Tiny Leaders
(480 Card Cube)
Tiny Leaders
Art by James RymanArt by James Ryman
480 Card Cube78 followers
Designed by dekkerglen
Owned
$7,830
Buy
$3,858
Purchase
Mana Pool$6176.32

Welcome to Tiny Leaders Cube!
Brief
  • 20 life, 1v1, Bo3
  • 40 card decks, including leader
  • No color identity restrictions
  • You can only add basic lands that match your leader's color identity
  • Your leader works just like a commander does, full rules are here.

This cube is inspired by a format that never quite got off the ground. Tiny leaders is a variant of commander where only cards with CMC less than or equal to 3 are allowed. Players play with a 40 card minimum deck size, including their leader (commander).

In this cube players draft three 15 card booster packs, including the leaders. For deck construction, there is no restriction on what drafted cards you put into your deck, but you can only put basic lands that match your leader's color identity. This means that it's okay to put a Noble Hierarch in your g-b deck led by Judith, The Scourge Diva. This leads to a unique draft experience where you're often having to choose between a quality spell that you might not have the manabase to support, or a land that will help you splash outside of your current leader's colors, or a three color leader that gives you access to the basic lands you need.

The lands are plentiful and high quality, including dual lands, fetch lands, shock lands, triomes, and more. Games are highly interactive, on the smaller side, and relatively fair, with almost no combos deliberately included in the cube.


The Leaders

Leaders are typically 2-3 colors, but there are plenty of mono color leaders if you can get enough playables in a single color! There are a couple five color commanders as well, with wubrg activated abilities such as Najeela, the Blade-Blossom. Some may be surprised to see that Grist is technically a legal leader as well!

Some leaders are generically good and flexible for a number of strategies. Some push you to more specific synergies, including artifacts, spells, equipment, legends, graveyard, tokens and counters themes.

Synergy with your leader is very important. Your leader is effectively a spell that you will always have in your opening hand, that you can curve into effortlessly. Most games will see leaders cast several times.


A word of advice!

With your curve topping out at 3, you may be looking for creatures that can scale better into the late game. Fortunately we have many of them, and they're all quite good!

Many cards that care about mana value have been completely re-contextualized, so watch out for cards that care about mana value...

Dealing with leaders can be tough, as what's stopping your opponent from just recasting their cheap leader? Look out for a few tools to help answer leaders a little more permanently, they are better than they look!


Themes

Themes in this cube are fairly weak, with most decks just playing midrange "good stuff" piles. Due to the CMC constraint, decks are naturally lean and you don't have to worry about your curve as much. There are however, a number of themes that include some strong payoffs. Here are some card examples that play more towards the supported themes in the cube.

Artifacts

Aristocrats

Lands

Spells

Tokens

Counters

Legends Matter

Control

Blink
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