My cube is pretty much a mashup of a bunch of cards that I find fun in commander! It's not entirely balanced, but hopefully multiplayer games can make up for that.
All two and three color combinations are supported.
The archetypes are fairly straightforward but not always necessary. Many cards just work well on their own or create some interesting multiplayer shenanigans, but I've tried to include some general themes at least in every two color combination.
DraftingI recommend drafting with three 20-card packs per person, and two picks per pass.
There are no pack-construction rules, and no commander packs. Commanders are shuffled in with the rest and aren't too difficult to find.
Every player has access to up to two copies of The Prismatic Piper if they fail to draft the right commander. This is unlikely, but it's good to note that every player is guaranteed to have at least two colors in their command zone.
Special RulesJack-In-The-Mox and Who // What // When // Where // Why are to be treated as if they have a colorless color identity.
Current StatusRight now I'm working on updates to the cube. I'm mostly focusing on balancing and archetypes. I still want some high-powered cards, but I don't want them to easily overrun the table. As for archetypes, I'm mostly trying to make 1-2 supported themes per 2/3 color pair, each with representative commanders.
I'm also currently debating whether all monocolored commanders should gain partner