EDH Jumpstart
(1041 Card Cube)
EDH Jumpstart
Cube ID
Art by Mark TedinArt by Mark Tedin
1041 Card Cube0 followers
Designed by Jeger
Owned
$511
Buy
$430
Purchase
Mana Pool$557.55

Under construction!

How to play

Pair two packs together into a 60 card deck, shuffle up and play!
Clarification: If the first pack you get has a commander that does not have partner, the color of the second pack you get must be of the same color identity as the commander in your first pack. Get a new pack instead until you have a legal pairing. If your second pack has a commander without partner and the color of the first pack is not of the same color identity as that commander, get a new second pack instead until you have a legal pairing.

Play using the rules of conquest:
• Legendary Creatures and Planeswalkers are allowed as Commanders.
• Players start with 30 life each (25 life in 2-player games).
• Commander damage is 12.

Optional rules

Optional rule #1: Player order advantage


To off-set the advantage of going first in a commander game, each player going after the first player starts the game with one or more cards in their command zone which can only be used once.

First player: none.
Second player: Environmental Sciences.
Third player: Environmental Sciences and Introduction to prophecy.
Fourth player: Environmental Sciences, Introduction to prophecy and Introduction to Annihilation.

Optional rule #2: Initiative objectives

Players may take the initiative by claiming an objective. An objective can only be claimed once. When a player claims an objective, resolve it, then exile it.

  • Legion's Landing: When you attack with three or more creatures, take the initiative.
  • Search for Azcanta: At the beginning of your upkeep, if you have seven or more cards in your graveyard, take the initiative.
  • Arguel's Blood Fast: At the beginning of your upkeep, if you have 10 or less life, take the initiative.
  • Vance's Blasting Cannons: Whenever you cast your third spell in a turn, take the initiative.
  • Growing Rites of Itlimoc: At the beginning of your end step, if you control four or more creatures, take the initiative.
  • Theumatic Compass: At the beginning of your end step, if you control seven or more lands, take the initiative.
  • Arch of Orazca: If you control 10 or more permanents, take the initiative.

Themes and commanders

Pack structure: 18 spells and 12 lands
3 Rares/Mythics
6 Uncommons
9 Commons

1 Command Tower
1 "Thriving" Land
1 Evolving Wilds
0-1 "Thematic" Land

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Toxic


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Allies
Winter
Changelings

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