Clone of D&D Commander
(665 Card Cube)
Clone of D&D Commander
Art by Phil StoneArt by Phil Stone
665 Card Cube0 followers
Designed by AndreyGero
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$816
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Mana Pool$1145.07

Cloned from D&D Commander


Welcome to
Dungeons and Dragons Commander Cube
Battles in the Forgotten Realms

Cube Overview

This is a cube designed around AFR and CLB and their corresponding precons. There is some Eldraine, Zendikar, and other assorted sets thrown in that fit the flavor. Some cards have been re-balanced to improve their playablity.


Cube Goals

  1. Make a set that makes logical sense entirely within the Forgotten Realms World
  2. Emulate the feel of commander
  3. Have games that reward combat to avoid board stalls
  4. Allow room for each player to make big swingy plays that don't feel backbreaking

Gameplay

Drafting
  • Draft 4 15 card packs
  • 1 2-color or "Choose a background" legend and 1 background per pack
  • A player picks 1 cards per pack
How to draft different formats

6-8 players: Draft and split into 2 pods.
4-5 players: Draft and play 1 pod.
3 or fewer players: Play sealed.

Or if you prefer to play sealed, that's always fine too of course.
6 packs is the ideal number for sealed.

Deck Construction

Deck size 60, not including your commander(s). 34-35 non-land cards and 25-26 lands. You have access to any number of basic lands.

There is no color-identity. Play what you draft. Make sure to draft enough fixing for colors you want to play.

Since this is commander, it is recommended to have sources of ramp, adequate card advantage, and a density of removal. But this being draft, the format is slower than normal commander.

You may use any number of "Faceless Ones" during deck construction as your commanders if for some reason you don't find a commander to build around (this is highly unlikely). They are not included in the list.

Any planeswalker can be be your commander. There are 5 mono-color commanders this extends to.

You also have 1 command tower in your pool at the start of the draft. This is to help 3+ color decks since the 2 color decks often don’t need the fixing.

Gameplay

There is no commander damage, and players start at 30 life.


Custom Rules

Grand Master of Flowers

When GMoF is drafted, he comes with 1 copy of "Monk of the Open Hand" added to your draft pool. 1 more is available in the cube as well.

Expanded Party

Because I think party fits well, I am adding extra party types to match the 5e core player’s handbook classes. The math of "having a full party" the same (i.e., needing 4 creatures)

  • Bard
  • Barbarian
  • Druid
  • Monk
  • Knight (Paladin)
  • Ranger
  • Shaman (These sets use 'Shaman' as sorcerer)
  • Warlock

I will be adding a sticker on the inside of cards that 1) fall under these expanded party types, or 2) care about party types to remind a player that the types are extended.


Gameplay Achievements

Here are some thematic or cool gameplay moments that could occur during a game. If a player gets one (and is okay with their name here) I will add their name underneath.

  1. Kill someone with Inferno of the Star Mounts's ability
  2. Kill someone with Lightning bolt
  3. Use The Book of Vile Darkness to summon Vecna
  4. Complete all 4 dungeons
  5. Use Minion of the Mighty to put out any Ancient Dragon
  6. Equip Orcus, Prince of Undeath with the Wand of Orcus
  7. Kill all Opponents with your commander
  8. Cast Barroom Brawl and end up with the only creature in play
  9. Use Tiamat to kill the Grand Master of Flowers
  10. Have all chromatic dragons (white, blue, black, red, green) or gem dragons (crystal, sapphire, topaz, amethyst, emerald) in play at once (Bonus point for all Ancient Metallic Dragons in play at once)

Banned and Watch list

This section is dedicated to a list of cards either deemed "too good" (banned) or "possibly too good" (watch). This will only be updated after each draft and before the next.

Banned Watched
Mechanics

Here is a rough outline of the Archetypes. They are mostly just the ones from each of their corresponding sets. The cube was designed to try and support as much of the archetypes as possible, but some are more represented than others.

Colors broadly have mechanical differences and similar mechanics that can manifest into archetypes. Here I have listed what colors care about to help drive players into the various 2 color combinations.

Party

Main: wb

Secondary: u

Tertiary: rg

Myriad

Main: wr

Secondary: u

Equipment and Auras

Main: wr

Secondary: ug

Tertiary: b

Dungeoneering

Main: wu

Secondary: b

Tertiary: rg

Adventures

Main: gru

Secondary: w

Tertiary: b

Saboteur

Main: ub

Secondary: r

Dice

Main: ur

Tertiary: g

Dragons

Main: urg

Tertiary: wb

Cast From Exile

Main: brg

Secondary: u

Second Spells

Main: wu

Secondary: r

Flicker

Main: wu

Secondary: g

Tertiary: br


Archetypes

Azorius w-u

Gather your party and venture into the dungeon, heaping great rewards as you go! With many enter-the-battlefield triggers, you will grind out a win!

Major Theme: Venturing for value.
Sub-theme: flicker.

Dimir u-b

Crafty Rogues sneak behind enemy lines to deal a lethal blow! Steal from enemies, make treasures, or sneak your way through the dungeon for the win!

Major Theme: Combat Damage triggers.
Sub-theme: Venture.
Sub-theme: Theft.

Rakdos b-r

Life and money are just tools you use for power. Sacrifice is the name of the game. Sac treasures and creatures to win the game!

Major Theme: Sacrifice.
Major Theme: Treasures.
Sub-Theme: Goad.

Gruul r-g

Overrun your enemies as the unstoppable horde! Whether lead by your dragon generals or not, attack and attack some more for the win!

Major Theme: 'Pack Tactics'.
Sub-theme: Dragons.

Selesnya g-w

Gather the dozens of little tokens into your army to eventually swarm the enemy! That, or 'suit-up' your commander to voltron for the win!

Major Theme: Tokens.
Sub-theme: 'Suit-Up' (auras and equipment).

Orzhov w-b

Complete the dungeon as fast as possible! Your party is expendable in your quest for the win!

Major Theme: Speedrunning dungeons.
Sub-theme: Morbid.

Izzet u-r

Embrace the random! Roll dice and sling your wild spells to blast the enemies away! Alternatively, harness your inner dragon to fuel your flames.

Major Theme: Dice rolling.
Major Theme: Spell slinging.
Sub-theme: Dragons.
Sub-Theme: Goad.

Golgari b-g

Life and death are at your fingertips! Harness your creatures death to fuel your spells. But your minions life doesn't end there, bring theme back to serve you from beyond the grave!

Major Theme: Morbid.
Major Theme: Graveyard.

Boros r-w

Suit up your party to enhance their power! Swing at all your enemies at once to keep the pressure up!

Major Theme: Equipment.
Major Theme: Myriad.

Simic g-u

Become a herald of nature and steward its growth. Harness the power of the land to summon large monsters and dragons to smash your opponents!

Major Theme: Ramp.
Sub-theme: Dragons.

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