This is a cube curated for the Commander format. The cube is split into two main categories: commanders and regular cards. In unison with the format this cube is based on, rommanders dictate the color identity of your deck. The game is played with the same rules albeit players start with 30 life each. Decks are 60 cards minimum.
Most of the eligible Commanders are legendary creatures, with the exceptions being Jeska, Thrice Reborn, Tevesh Szat, Doom of Fools and Urza, Academy Headmaster. While Uzra does not have the text "This can be your commander", the planeswalker is interesting enough to warrant a spot in the list.
DraftingPlayers are given 1 pack of 7 commander cards and also 3 packs of 20 Regular Cards. They first draft the legendary cards which will dictate the color identity of the decks. Players only need to decide which commander they will be playing during deckbuilding.
Players will then draft the regular cards. With 20 cards per pack, there are 2 picks per pack.
Some of the legendary creatures that are eligible as commanders are not draftable. Players are only allowed to receive them if they drafted the cards that has the text "Partners with specific card". For example: if a player wants to include the card "Laurine, the Diversion" in their deck, they must have drafter their partner "Kamber, the Plunderer". For this reason, only one of the "Partners with" are included in the draft while their pars are left out to be picked when the draft is done.
Archetypes and CommandersEach two color pair has themes that dictate their strategies. Most commanders reflect this, being either a payoff or an enabler to strategies.
Some of the three color commanders can handle multiple themes and archetypes their color pairs offer but it is usually best to stick to a single strategy when drafting.
Color ArchetypesWhite does one thing right: care about its creatures. From blinking strategies with Chaming Prince to pumping your team with Felidar Retreat or even doubling your tokens with Anointed Procession, your creatures are going to be the main focus of most decks that include white.
With this as a focus, some cards like Wrath of God that remove all creatures are excluded in order to give room to these creature-focused themes. Pinpoint removal like Swords to Plowshares and Generous Gift have also been omitted in order to not only allow for more cards that care about creatures but also allow other colors this disruption.
Disrupt your opponents while your instant and sorceries generate value to eventually close out a hard fought game. With a whopping 27 instants and 11 sorceries, blue archetypes focus on either protecting your strategies or disrupting others. But don't be fooled: blue is not a support color as it brings some serious bombs to games like Hullbreaker Horror and Astral Dragon.
Disrupt your opponents with removal like Bone Shards while discarding your Hoarding Broodlord to reanimate it later is one of the many strategies black brings to this cube. Players can control the pacing of the game with board wipes, pinpoint removal or just generate value from the tokens their cards create.
Red has a little of everything: want to generate card advantage? Try exile strategies with Wild Magic Sorcerer and Wrenn's Resolve. Want to put big creatures in your graveyard to reanimate them later? Discard them with Lightning Axe while also killing something from another side of the battlefield. How about create some treasure tokens with Professional Face-Breaker and put those tokens to good use with Makeshift Munitions or Rain of Riches? Whatever way you go, red has you covered.
Do you want to pump up your whole team with Return off the Wildspeaker while also making sure you have the lands to cast your End-Raze Forerunners? Then green is the color for you. With the only color that truly consistently ramps, green strategies allow players to create menaces out of every single board by being able to not only grow their creatures but also keep up with any other theme by making sure it always casts its spells. And just in case you want to get back your big haymakers, make sure to include cards like Eternal Witness or even Life from the Loam to fill your graveyard and not miss out on any land drops.
Two Colored ArchetypesSo, as I was coming up with ideas for other combinations, black has a big sacrifice theme, so I decided to jump on that boat. This pair feels pretty powerful as blue has a lot going for it, but I feel like the archetypes are not the easiest to draft so it balances out.
The discard in (and a little bit in
) was a great way to fill in the graveyard with stuff to reanimate later while also churning through the deck.
The exile theme is just in Prosper, Tome-Bound, but the deck is very self-sufficient with its impulsive draw so the slot is very easy to fit in. Also, did you know that you cast cards with the Madness ability from exile? I didn't, but now I know!
So the themes I went with were primarily +1/+1 counters and Tokens, as both strategies seemed to work really well together. Putting counters is just a powerful strategy on its own right, and the token theme shows up on other color combinations, so it came together alright.
King Darien XLVIII is a good example of this. The card does a lot, and while choosing Hamza, Guardian of Arashin as your commander might be the better choice, you're still happy having the legendary 3 drop in your deck as he's a fantastic manadump and just overall good card. But if you picked up a Naya commander first, but couldn't find a lot of that make a coherent deck, the King might have to helm the games moving forward.
With the advent of Strixhaven, the theme of +1/+1 counters came to be in and I also wanted to bring that to the cube. While the themes are more spread out in other colors than this color pair, I still feel there is enough cohesion to build powerful decks.
With the focus on treasures in multiple formats, it was easy to fit the theme in. While the only commander that really supports it is Galazeth Prismari, any player drafting can easily pick up a few treasure cards on their draft and come out with a reasonable deck.
The Goad theme came up with the release of Firkraag, Cunning Instigator. While there aren't many cards that mention Goad, the commander is pretty self sufficient and the mechanic is pretty disruptive, allowing the Dragon to gain tempo by distracting big threats and drawing cards.
It was not easy finding legendary creatures that escaped that theme, or at least provided a spin on it, but I think not only Wizards is trying to find interesting ways to create new combat scenarios, but I also think I should embrace that aspect a little bit more and see how I can power that up instead of sacrificing too much to fit commanders that are too speculative.
Draft Urza, Academy Headmaster as your commander I dare you