This is an altered version of Tom's Commander Cube- if you want to see his please go take a look at it here!
https://cubecobra.com/cube/overview/cmdr-cube
Welcome to Caleb's rendition of Tom's Commander Cube! Below will be a brief primer of the cube that gives an overview, highlights the key archetypes present, and explains the alternate rule sets that this cube is designed around.
RULES QUICK GUIDEDraft FOUR packs of 20 cards (6 packs for 100 card deck- maybe 7 still testing)
Commander color identity rules apply with 3 main exceptions:
Players draft from 4 packs of 20 cards from the cube and build a deck of 60 (59/58 + general(s)). Players draft two cards at a time. Any legendary creature or planeswalker drafted may be used as a general.
In order to replicate the feel of commander and for balance, it is vital that some staples be made available to all players. For this reason, there is 4 copies of the following cards in the draft, so mana fixing is not a have-to-take draft selection. If you draft multiples of these cards, that is allowed.
OVERVIEWI wanted to make a draft experience of commander without taking the longer amount of time/cards needed to make a 100 card deck and also allowing for newer players to have a fun drafting experience with many options to pick from. There is a lot of higher-power EDH cards in the cube, but with a typical draft this is part of the fun as getting bombs can make/break your deck. Creature combat is a priority in the cube with many cards like monarch to encourage attacking.
There is a few fun draft cards included/ not legal cards included to spice up the experience even more, (INCLUDING SILVER BORDERED) but I took out conspiracy cards and booster draft cards as they were hard to integrate onto an online medium.
A number of cards that are Banned or not legal in Commander are found in the cube. I'm not too worried about their power levels as decks are much more inconsistent due to being drafted rather than constructed. There are only a handful of cards and they honestly feel pretty fair.
The classic blink deck. Abuse blink effects for insane value. This deck has some sweet tools to utilize creatures and other permanents with amazing "enters the battlefield" effects.
The somewhat control-centered colors are focused on taking things that don't belong the them. Attack in with evasive creatures and remove anything in your way!
A archetype in emerging new Rakdos that I really enjoy as a new way to get value in colors normally in pain/gain strategies.
These deck wants to rinse, reuse, recycle land cards by discarding, sacrificing, or bouncing them to then replay them for those awesome Landfall triggers. Gruul is getting some exile matters cards that I will also be testing.
Go wide with tokens and counters to create a board state that is impossible to contest. Populate and Convoke cards really reward this game plan.
This aristocrats style of play wants you to generate tokens or play creatures with sweet death triggers and play around with sacrifice shenanigans and recursion from the graveyard.
Whether you are weilding a Kess, Dissident Mage or a Mizzix of the Izmagnus, there are tons of synergistic cards to be found in this archetype. If you like playing solitaire while your opponents stare in impending doom, this is the deck for you.
This is the reanimator/morbid strategy. Discard cards and pull them back with commanders like The Mimeoplasm or maybe sacrifice small creatures to get crazy value. While somewhat different strategies, one thing in common is that they want to see lots of cards in the graveyard.
Boros beats with artifact synergy backup- all the good boros beatdown cards are in here with some fun ways to aggro down your opponents from 30 life or use artifacts to buff up your board and take down your opponents! Splash into Naya or Mardu to get some interesting creature-based synergies!
This strategy has some very deep veins you can explore and there is so much more you can do even outside of the main archetypes. A lot of the 2-color commanders have a specific theme that can be capitalized on, but will take some effort.
Have fun drafting!!
See Tom's notes for picking cards for the draft!
During the draft you should prioritize your picks effectively. The following guide is to help beginners with the cube accomplish this:
There are 4 major card types to look out for in packs 1 and 2.
After these conditions are met is when you should begin looking for cards that fit your deck appropriately and help along your game-plan.
For any rule not specifically covered, feel free to house rule it. Do what works best for your play group.