Welcome to my cube! This cube has been in the works for many years now, and I'm so happy it's finally ready to be played! This cube has a heavy focus on building around 3-color commanders. Not just because I think they're the most fun to build, but because I also think 3-color commanders have some of the most unique designs without having too many colors in their color identities, which can lead to decks devolving into "good stuff piles". That said, the cube is by no means in its final form yet, and I plan on making changes as I receive feedback from players. For now though, I hope you enjoy drafting and building decks with my cube, and I can't wait to continue to make changes to ensure the cube is the absolute best it can be. Without further ado, let's get in to the drafting rules of the cube and what themes you can expect to see as you're drafting and deckbuilding.
The cube is meant to be drafted in pods of 8, and it can support up to 16 players (two pods of 8) drafting at the same time
Each player is given three, 22-card packs to draft
Players pick TWO cards per pack and pass packs to the player on their left for pack one, to the player on their right for pack two, and again to the player on their left for pack three
Packs are seeded with 3-color commanders. Which commanders are included in the draft as well as the number of commanders seeded in each pack is dependant on the amount of players drafting. Any 3-color commanders not seeded in packs are left out of the draft pool.
Breakdown of seeding for commanders is as follows:
8 Players Drafting | 12 Players Drafting | 16 Players Drafting |
---|---|---|
Two seeded in each pack. (Four and five color commanders excluded from the draft) | Two seeded in packs 1 & 2, One seeded in pack 3. (Four and five color commanders excluded from the draft) | Two seeded in pack 1, One seeded in packs 2 & 3. Additionally, the four and five color commanders can only show up in pack 3 (to help prevent decks from becoming 4/5-color "good stuff piles" early on in the draft) |
After the draft is over, each player will be given a Command Tower to add to their pool. Each player will then construct a 60-card commander deck (commander(s) count towards the 60) that follows standard commander color identity rules. It's recommended decks have roughly 24-26 lands and 34-36 nonland cards.
While it is recommended that players build 3-color decks since those are the most supported color pairs in the cube, it is not a requirement
Players will then split up into groups of 4 to play a game of commander with their decks
All other normal commander rules apply: Starting life totals are 40, first mulligan is free, and commander damage is 21
For the first iteration of this cube, I decided not to include any Conspiracy, Unset, or banned cards. This was done with the intention of making drafting and playing with the cube as intuitive as possible. That said, I'm open to changing this philosophy if there's enough interest from the playerbase.
Meet the Commanders:
Primary Theme(s): Artifacts, Tokens
Notable Support Cards: The Flesh Is Weak, Illustrious Wanderglyph, Thopter Spy Network, Marionette Master, Urza, Prince of Kroog, and Threefold Thunderhulk
Secondary Theme(s): Go-Wide Aggro, +1/+1 Counters
Meet the Commanders:
Primary Theme(s): Spellslinger (Instants/Sorceries)
Primary Theme Support Cards: Maestros Confluence, Talrand, Sky Summoner, Sedgemoor Witch, Guttersnipe, Vohar, Vodalian Desecrator, and Melek, Izzet Paragon
Secondary Theme(s): Aristocrats
Meet the Commanders:
Primary Theme(s): Aristocrats
Primary Theme Support Cards: Riveteers Ascendancy, Priest of Forgotten Gods, Nadier's Nightblade, Voldaren Thrillseeker, and Greater Good
Secondary Theme(s): +1/+1 Counters, Goad/Forced Combat
Meet the Commanders:
Primary Theme(s): Creature ETBs, Flicker
Notable Support Cards: Sun Titan, Mulldrifter, Lord of Change, Virtue of Knowledge, and Eternal Witness, and Radagast the Brown
Secondary Theme(s): +1/+1 Counters, Go-Wide
Work In Progress