it's a seven ;)
(1115 Card Cube)
it's a seven ;)
Cube ID
Art by Kieran YannerArt by Kieran Yanner
1115 Card Unpowered Commander Multiplayer Cube1 follower
Designed by SimonTheSon
Owned
$6,725
Buy
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Purchase
Mana Pool$5250.49

Draft 80 card decks (including 1 commander or 2 partner commanders)

Draft:
4 packs with 22, 23, or 24 cards each
when you see more cards drafting becomes easier
depending on the type of experience you want you can adjust the number of cards per pack
if you wish to reduce the time spent drafting you could draft 2 cards per pack.
Each player gets a Prismatic Piper (Partner that has any one color the player chooses) if they want one.

I wanted to create an interactive casual commander cube therefore some cards were cut (see list and reasoning below). The cube is designed around my collection and incentivizes the players to draft an multicolored deck, however monocolored decks are still possible and playable (but not the focus). The reasons being that they lead to what i would call "boring games", create an instant "archenemy", or heavily skew the time per player. However the cube is still very powerful and explosive. the reason I balance the cube the way i do is to create high power and high interaction games where several archetypes allow the players to draft what they want:

Archetypes:

-General goodstuff
The cube is filled with cards that are just generically good. Those cards are necessary to allow all the players to draft enough card draw, interaction and threats. Many commanders fall into this goodstuff category and don't have any particular synergy with the archetype of their color combination. However players can still draft around those "goodstuff commanders" and find synergy within the cube for the commanders that don't seem to fit within their archetype. The mono colored commanders aren't specifically supported (since the focus is on multi color decks) but players could still draft around a powerful mono colored commander if that color is open.
In general all (multicolored) commanders are supported and can be drafted and build around. Even if they don't seamlessly fit into the archetype of the color-combination.

-White
Bilnk / Lifegain / Enchantments / Tokens

-Blue
Blink / Artifacts / Spellslinger / Draw go / Counters

-Black
Reanimator / Aristocrats / Lifegain (Drain) / Tokens

-Red
Spellslinger / Storm / Artifacts / Haste / Tokens

-Green
Counters / Power matters / Graveyard recursion / Creatures matter / Enchantments / Tokens

-All commanders that aren't named here are still supported. All the commanders have been chosen not only for their play-ability as commander but also for theirs play-ability in the 79.

-Azorius (Blink / Fliker)
The main commanders are Brago, Kykar and Oji

-Dimir (Graveyard contol)
The main commanders are Araumi, Vohar and Kels

-Rakdos (Sacrifice)
The main commanders are Juri, Judith, Chainer, Garna and Kethek

-Gruul (Haste)
The main commanders are Samut, Deathleaper and Halana

-Selesnya (Tokens)
The main commanders are Rhys, Trostani and Ghalta & Mavren

-Orzhov (Drain)
The main commanders are Elas il-Kor, Elenda and Teysa

-Izzet (Artifacts and Spellsliner)
The main commanders are Veyran, Jhoira, Magnus the Red and Brudiclad

-Golgari (Selfmill reanimator)
The main commanders are Honest Rutstein, Jarad, Meren and Hogaak

-Boros (Big damage and combat matters)
The main commanders are Brion, both Aurelias, Duke and Gisela

-Simic (+1/+1 counters)
The main commanders are Ezuri, Kianne and Prime Speaker Zegana

-Bant (Enchantress)
The main commanders are Tuvasa, Estrid and Kestia

-Esper (Blink and Artifacts)
The main commanders are Aminatou, Alela, Sharuum and Urza

-Grixis (Spellslinger / Storm)
The main commanders are Cormela, Kess and Abaddon

-Jund (Big creatures and reanimator)
The main commanders are Henzie, Shattergang, Kresh, Vaevictis and Ziatora

-Naya (Power matters and Tokens)
The main commanders are Mayael, Atla Palani, Zacama, Samut and Ghired

-Mardu (Graveyard matters)
The main commanders are Alesha, Jan Jansen and Extus

-Temur (Copies and big Spells)
The main commanders are Kalamax, Riku and Maelstrom Wanderer

-Abzan (Reanimator)
The main commanders are Nethroi, Teneb and Karador

-Jeskai (non-creatures)
The main commanders are Kykar and Elsha

-Sultai (Graveyard shenanigans)
The main commanders are Sidisi, Mimeoplasm and Muldrotha

-4 and 5 color Commanders and Partners (Whaterver you want to draft)
Depending on the commander or partner pairing, you as a drafter are more open to choose what kind of deck you want to build. For example with Breya you could go into fliker, reanimator, non-creature spells, artifacts or whatever you desire. those commanders can also be useful in the draft to just simply secure a commander that allows the drafter to draft and play more powerful cards in more colors. Some themes like superfriends or dragon/human tribal, are way more likely to assemble if the drafter has access to more colors.

