Normal commander rules apply except for the following rules changes:
🔎 Reasoning: Faster drafts and deck-building.
🔎 Reasoning: Allows for hybrid-mana cards to be drafted more flexibly. Only half the cube is drafted, so this rule gives all players the ability to pick up artifact ramp and color fixing.
🔎 Reasoning: Creativity and FUN! :)
The cube contains ~1000 draftable cards, only about half of which will be drafted.
This cube is designed for 4-player commander.
Drafting is relatively flexible and can be done in multiple ways:
Method #1: 4 Packs of 15 cards (players draft 60 cards each and see 480 cards total).
Method #2: 3 Packs of 20 cards (players draft 60 cards each and see 480 cards total).
Method #3: 8 Packs of 15 (for 100 card decks): (players draft 120 cards each and see pretty much the whole cube).
I recommend going with Method #1 or Method #2, because drafts are more varied when only half the cube is drafted.
Since only half the cards are drafted, gameplay can vary greatly between drafts.
Games that feel like EDH (with a twist!): With 60 card decks and the ability for certain commanders to splash a color, an abundance of new strategies are possible!
Although the cube has many powerful commander staples, I've chosen to exclude a lot of what I consider to be overtuned cards, overused staples, and instant-win/feels-bad cards. To see a list of Removed cards 🚫 click here Link
Despite missing some traditional commander staples (like Sol Ring 😱), the cube has a many powerful, fun, and synergistic cards to work with. To see a list of cards I've previous put into or excluded from the cube click here Link
All plays and phases of the game matter: Games should feel close! In this cube, politics, well-timed plays, and resource management is are all vital to your success at the table!
The cube aims to promote board-centric battlecruiser decks.
Due to the added color rule, so many new archetypes are created.
In the cubes current state, I've decided to slowly shift away from heavily leaning into specific archetypes (like enchantress and artifacts-matter for example). Although it can be rewarding for players to successfully build synergistic decks, ultimately, it is better for players to have more generalized and flexible options when it comes to drafting and gameplay.