A Commander Cube meant to simulate traditional Battlecruiser Magic, the best and most fun era of traditional EDH, about assembling a board and winning through big combat turns, as opposed to infinite combos and value engines.
The Cube is designed to be drafted in a similar manner to Commander Legends, where 4+ players draft decks and then split into 4+ player pods.
Roughly 60 cards should be drafted: 3 packs of 20, picking 2 cards at a time. After the draft, each player selects a card (usually a Legendary creature) from among their picks to be their Commander (or 2 cards if they have partner, background, etc.) and all the cards in their deck must abide by its color identity.
Decks are 60 cards exactly + the commander(s).
Players start at 20 life.
There is no "commander damage".
The Cube abides by certain guidelines:
--Colors should be equal as much as possible, including an equal number of Commanders in each color combination. Each archetype/theme should also be equally represented.
--Outside of the Commanders themselves, no cards with 3+ color identities as they are too niche and take away slots from dual or single color cards that most players can draft.
--Infinite combos should be very difficult to assemble or nonexistent. If an infinite combo is present, it's likely by accident.
--Almost no search/shuffle effects in order to eliminate "loading screens" i.e. shuffling related downtime.
--No double-faced cards so the Cube is proxy friendly and not overly complicated.
--The most egregious and fun destroying cards in current day constructed EDH, such as fast mana, value engines, and combo pieces, should not be included. Some examples of these types of cards are things like Sol Ring, Mana Crypt, Dockside Extortionist, Rhystic Study, Consecrated Sphinx, Cyclonic Rift, Underworld Breach, Ad Nauseam, and Thassa's Oracle.
--No generic value cards. Cards should be good due to synergies and have tradeoffs, not just be good in any deck.
--Life totals start at 20 (not 40) so that combat matters and aggressive strategies are viable.
--No "free" spells (Force of Will, Snuff Out, Deflecting Swat). Players should actually have to pay for their spells, and going "shields down" (tapping out) should mean something.
--An abundance of means to spend mana (such as activated abilities) so that players always have something to do on their turn and excess lands (flood) have a use.
Draftable archetypes/themes in the Cube.
MAJOR THEMES
-+1 Counters/Proliferate
-Artifacts
-Enchantments
-Life Gain
-Sacrifice/Death
-Spellslinger (Instants/Sorceries/Noncreature Spells)
MINOR (SUB) THEMES
-Auras
-Blink/Flicker
-Equipment
-Lands (Landfall)
-Madness/Discard
-Poison