The cards I excluded:

-any extra turns
(so that time per game per player is more evenly spread)

-early ramp (0, 1 and 2 cmc)
(those early manarocks can enable one player to run away with the game before the opponents can respond to that player)

-primal surge
(in this cube it's just a one card combo that ends the game)

-consecrated sphinx / nezahal the primal tide / rhystic study / mystic remora /grisselbrand and those cards
(they are simply too good. if you can stick them and keep them for a short time you run away with every game)

-any card that combos with a commander to win the game
(i don't desire to create the experience that those cards would create example: niv-mizzet and curiosity or sharuum and an artifact clone. the aurelia + helm of the host combo still made it because it is easy to interact with and both cards (especially helm) are very high picks and I wanted both cards in the cube)

-i also wanted to exclude any permanents that have indestructible and hexproof to facilitate high intractability. right now i'm including ward but those cards might get cut

-hatebears like hullbreacher, notion thief, leyline of the void and grand arbiter...
(i want to encourage players to go for big plays, boards and interactions and i also want them to work when they go for it. opponents should be able to interact with those plays but they shouldn't be locked out of them)

-cyclonic rift and other one-sided boardwipes
(resolving a boardwipe especially as an instant without it affecting you and then win because of that is just to strong ... however the ultimatum that does a similar thing, to me, is fine in this cube since the multicolored non-commander cards should be a powerful payoff for running those colors)

-Serra Ascendant
(he just turned out to absolutely wreck a game when he was played on turn one)

-Felidar Guardian
(with birhing pod, vivien and kiki-jiki in the cube felidar guardian can turn pod and vivian into instant wins)

-Tutors
(there are tutors in the cube, even combo cards like birthing pod, however most of the really good tutors like demonic, vampiric, wordly ... tutor are too powerful from my experience. the more expensive tutors are mostly just worse than other cards in the cube but some still tutors made it mostly due to other interactions)

-some commanders that are to powerful like golos, sen triplets, child of alara...
(there are many really powerful multicolored commanders who just need to be resolved or stick on the battlefield for a bit to create a game state that is way too overwhelming for the opponents to overcome. there are still some commanders that kind of do that, like maelstrom wanderer however how easy it is to draft around a certain commander is an important factor in the question "is it a broken commander in this cube". also there are plenty of broken monocolored commanders like yawgmoth but the downside of drafting a monocolored deck is very big since the whole cube is incentivizing the players to draft multicolored decks)

-propaganda and ghostly prison type effects
(i want to incentivize combat and those cards do the opposite)

-song of the dryads and imprisoned in the moon style effects
(these effects can turn off a commander for a whole game without the owner of that commander ever being able to get access to their commander again. necromantic selection is and theft abilities can still steal commanders but in that case they can easily be interacted with)

-some cards are on a watch-list because they are very powerful and do their damage really quickly or win out of nowhere
(kodama, sakashima, kamal ... and other mainly commanders that can win the game with many cards in the cube and therefore force the opponents to aggro those players so they don't lose out of nowhere)

there will be 35 cuts coming after further play-testing

cards on the chopping block:

Go to "List" and then to "Filter" then type "status:ordered" and click "Apply"

cards to possibly add:

Baylin, the Haymaker
Samut, Vizier of Naktamun
Simon, Wild Magic Sorcerer
Jadar, Ghoulcaller of Nephalia
Surrak and Goreclaw
Arwen, Weaver of Hope
Bristly Bill, Spine Sower
Brokers Ascendancy
Rhythm of the Wild
Venser, the Sojourner
Sphinx of Forgotten Lore
Enduring Courage
Submerge

Mainboard Changelist+48, -48

some general updates including a second set of 3 color lands and rounding out the monocolored MH3 lands with the red and green lands. The RG haste theme and +1/+1 theme also got some updates

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