Lazav's Commander Cube - Version: 27.1 ⭐ Foundations ⭐
(956 Card Cube)
Lazav's Commander Cube - Version: 27.1 ⭐ Foundations ⭐
Cube ID
Art by Ian MillerArt by Ian Miller
956 Card Multiplayer Commander Set Cube21 followers
Designed by Lazav
Owned
$12,177
Buy
$9,440
Purchase
Mana Pool$5534.45

Rules of Play

Normal commander rules apply except for the following rules changes:


  • 1) 61 card minimum deck-size, including commander(s). No maximum deck-size.

🔎 Reasoning: Faster drafts and deck-building.


  • 2) All hybrid-mana cards and colorless cards (lands and colorless mana-rocks), can be played regardless of their color identity. All other cards must meet the normal EDH color requirements.

🔎 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.


  • 3) If you decide to play a colorless, mono, or dual-colored commander you may add any one color to your commander's color identity. Before the game begins, declare your added color to your opponents. This rule doesn't change cost and color(s) of the commander while in play, but it does change your commander's "color identity".
  • Cards with a [No Splash Stamp] are restricted to their original colors. ➡️ Image

🔎 Reasoning: Creativity and FUN! :)


How to Draft

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.


What to Expect

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.


  • Well supported archetypes and lots of synergy: Many of the archetypes in this cube bleed into each other, so be open to finding new synergies and strategies.

  • To draft a lot of extra cards: You only need roughly 35 playable cards to make a deck; don't be afraid to strategically hate draft powerful cards and/or try to draft multiple different strategies.

  • You won't be playing storm or comboing-off anytime soon: Don't plan on building a combo deck. The limited number of infinite combos that exist in this cube are relatively easy to interact with and require several different pieces to achieve (some of which may not even be drafted).

Archetypes

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.

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