of the decks together leaving them with 38 cards. Play proceeds as usual from there following the standard Partner commander rules.

RESTRICTIONS

This cube follows the singleton restriction and the Pauper Commander restrictions. I chose the Pauper restriction to lower my budget and to reduce card complexity. In addition to the pauper restriction, I'm also choosing to only play cards in the 2015+ card frame. This is to add consistency to the cards and have the packs appear more cohesive.

POWER

With the Pauper restriction, this cube will not be very powerful. However, as each deck is played against each other, it should still remain balanced and the games should still be close and exciting.

GAMEPLAY

This cube focuses heavily on synergies within the packs based on their respective commanders. The variance comes not from the individual packs, which don't change, but rather the 435 different combinations of packs.

CONSIDERATIONS
  • Incorporate one Thriving land per pack as one of the 8 lands both for continuity with Jumpstart and to ease playing two-color decks
  • Rather than using traditional Partner Commander rules, utilize @sniffygull's modifications for Micro-mander
    • 20 rather than 40 life
    • 11 Commander damage rather than 21
  • Eliminate Commander damage altogether for 1v1 games if playing with 20 life (as in previous consideration)
  • Draft style
    • True random choose two (each player picks one in turn, repeat, smash together for your deck)
    • Similar to Magic Arena choose two (see three random packs, pick one, repeat, smash the two packs together for your deck)
      • Choose based on Commander only or full pack?
      • Potential restriction: No mono-color decks
    • True random choose three or four (like true random choose two except choose more packs and build your deck from two of your selections)
      • Potential restriction: No mono-color decks
    • Snake draft based on knowledge of the commanders or commanders and pack (second round is reverse order from first)
  • Add a limited number of uncommons to each pack to boost power. The goal is that the power level should not be lower than as-sold Jumpstart
  • Is there potential for a hybrid with non-Commander Jumpstart?