4 Player Commander Micro Cube
(240 Card Cube)
4 Player Commander Micro Cube
Cube ID
Art by Mark A. NelsonArt by Mark A. Nelson
240 Card Cube23 followers
Designed by likeasir001
Owned
$58
Buy
$754
Purchase
Mana Pool$2988.82
General Overview

Casual Micro Commander Cube for 4 players, 240 cards

40 Commanders total in the cube:

  • 10 Mono-Coloured (2 per colour)
  • 20 Two-Coloured (2 per colour pair)
  • 10 Three-Coloured (1 per colour combination)
Drafting & Gameplay Draft Procedure
  • 4 players draft 5 packs of 12 cards each
  • 2 picks at a time
  • Seeded packs - 2 random commanders per pack
  • Each player also gets two copies of Prismatic Piper as a fallback option
Deckbuilding Rules
  • All Mono-coloured Commanders are treated as if they had Partner
  • Deck must be exactly 60 cards incl. Commander(s)
  • Deck must comply with commander colour identity
Gameplay

During play, all normal Commander rules apply, such as:

  • Players start with 40 life
  • First mulligan is 'free', i.e. keep seven cards.
  • Commander tax and Commander damage rules apply

Generally, I expect this to be a combat focussed gameplay experience. Token generation is a theme across all colours to some degree, although it is more pronounced in white compared to other colours such as blue or red. Having said that, there are ways to close out games other than combat damage, particularly in black (lifedrain).

Colours and Archetypes

I won't go through all commanders here, instead I will try to list the supported archetypes across the ten two-colour pairs.

Mono-coloured decks are not viable in this cube, primarily due to the 'micro' nature of the cube which leads to smaller card pools for each colour. Even forcing a single colour will likely not result in enough playables for a 60 card deck. This is why all mono-coloured commanders are treated as if they had Partner.

Finally, the ten three-colour commanders attempt to build on or bridge the themes present in the two-colour pairs feeding into each of the three-colour shard.

Two-colour Archetypes Azorius wu - Blink

Dimir ub - Spellslinger, Tokens

Rakdos br - Sacrifice

Gruul rg - Landfall

Selesnya gw - Tokens, Landfall

Orzhov wb - Tokens, Aristocrats (Lifedrain)

Izzet ur - Spellslinger, Tokens

Golgari bg - Graveyard, Recursion

Boros rw - Tokens, Non-creature Spells

Simic gu - Lands Matter

Reflections

Being still new to cube design, I will continue to observe how 'balanced' the colour pairs and resulting decks are going to be. With some colour pairs I struggled more than with others to find commanders and themes that I found compelling, particularly Dimir and Simic are perhaps not as clear in identity as some of the other guilds.

Hopefully, time and play experience with this cube will help improve the environment and spot gross power outliers as time goes on.

Closing Comments

Cube design approach loosely inspired by Channel Fireball's "How to Make a MTG Commander Cube" by Eric Levine:

Also of course I would not have been able to start my cube journey if iot wasn't for Lucky Paper Radio - most likely people are already well aware of this amazing podcast on all things cube, but if not then definitely check them out!

Intro

Time for another update, although we only managed to play one more (three player) game with this cube since the last update.

I'm making cuts that I've been thinking about for a while now, mainly reducing board wipes and cards that just haven't seen any play in all the games to date (including four commanders!). Also I'm adding cards from a wider pool of Options now as I'm not limiting these changes to what I happen to have in my current collection.

One factor in my decision making is that our cube games have consistently lasted over an hour, and I want to work towards enabling faster games. Mainly because drafting and deck building takes us around 50 minutes, essentially replacing one of the 3 (occasionally 4) games we can get in when we play on a week night1^1.

1^1: Our "normal" Commander games also typically last anywhere between 1h - 1h30 so maybe we're just slow players or our decks overall are just not "explosive" enough to close games? Anyway, that's a topic for another day...

