Grimjack's Commander Cube

Cube ID
Art by Mark TedinArt by Mark Tedin

540 Card Commander Multiplayer Legacy+ Cube

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Designed by GrimjackRSSQR Code

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$982
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$9,736

This is my ~540 card EDH Partners Cube, which is designed to draft straight-up for a 4-man pod of Commander. Pods can draft either 4x15 or 3x20 card packs to assemble 60 card decks*. There are no special packs for Commanders; everything is mixed in.

*Wait, only 60 cards? Why not 100, isn’t this a “Commander” Cube? The simple answer is TIME. Usually when we draft this cube IRL we only play one group game before the night is over. A typical drafted EDH game goes about 10-15 turns, so on average you’ll only see about 30-35 cards in a single game. Drafting to build a cohesive 100 card deck would require 8+ packs, and you’ll never see the majority of them anyways. You get a pretty good sample for a 60 EDH card deck without a huge time investment.

There is a very high density of legendary creatures (145 +/-) to build a wide variety of Commander decks from. Color identity rules still apply, so early drafting decisions are very important. The central theme of the cube features the 15 original Partners from C16 plus most of the new Commander Legends partners to provide flexibility in building a Commander deck.

To further the Partner Dynamic as of 2023, each Mono-color Legendary creature is amended to include "Partner" in its rules text to expand diversity of drafting.

The Cube features over ten archetypes, but many overlap to encourage creativity in deck building. (Sort codes are Tagged in Cube List.)

WU(b) - Artifacts


UB - Theft

BR(g) - Forced Combat

RG - Modified

WG - Humans

WB - Lifegain

UR - Magecraft

BG(w) - Graveyard

WR - Attacky

UG(r) - Alternate Casting w/ Cascade & Copy

WUBRG - Legends Matter

Design Notes:
I purposefully utilize “universal” mana rocks and lands that aren’t restricted by 2-color pairs to fix with Color Identity in mind. Consider, a rock such as “Arcane Signet” works in any color identity, unlike “Selesnya Signet” which is limited to only WG (or WGx) identical, which diminishes its usage. Likewise “Thriving lands” offer modular fixing to have a better chance to better match the exact color identity you need too, as opposed to “Savannah”.

On a similar theme, I limit multicolor cards only to legendary creatures. That way if they are drafted (at minimum) define their own color identity if you selected them as the commander of the pool. There are always a few off-color cards passed at the end of each round, but expanding a 3-color commander in a later round potentially opens up an unexpected strategy.

Although it would be great to play more multicolor staple spells (like Terminate, or Boros Charm, or similar) I didn't want them to be passed if it couldn’t be a commander.