This Cube is a WIP.
The following houserules apply, currently under testing:
Mana abilities that produce colors of mana not in your commander's color identity are legal for deck construction. (You may have an Ignoble Hierarch in your Grand Warlord Radha deck)
Tribal identity: Your deck may contain any creature with a subtype that is quoted anywhere in your Commander's card, regardless of color identity. (You may have an Ignoble Hierarch in your Pashalik Mons deck; there is a more detailed example further below)
This Cube is meant for quickdrafting 60 cards decks (59+Commander, minimum), but also works for 100 cards regular EDH drafting. Starting at 30 HP is advised for 60 card decks, rather than the normal 40.
Other Magic and EDH specific rules otherwise apply as normal. Decks must restrict their spells to the Commander's color identity, aside the aforementioned rules, and can include creatures not belonging to the commander's tribal identity as normal.
Tribal Wars EDH Cube
Take upon a commander and lead the tribes they represent to battle against your foes!
This is my second cube, and it is larger and a lot less balanced than my first attempt, a generic mid-power EDH Cube that's tried and tested through tens of matches at cockatrice now, found in this link: https://cubecobra.com/cube/overview/61e81111b7086d0ffdf2366c
This Cube is a lot more challenging to draft, and players might end with more and less powered strategies by the end, to which a versatile deckbuilding, with boardwipes and more and less premium removal to pull back any player that's taken a broad lead on the board, correct threat assesment and the occasional diplomacy, will make a long way to keep the luckier drafters from ROFLStomping the rest of the table - which shouldn't be easy as there are no quick-win combos available to draft.
At the end of the day though, keep in mind the purpouse is having fun. Don't overfocus on a harmless-enough player just to take one out quicker, don't over-target someone who isn't in an archenemy position, and don't be rude or petty when others make mistakes.
Commander Identity:
Your commander's Tribal Identity is every creature subtype quoted on its card - not just in its own subtype, but also, in the rules text. You can take creature cards with any subtype in this tribal identity, regardless of it matching the color identity of the commander.
You can still pick creatures outside the tribal identity, if they match the color identity as per usual.
For instance, Kaalia of the Vast has a Color Identity plus a Tribal Identity of Human, Cleric, Angel, Demon and Dragon (the first two written in her subtype, the last three in her abilities), and you can have a
dragon like Atarka, World Render or a
demon like Silent-blade Oni in your deck despite Kaalia not being
nor
.
As mana abilities don't count for color identity, you can pick up Thriving Isle and Dimir Signet as fixing to hardcast that Silent-blade Oni if need be, but your Command Tower still only generates Kaalia's colors.
You can't have Windfall or Farseek in that deck despite having blue or green tribal creatures there.
You also can't have Shapesharer in, as its oracle subtype is Shapeshifter, though you can have Vizier of Many Faces as it is also a Cleric like Kaalia. And as normal, you can throw in a Selfless Samura and Leaden Myr for utility and ramp, even if they're outside your tribes - being within Kaalia's colors is also enough.
As another example, you can find Human and/or Wizard creatures in every color to put in your drafted Naban, Dean of Iteration wizard tribal deck, but only use blue support spells to back it up. Make sure not to go too wide and strain your manabase however, as you still don't have access to green or white ramp for instance.
As mentioned, this list can be used for regular drafting or quickdrafting.
The later works like this:
Major Tribes (50+ cards, abundant support)
Vampire
Elemental
Human
Wizard
Elf
Spirit
Warrior
Goblin
Dragon
Soldier
Zombie
Secondary Tribes (25-50 cards, some support)
Shapeshifter
Cleric
Beast
Rogue
Shaman
Knight
Angel
Pirate
Merfolk
Cat
Giant
Faerie
Ally
Niche Tribes (5-25 cards, minimal support)
Dwarf
Treefolk
Illusion
Scarecrow
Demon
Ninja
Assassin
Berserker
Druid
Myr
Samurai
Artificer
Minotaur
Ooze
Bird
Fungus
Rat