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.
DraftingDrafting 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.
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 additional mana to cast it again from there. So, you pay
extra the first time, then
, then
, then
, 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 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
,
, or
. That includes abilities, so Samut, Voice of Dissent couldn't be part of your deck because of its
activated ability, which makes its color identity
.
What about transform cards? |
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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 ![]() ![]() |
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? |
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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 , just get rid of your
,
, and
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 archetypesThe 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 paringsThis 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.
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!
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!
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.
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?
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.
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 OverpreformingWe've noticed that threats overstay their welcome and that removal is rarer than we'd like, so we added 10 cards that should help with that.
While Soul's Fire might end up being used as more of a finisher, it does serve this purpose in a pinch. Also, it makes power-matters decks more viable, and we see that as a plus.