The Silver Dungeon Adventure
(1132 Card Cube)
The Silver Dungeon Adventure
Art by Joe SlucherArt by Joe Slucher
1132 Card Commander Silver-bordered Unpowered Multiplayer Set Cube49 followers
Designed by DarthPinkHippo
Owned
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Mana Pool$3132.76

Welcome to the Classy Commander cube! The format is multiplayer Brawl, but with a couple of house rules:

  1. In addition to your commander, you will draft a Class enchantment that starts in the command zone and adds to your deck's color identity. I made 7 custom classes inspired by Mage Hand Press's book "Valda's Spire of Secrets" to help equalize color identity representation among the classes. Linked below.
  2. In addition to their other types, Druids and Monks are Clerics, Bards and Rangers are Rogues, Barbarians and Knights are Warriors, and Shamans and Warlocks are Wizards. This does not apply in reverse order.

Archetypes
wu: Party, Venture into the Dungeon
ub: Rogues, Theft
br: Treasure, Sacrifice
rg: Legendary Creatures Attacking
gw: Tokens, Lifegain
wb: Clerics, Venture into the Dungeon
ur: Spellcasting, Dice Rolling
bg: Return from Graveyard
rw: Equipment and Warriors
gu: Ramp, Different Creature Types Matter
wub: Dungeons
ubr: Theft
rgw: Warriors
wbg: Lifedrain
gur: Dice Rolling
wubrg: Party and Dragons (Dragons focused in gur)

There are 1200 cards in the cube, the missing cards are customs linked to below. I started with hitting basically every D&D related reference or mechanic that Wizards have ever put into Magic along with souping up AFR draft. With the release of Battle for Baldur's Gate, I have a lot more D&D to work with, and have been able to better support multiplayer play. There were a few different points it was important to me to include:

  1. I maintained the 10 draft archetypes of AFR. I really, really enjoyed AFR draft and I added multiples of some commons and uncommons from the set to help that along, then found support for these themes elsewhere.

  2. Support for party. I added a bunch more clerics, wizards, rogues, and warriors, support cards for those types, and a bunch of the party cards from ZNR. Further, games start with an emblem in play that help this theme (see above).

  3. Dragons! A heck ton of dragons and dragon support cards to make dragon typal more viable, and to make Tiamat more of a build around.

  4. Silver borders. D&D can get super silly and weird, especially with my group! This is also where I added support for dice rolling. Some Unfinity cards have been remade with new names or art to fit the flavor better.

  5. D&D stuff. Traps, quests, curses, and literally anything that had a direct D&D name. All the things I could fit that helped the flavor.

  6. 60+ custom cards: 25+ commanders based on characters my friends and I have played in RPGs over the years, 10 new Lair lands, 10 new Adventure lands, the aforementioned 7 custom classes (spread over 16 cards), and others to fill specific needs of the cube.
    Cards by me
    More by me
    Witch Class v.3
    Cards by other folx
    Custom Lair lands
    Custom Adventure lands

Draft 2 cards at a time from 3 packs of 20 cards. Each pack is seeded with 3+ commanders, 2+ fixing lands, and 1 Class enchantment.
60 card decks, 30 life, no commander damage
Drafting Grand Master of Flowers gives you a Monk of the Open Hand, drafting Book of Vile Darkness gives you the Hand and Eye of Vecna.
Alchemy cards that conjure spells or draft from spellbooks have the requisite cards set aside for that purpose.

(t:warrior or t:knight or t:barbarian or t:Wizard or t:warlock or t:shaman or t:Rogue or t:ranger or t:bard or t:Cleric or t:monk or t:druid or t:dragon)
reminder for self to add Saint Elenda and new Grenzo from YOTJ

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