Commander Cube inspired by the cube created by Brandon Sanderson.
Rules of Commander Cube
Draft
Drafting Rules: Each player will create four piles of 16 cards (packs) face down. Simultaneously, each player will choose one pile and look through the cards. They will select one card from their pack and add the selected card to their “pool” face down. They will then pass their pack to the player to their left. They will continue this process until there are no more cards left in the pack, in which case, they will pick up a new pack and start again. Repeat this process until there are no more packs left and everyone has a pool of 64 cards.
Marks: During the drafting phase, you may choose a Mark at any time. These will alter the game in some way. Any individual Mark may only be used by a single player.
-Identity Marks will affect your commanders’ color identity
-Alteration Marks will change the fundamental rules of the game
-Advantage Marks will give you a small advantage at the start of the game
After the draft phase, players may exchange their mark for another unselected mark. They may only do this once. Players may choose a mark previously selected by another player.
Deck Construction
Deck Requirements: Players will construct a deck with a minimum of 60 cards, with one card selected to be the commander. The commander must be a legendary creature, planes walker. Creatures marked with a Gold Star are to be considered legendary. You may have two commanders if both have partner, denoted by the Green Star. The colored mana symbols on your commanders’ card(s) will be considered their “color identity.” Each card in your deck must not include any colored mana symbols that is not in your commanders’ color identity. There is no limit to the number of copies you may have of a single card. Marks may affect deck building but may also be ignored.
Play
Rules of Play: The normal rules of the “Commander” format apply with the exception of the commander damage rule, singleton rule, and the ban list. Players will resolve any Mark based affects after shuffling but before play begins.
Marks
Pearl Mark (Identity): Your Commander is considered white in addition to its other colors. You may include white cards into your deck. This does not change your Commander’s mana cost.
Sapphire Mark (Identity): Your Commander is considered blue in addition to its other colors. You may include blue cards into your deck. This does not change your Commander’s mana cost.
Jet Mark (Identity): Your Commander is considered black in addition to its other colors. You may include black cards into your deck. This does not change your Commander’s mana cost.
Ruby Mark (Identity): Your Commander is considered red in addition to its other colors. You may include red cards into your deck. This does not change your Commander’s mana cost.
Emerald Mark (Identity): Your Commander is considered green in addition to its other colors. You may include green cards into your deck. This does not change your Commander’s mana cost.
Prismatic Mark (Identity): Choose this mark only if your Commanders color identity consist of 1 color or less. You may include up to 15 cards outside of your Commander’s color identity and may spend mana as though it were mana of any type to cast them
Hive (Alteration): All creatures in you deck have a base power and toughness of 1. All creatures you control share key words and activated abilities.
Co-Optional (Alteration): You may choose to reveal cards as you draw them. Opponents may help cast revealed cards.
Wizard (Alteration): You can’t cast non-commander creature spells. Attacking creatures your opponents' control must attack a player other than you if able.
Chosen (Alteration): You may choose a non-legendary creature to be your Commander. You may take an Identity Mark after all other players have chosen at least one Mark of their own.
Squire (Alteration): You may choose a non-legendary creature to be your Commander. It gains Partner.
Transform (Alteration): Choose a creature type. Creatures with purple stickers are chosen creature type as well as their original creature type. You may include creatures of the chosen type into your deck regardless of color and may spend mana as though it were mana of any type to cast them.
Greed (Advantage): Choose 4 cards in your draft pool and place them in a pile. Each opponent removes a card from the pile. Place the card that remains on top of your deck before the game begins.
Healthy (Advantage): You start with 60 life
Power (Advantage): Creatures you control enter the battlefield with a +1/+1 counter on them if they were cast from your hand.
Regal (Advantage): You start the game as the monarch. Skip your first draw step.
Explorer (Advantage): Before the game begins, you may put a land from your hand onto the battlefield.
Burial (Advantage): Before the game begins, mill 6 cards from the top of your library.