Cuts and Additions Board wipes

I won't go through every single card, but I think the overarching aim is radically reducing the number of board wipes in the cube. Last time we had three board wipes in our game (+ Massacre Wurm so arguably four) - sure, perhaps this was an outlier game, but it nudged me enough to make these changes now.

So I've taken out most board wipes and left only a few that are asymmetrical in nature such as Disrupt Decorum or Massacre Wurm. I decided to add Aetherize as a more situational, but asymmetrical pseudo board wipe and I left Nevinyrral's Disk as a colourless option and because that one you "see coming" so at least it gives players a chance to interact before it untaps.

I've also taken out Cyclonic Rift despite its asymmetrical nature, because I fear it could lead to "feel bad" moments as there's little effective counter play here.

Attack enablers, disruptors, and evasive threats

To avoid the reduced board wipes resulting in sticky board stalls that also end up dragging out the game, I tried to add more cards that enable attacks or disrupt opponents' blockers and creatures in other ways, building on changes I made last time. This includes for example Bident of Thassa, Atraxa's Skitterfang, Bothersome Quasit, or just more evasive threats such as Bonehoard Dracosaur or Lady of Laughter.

New Commanders

Swapping four Commanders is arguably a change that warrants to be talked about before anything else but I was just more bothered about the board wipe situation to be honest.

Anyway, I'm swapping Commanders that haven't seen play to hopefully entice their respective colour combinations to see more play:

Brago, King Eternal might end up being too strong, but at the same time the "Blink" archetype has not really seen play so far, we'll see if Brago changes that.

Rakdos, the Muscle comes in as an attempt at a more enticing Commander for Rakdos Sacrifice, another colour pair that has not yet seen any real play.

Soul of Windgrace replaces Lord Windgrace (thanks @samuraisaktio for the suggestion), again just to switch things up a bit as Jund's not seen any play yet either.

Finally, Atla Palani, Nest Tender was always bit of a shoe-in just to have a Commander for Naya colours, but the new Ghired, Mirror of the Wilds seems interesting and I want to give it a try in this cube where there's plenty of tokens being generated.

A brief note on Purphoros, God of the Forge: I worry it could dominate games, but so far it has yet to really "pop off". However, I am adding more exile removal into the cube to balance the scales a bit against him and the other two gods in the cube.

Cutting "win out of nowhere" cards

Ok I said I want games to end quicker and now I'm talking about removing win cons from the cube, but I'm trying to replace win cons such as Akroma's Will or Triumph of the Hordes with ones that feel more "fair" and less "out of nowhere".

Replacing "unsuccessful" cards

I'm cutting a bunch of cards that I thought might be good utility or "glue" pieces but they just never saw play and I never found myself putting them in any of my decks. This includes largely artifacts such as Panharmonicon or Conjurer's Closet, so I'm taking these out just to put more interesting cards in, for example Nazgul Battle-Mace was a card I only came across today which seems like a good fit to encourage more combat action.

Closing thoughts and other considerations

I must admit I've not really kept up with the latest sets and releases, I drafted MKM twice and have been casually browsing reddit for spoilers but large parts of MKM, PIP, and OTJ (plus all the respective bonus sets and commander sets etc. etc.) I have not had the mental energy/drive to look through. Also, I don't want to introduce too many keyworded mechanics into the cube as one-offs and have one random creature with "Disguise" or one lonely card with "Saddle" or whatever as that will just increase overall complexity and make games and board states harder to track for everyone involved.

Another thought I've been toying with in the back of my head was potentially dropping the colour identity restriction for decks in this cube, just to enable more splashes and more diverse decks. However, a) colour identity seems like a core thing that makes Commander... well, Commander and b) our POD is still unexperienced in all things Limited Magic so the restriction of colours in a way adds "guard rails" and perhaps makes it easier for us to "know what to draft" instead of ending up with "aimless soup" decks every time. I might try it as a one off at some point in future!

Appendix: Cube results since last update

rwb Queen Marchesa
gu Jolrael, Voice of Zhalfir
bgu Zimone and Dina

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