No-White EDH Cube
(384 Card Cube)
No-White EDH Cube
Cube ID
Art by Karl KopinskiArt by Karl Kopinski
384 Card Commander Vintage Cube0 followers
Designed by nickhefty
Owned
$7,357
Buy
$4,949
Purchase
Mana Pool$7029.99
Introduction

The No-White cube is a 4-color, up to 6-player, multiplayer EDH cube. As the name suggests, white cards are omitted entirely. This cube is designed around making it as easy as possible for each player to build a high-power, consistent, and fast commander deck that can threaten to end the game very early. Going 4-color greatly reduces the number of archetypes to keep track of and increases the percentage of high-value cards that slot into multiple strategies. There is nothing wrong with white magic cards, but the primary strengths of the color (limiting players' resources, taxing players, lifegain, etc.) often lengthen the game. Games with this cube are meant to be swingy and fast.

Deckbuilding Rules:
  1. Each deck must have one or more Commanders.
  2. Your commander can be any legendary creature. You may have two commanders if both have the ‘Partner’ ability.
  3. Deck size is exactly 60 cards, including commander(s).

To simplify drafting and deckbuilding, there are no other deckbuilding restrictions. The commander color identity and singleton rules do not apply to this cube; you may play any cards you draft.

“Where’s the mana fixing?”

Perfect mana fixing is built into the cube.
Instead of the standard card back, the back side of each card is "Ever Growing Kingdom."

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When you are building your deck, you will flip your unwanted cards into lands. You can't flip cards in their sleeves during the game.

Drafting

There are two recommended multiplayer draft formats for this cube.

  • 4 packs of 16, take 2 and pass
  • 6 packs of 11, take 1 and pass
  • For a 3 player draft, I recommend a grid draft with two 3x3 grids, refilling after every pick.
    Other formats can be used, as long as each player ends up with 63 cards minimum.
"Why 63 cards?"

This draft format introduces a few special cards that can influence the way you draft and build your deck. The two types of special cards are Potions, and Blessings. These cards are drafted like all other cards, but do not count towards deck size. Like commanders, they are revealed when the game starts.

Potions

Potions allow you to bend the rules of what you could normally put in the command zone.

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Blessings

There is one blessing for each color. They allow you to expand the colors of cards you can play in your deck.

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Deckbuilding

Deckbuilding can be made easy if you know what to look out for as you draft. Here is a breakdown of a very successful deck with 1 commander:

  • 1 commander
  • 24 lands
  • 35 nonlands
    • 0-2 boardwipes / mass removal (destroy each *)
    • 7+ mana rocks / ramp
    • 5+ targeted removal (destroy target *)
    • 7+ card draw sources
    • Depending on the archetype, 10-30 of these cards should be creatures.
    • For partner commanders, you generally will cut a nonland rather than a land card.

Once you have selected the cards you will be playing, (most of) the rest of the cards in your pool with be your lands. Pull each card out of it's sleeve, flip it, and put it back in the sleeve. Now your deck is ready to shuffle up.

Archetype Guide

This section will contain a brief description of the main supported archetypes in each color pair. The primary commander options, key support cards, and alternate commanders to add a color will be provided for each archetype. Keep in mind, there are other viable commanders in these colors. Also, there are many powerful support cards that are not listed here. Think of the support cards here as defining a category of card that works with these strategies.

ug - Valuetown Primary Commanders:


The Simic archetype provides most support for general goodstuff with a slight focus on enter-the-battlefield triggers. Card draw and ramp are very natural in these colors, so leaning too hard into a specific strategy is not really necessary.

Support cards:

Add a color

bg - Graveyard Matters Primary Commanders:


The Golgari archetype is all about playing with the graveyard.

Support Cards:

Add a color:

rg - Big Boys Getting Triggered Primary Commanders:


The Gruul archetype is all about ramping out huge creatures and smashing the opponents. Both of the primary commanders have extremely powerful triggered abilities that get out of controll if you find a way to copy them..

Support Cards:

Add a color:

ub - Mill Primary Commanders:


Dimir mill has the potential to be extremely powerful in this format. Put things in your opponents' graveyards, use those things against them, win the game.

Support cards:

Add a color:

br - Punisher Primary Commanders:


The Rakdos archetype is all about hurting your opponents for everything they do. Keep a low creature count, wipe the board often, and drain everyone's life total away.

Support Cards:

Add a color:

ur - Theft Primary Commanders:


The Izzet archetype is all about stealing your opponent's creatures. There are several synergies to allow you to turn temporary thefts into permanent ones.

Support Cards:

Add a color:

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