All Will Be One
(240 Card Cube)
All Will Be One
Cube ID
Art by Dominik MayerArt by Dominik Mayer
240 Card Commander Set Cube2 followers
Designed by terav0lt
Owned
$462
Buy
$228
Purchase
Mana Pool$142.31
Overview

This cube is a mini commander cube of 240 cards from the Phyrexia: All Will Be One set.

This cube is meant to support 4 players and have commander legends style draft.

60 Card Decks (including commander)
40 life each
No commander damage (this can be adjusted if needed)

Draft Rules:

Drafting will be very similar to Commander Legends style.

Packs will be constructed of randomly selecting 2 commanders, then randomly selecting 18 non-commanders.

Each player will receive 3 packs.

The first pack will be opened, a player will select two cards, then pass the pack.
After this pack has been fully drafted, the next pack will be opened and drafted and the direction of passing will swap.
Repeat for the last pack.

Players will then construct 60 card commander decks.
Basic land will be provided separately.

Cube Breakdown:

24 commander options
25 lands
26 colorless and multicolored(non-commander) (10 multicolored, 16 colorless)
33 of each color

All Mono-Colored Commanders will have Partner.
This is to ensure players have better access to colors they want.

With Land, I needed to branch out to the All Will be One and Brother's War commnander sets, and I grabbed 5 from Kaldeheim for balance. They are identical to the oily sets in function, but were available in the missing colors.
With Colorless, I needed to branch out to the ONE commander set.

White, Black, and Red will have 36 cards each, according to the cube (3 are commanders)
Blue and Green will have 35 cards each, according to the cube (2 are commanders)

Jakub Kasper
33elk -

I don't typically like real fetches outside of powered cubes because I tend to find that they warp draft picks around them. If you have surveil lands, shocks, triomes, and fetches in your non-powered cube suddenly fetchlands just become the only thing you start drafting out of a pack. When the mana is bad, but still consistent enough then you suddenly get a lot more tension "do I draft the fixing or the card that's good in my archetype" where a strong fetchland would make that choice trivial weaker fixing makes it a lot more easy to take the spell over the land.

Just something to think about, especially if you rock a landfall theme or have cards where shuffling matters in some way.

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