4-Player Commander Cube
(508 Card Cube)
4-Player Commander Cube
Art by Alex Horley-OrlandelliArt by Alex Horley-Orlandelli
508 Card Multiplayer Commander Silver-bordered Cube1 follower
Designed by NirDine
Owned
$187
Buy
$4,261
Purchase
Mana Pool$1522.97
The Big Box of Doom

This is a 480+ card cube for Commander gameplay that utilizes Commander Legends draft rules to build decks for multiplayer, free-for-all gameplay. It supports up to 8 players, but has been constructed with a 4-player pod in mind.

Players start with 30 life and there's no commander damage.

Drafting

Drafting this cube follows similar rules to those of Commander Legends. If you've drafted the format before, it won't be wildly different, but just in case, I'll take the time to explain every step making sure to highlight any way in which the process differs from normal play.

  • Each player is given three randomized packs of 20 cards each.
  • You open the first pack, pick two cards, and then pass the pack to the player on your left.
  • You'll receive a pack from the player to your right, and repeat this process until you run out of cards.
  • For the second and third packs, players will be switching the direction in which they're passing their packs. So, first pack to left, second to the right, and third to the left once again.
  • Once you're finished, you should have a pool of 60 cards from which you'll build a 60-card deck (including lands) following Commander rules.
Commander rules?

Oh, boy. Commander is this format in which you select a legendary creature to serve as your commander. This creature sits outside of the game and can be played as if it were in your hand at all times. If it were to be destroyed, exiled, shuffled into your library, or pretty much leave the battlefield in any way, you can choose to send it back to this special zone. Whenever you cast it from this zone, even if it were to be countered, it costs 2 additional mana to cast it again from there. So, you pay 0 extra the first time, then 2, then 4, then 6, and so on.

The interesting bit is that your commander's color identity determines which cards you can put into your deck. Let's say you chose a r-g legendary creature as your commander, like Borborygmos Enraged, well, then your deck can't have any cards containing a colored symbol outside of those colors present in your commander. So, no w, u, or b. That includes abilities, so Samut, Voice of Dissent couldn't be part of your deck because of its w activated ability, which makes its color identity wrg.

What about transform cards?
A card's color identity takes into consideration both sides of the card, so for transforming cards such as Archangel Avacyn, you should look at both sides when determining her colors. The other side of Avacyn, the Purifier doesn't have any mana symbols on its rule's text nor does it have a mana cost, so, which color is it? Well, some cards have a little colored circle next to the card's type, which determines its color identity. So, if you take both sides, you get a wr color identity.
Building your deck

During your draft you picked up a few legendary creatures to serve as your commanders, now it's time to choose which one/s will helm your deck.

But, what if... I didn't?
You dun goofed! But, not to worry, just like basic lands are provided for you, you can ask for up to two The Prismatic Piper to supplement your commander needs. These terrible, terrible cards will allow you to choose a single color to supplement the color identity of a Legendary Creature with Partner or be used on their own if you don't have any.

Once you do, separate the cards you won't be using due to falling outside of your commander's color identity. So, if you're playing r-g, just get rid of your w, u, and b cards.

Pick the cards you absolutely want in your deck, add 25 to 27 lands, and then fill out the rest of your deck with the best of your remaining cards.

Supported archetypes

The environment was designed with a top-down approach, taking the mana guilds (two-color combinations) and giving each of them a broad but distinct gameplay experience, trying to add overlap between archetypes whenever possible to ensure a freeform approach to deck design.

Two-color parings
  • Azorius (wu): Tokens

This strategy uses tokens to slow down the game while getting an increasing amount of card advantage. Set up a few engines and block all things while your opponents try and fail to reduce your life total.

  • Dimir (ub): Mill

Why reduce people's lives to zero when we can take the scenic route? Make your opponents regret not playing more lands by throwing each and every one of them into their graveyards, then pass and win the game. Never has winning been so effortless!

  • Rakdos (br): Unearth

Be it used cans or paper, recycling is the right thing to do and, in this case, it will win you the game! Use all those big bad creatures your opponent keeps milling into your graveyard so generously and just revive them for a turn or two. But why stop there? Make copies of them and throw them violently against your opponent's life total!

  • Gruul (rg): Power matters

Isn't 4 such a nice number? Not like 3, 2, or... ew, 1... No, madam, we here at Gruul play only big creatures that deal big damage. Ignore that tiny elf that gives mana, we only hang out with them because he's someone's sibling and mom says we need to be nice to them.

  • Selesnya (gw): +1/+1 Counters

What if tiny creatures could get bigger? That's right, achieve everything you couldn't at the gym with Selesnya!

1/1? 2/2? It doesn't matter! Counters make everything a scary threat! You can't make an omelet if someone shoots the basket where you keep all your eggs. But let's be real. At that point, is it even your fault?

  • Orzhov (wb): Control

Look, we know saying "no" to stuff is fun, but people complain way too much about counterspells. So, here's the deal: we let them put all those counters on their creatures, and then we just blow them up! It's basically a delayed counterspell.

  • Izzet (ur): Spell slingers

  • Golgari (bg): Graveyard matters

  • Boros (rw): Heroic

  • Simic (gu): Big mana

List of new mechanics:

Regalias: This mechanic comes from Brandon Sanderson's cube. They act as conspiracies that affect aspects of a deck's commander, such as color identity. Each deck can have up to one regalia, and they don't count towards the deck minimum. They start on your command zone, revealed to all players.

Watchlist Overpreforming Underpreforming Other

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