Fen's Commander Cube
(1526 Card Cube)
Fen's Commander Cube
Cube ID
Art by Edward P. Beard, Jr.Art by Edward P. Beard, Jr.
1526 Card Commander Multiplayer Unpowered Vintage Cube0 followers
Designed by Styfen
Owned
$17,478
Buy
$14,536
Purchase
Mana Pool$13461.19

This is the current iteration of our Commander Cube, note that this has a "Legacy"* element to the cube in that Unfinity Stickers are used to modify cards upon the end of a game. A random Unfinity sheet is drawn and players select in order to add a sticker to a card as follows:

The winning Commander(s) get image sticker(s) added to record their victory. Enjoy those hats, toys and assorted paraphernalia! Karlach's axe has a hat!
4th place chooses a sticker from the sheet and adds it to any creature card from their deck they desire
3rd place chooses an unselected category of sticker and adds it to any creature card from their deck they desire
2nd place chooses an unselected category of sticker and adds it to any creature card from their deck they desire

The sticker categories are:

  • Creature Type / Name Alteration
  • Ability
  • Stat alterations

For example, we now have The Battle Angels of Toast (Instead of Tyr) and a 2/7 Imperial Recruiter.

Other elements to this cube:

  • Players get a Commander Tower, Exotic Orchard and Arcane Signet automatically before drafting all of which will help with colours. No Sol Ring, there is one in the cube and that's all because the card is nuts.
  • The Hybrid category is the commander pool, which is either drafted before/after the main pool or selected from depending on how players want to handle it
  • Red Tag is Game Changers, maximum of 3 Game Changers per deck. There are some cards added to the cube like Oracle of the Alpha or mean Braids that are not official Game Changers, but are classed as such due to their power level. Yes, that includes Sol Ring here.
  • All single colour legendaries can be paired with a Partner, Friends Forever or Background card. Note: You can partner two single coloured commanders if at least one of them has partner printed on the card.
  • If a player drafts a "Partner's With", Meld or Asmoranomardicadaistinaculdacar they then get the named "partner" automatically from a pool held outside the game (It's in the maybe board)
  • Both halves of a Meld Card go in the Command Zone, Asmoranomardicadaistinaculdacar also gets the Underworld Cookbook in the Command Zone. Because I like the cut of her jib.
  • There are also a few other non-partner commanders in the commander pool because I like them, or because they support niche strategies that I like.
  • If a player is desperate for colours due an unfortunate draft we have Prismatic Piper's that can be added to the command zone to help add one extra colour.
  • Colour Identity rules are strictly followed in this cube.
  • Cards are drafted two at a time.
  • Colour is spelt with a U.
  • There are Theros Hero cards and Conspiracies in the Commander Pool, they're marked on the inner sleeve so they can be easily removed if we're not in the mood for those.

FAQ

  • Why 1320 cards? Because I also use this to build my commander decks (sealed deck) before going to commander games and I like a lot of variation. I of course do not take the playtest or other non-format legal cards along if I'm doing that (and I remove the inner sleeve that holds any meaningful changes caused by stickers).

  • But really. Why 1320 cards? That's how many fit inside the cube shell that I use.

  • How was this built? Mostly by checking EDHREC for the common cards used between each of the commanders in the Partners, Partner With and Background pool and then adjusting to ensure the power level between the cards was close and adding in some absolute bangers that still don't turn up too often because EDHREC's algorithm can only follow the broadest of trends or influencer pushes.

  • What is going on with Green? There's no land ramp? Well, simply put because Commander has a taboo on land destruction (I don't, hello Armageddon and Ravages of War) Green's ramping cannot be interacted with by other players outside of white's 'catch up on land count mechanic'. Instead I've chosen to focus on creature, artifact and enchantment based ramp; this preserves Green's ramping identity because the other colours have less ramping options while also keeping it all easier to interact with.

*Legacy here is the board game term for games which evolve over time by having 'permanent' changes added to the game.