Description

This is a Commander Cube. To draft this cube, start by making four packs of cards (5 cards per pack) with the following 20 commanders.

  1. Marath, Will of the Wild *f-etch*
  2. Queen Marchesa
  3. Riku of Two Reflections
  4. Keranos, God of Storms
  5. Hanna, Ship's Navigator
  6. Shu Yun, the Silent Tempest
  7. Damia, Sage of Stone
  8. Olivia Voldaren
  9. Shattergang Brothers
  10. Sharuum the Hegemon
  11. Omnath, Locus of Rage
  12. Sygg, River Cutthroat
  13. Rashmi, Eternities Crafter
  14. Ayli, Eternal Pilgrim
  15. The Gitrog Monster
  16. Selvala, Explorer Returned
  17. Karador, Ghost Chieftain
  18. Aurelia, the Warleader
  19. Roon of the Hidden Realm
  20. Jeleva, Nephalia's Scourge

Give each of the four players in the pod one of the 5-card packs. Draft those 5-card commander packs. The commanders you draft during this sequence will be what you have access to as a commander during deckbuilding. (Note: there are only five legendary creatures among the main draft pool, one for each mono-color. If you pull one of these, you may attempt to make a mono colored deck. I didn't include them in the commander packs because I wanted to try to steer clear of mono-colored strategies.)

With the remaining 360 cards in the main draft pool, make 6 packs of 15 cards for each player in the pod. That's 90 cards per player to draft an entire commander deck. Fill in the missing slots with basic lands.

Cards that are purposefully not included in this card pool due to power level restraints:

There are still some very strong cards in the card pool. Some of the strongest of which are:

There's enough tutors in the pool that hopefully everyone gets at least one, if not two or three, but I didn't want a format where everyone's playing with 5+ tutors. I also didn't want a format where someone turn 1 sol ring's and stays ahead the whole game. I mainly stuck with very fair mana rocks, and mostly midrange green ramp spells. You won't find Exploration, Oracle of Mul Daya, Burgeoning, or Azusa, Lost but Seeking here. Instead, you'll find the likes of Cultivate, Kodama's Reach, and Explosive Vegetation. This allows green to get ahead on mana which it should be able to do because of its color pie, but doesn't allow anyone to drop something like a 7-drop on turn 3. As far as mana dorks go, I've included Birds of Paradise to fit any mana-combination, as well as Deathrite Shaman which seems relaxed enough without fetch lands.

As for graveyard hate, it exists but it's extremely harsh or prevalent. Scavenging Ooze and Stonecloaker will hit one at a time. Elixir of Immortality can stop your opponent from attempting to reanimate from your graveyard. Finally, Ghastly Conscription hits very hard, but at a high cost. I didn't want to include cards like Rest in Peace or Tormod's Crypt because graveyard interactions are a huge part of this cube's theme. The graveyard matters a lot in this cube as it is flushed with reanimation, looting, dredge, and flashback spells. I even included some retrace and threshold. Overall, if the graveyards were constantly being exiled, many emergent strategies would be hurt too harshly.

When building this cube, I was aiming for decks that would play a solid 1-2 hour game with plenty of choices and interactions. The game probably won't be short due to nerfing ramp spells and the very best of deck manipulation and tutors. I tended to steer towards token generation as another theme of this cube. I'm looking for complicated combat steps, and trying to avoid every deck resorting to extreme degrees of evasion. There's still plenty of evasion for those that are looking for it, but not so much that the format is defined by bland combat.

Colorless (81)


Gold (102)


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