Theros Commander Cube v4.1
(480 Card Cube)
Theros Commander Cube v4.1
Cube ID
Art by Alayna DannerArt by Alayna Danner
480 Card Commander Set Cube22 followers
Designed by AaronMosh
Owned
$1,163
Buy
$647
Purchase
Mana Pool$651.28
Welcome to the plane of Theros, please enjoy your stay!

This Commander cube includes cards from Theros, Journey into Nyx, Born of the Gods, Theros Beyond Death, and some unique Theros-themed cards from other sets. Additionally, it contains cards with ambiguous names, art, and flavor text to complement primary set cards, while simultaneously drawing on the themes of Ancient Greece. All cards were meticulously chosen to stay on theme within these guidelines.

While the cube sticks to pretty strict thematic guidelines, there's still some room for flexibility and creative interpretation. For certain slots that are harder to fill, I've used cards that fit the theme, even if they require a bit of a looser take on the core principles.

Important drafting notes:
  • There are 24 packs, each containing 20 cards.
  • All Mono-color Commanders have the “Partner” ability.
  • Planeswalkers can serve as your commander.
  • The starting life total is 40, and commander damage is 21.
  • Sideboards are your leftover draft cards and Commanders cannot be swapped.
  • For each type of token generated, there are physical tokens available.
  • A copy of Echo of the gods, Star Compass, and Commander's Sphere are available for all players to use. (See the custom cards section at the bottom of the overview for more details on Echo of the gods)
Drafting rules:
  • Players draft 3 packs.
  • Choose 2 cards per card selection.
  • First pack, pass cards to the left; Second pack, pass to the right; Third pack, pass to the left again.
  • After the draft, players have 1 hour to create a 60 card Commander deck. The 60 cards includes 1-2 commanders from your drafted cards. Your deck must match your commanders' color identity.
Deck building:
  • Land Count (24-26): If you want to play it safe, then go for 26 lands.
  • Creature Count (19-23): Creatures are the primary way to deal damage
  • Spell Count (12-16): Removal spells are important since larger creatures are far more likely to be cast.
Mana curve:
  • 1 mana: 2-4
  • 2 mana: 6-8
  • 3 mana: 8-10
  • 4 mana: 6-8
  • 5 mana: 4-6
  • 6 mana: 2-4
  • 7+ mana: 0-2
Archetypes:

wu: Constellation Lifegain
ub: Mill Control
br: Aggro Sacrifice
rg: Aggro/Midrange
gw: Constellation Midrange
wb: Enchantment Reanimator
ur: Tempo Control
bg: Graveyard Midrange
rw: Aggro +1/+1
gu: Midrange Control

Card specific rules: Custom Cards:
  • Echo of the gods is my homebrew variant of The Prismatic Piper, it fits the cube flavor, provides support for mechanics in the cube, and is at a power level that people wouldn't be upset if they had to use.

I appreciate all the new followers on the Cube, thanks for checking it out!

Now that I have had a month to process that last session, some changes need to be made.
This update can be characterized as game-play adjustments with slight elo, interaction, and efficiency improvements. With all the changes that I have made prior to this update, the card pick-ability and the interactions were so much better this time around. It made for a noticeably better game-play experience, so I am confident that this cube heading in the right direction.

White:
Wanted to give white an extra creature.
I have felt pretty weird about Godsend for awhile now, it just doesn't feel like it fits very well in the cube. It doesn't affect commanders past the initial ability and always relies on you attacking. I think Path to Exile is a more direct option that could work better, I'm not sure I will switch it and see if I want to keep that change.

Blue:
From Oracle's Insight to Thirst for Meaning characterizes what I mean by "efficiency improvements" pretty effectively. Its a more upfront quicker draw spell, that doesn't rely on tapping down a creature and it's pretty likely whomever plays this card will have an enchantment in their hand.

Black:
Focusing more on direct interactions.

Red:
Dreamshaper Shaman never really seems to go anywhere.

Green:
As I mentioned in my previous update Nyxbloom Ancient is just too good and lets whomever plays it play solitaire.

Multicolor:
Updated Orzhov to be more aligned with returning creatures from the dead and or graveyard.
Removing Arixmethes, Slumbering Isle because it is just so hard to deal with before it becomes a creature and after it becomes a 12/12 it starts wreaking havoc and is still hard to deal with. (It can become a creature very quickly)
The other combos have been tweaked for more proper archetype alignment.

As always I welcome any feedback, till next time!

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