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Archtypes:
WUB – Flicker Value
Flicker your creatures for fun and profit! Keep a steady flow of enters-the-battlefield effects by exiling and returning your own creatures or returning them to your hand to recast.
UBR – Graveyard Midrange
Harness the power of your graveyard to disrupt your opponent, recur high-value threats, and gradually overwhelm the helpless opposition.
BRG – Classic Jund
Utilize high-strength creature removal and individually powerful, self-sufficient threats with some light sacrifice synergy.
RGW – Heroic Aggro
Target your creatures with Auras and combat tricks to generate powerful effects that secure your victory in combat.
GWU – Big Ramp
Go big, or go . . . well, bigger. Play big ramp spells, big card draw, and big creatures to dominate your opponent.
RWB – Sacrifice
A well-placed pawn can be more powerful than a king. Marshal your disposable minions and sacrifice them for the greater good.
GUR – Midrange Ramp
With copious mana and ample ways to keep the party going, you can flicker your own creatures, out-draw your opponent, or simply overwhelm them with giant monsters.
WBG – +1/+1 Counters
Build a massive board presence by enhancing your creatures over and over again. Why choose between building wide or building tall? Do both!
URW – Prowess
Master both the art of combat and the ways of magic with an array of inexpensive spells to empower your prowess creatures.
BGU – Graveyard Growth
Your graveyard is your most precious resource! As your graveyard grows, so too do your minions.
TIP
Draftism https://draftsim.com/mtg-commander-draft-guide/
- Any two mono- or zero-color legends can be partners. This rule is only present in Commander masters draft. You cannot pair two, two-color legendaries together, or a two-color legendary with a mono-color legendary. You can only pair mono-color and colorless legendaries together as partners.
- Commander draft boosters have 20 cards in each pack compared to the normal 15 (one of which is an irrelevant basic land).Rather than picking one card per pack, you pick two cards at once.
- You draft a 60-card Commander deck, rather than a normal 40-card deck.You want to pick at least one commander (more on that later) and can only include cards in the color identity of your commander(s).Since we already know that The Prismatic Piper appears in Commander Masters, expect the partner mechanic to return as well.There haven’t been any 4- or 5-color commanders in past Commander Draft sets.In the event you weren’t able to have a commander, you can play The Prismatic Piper even if you didn’t draft it.Commander Draft Gameplay RulesAfter you draft and build your deck, you split off from your Draft pod into a 4-player pod and battle it out.
- Each player starts with 40 life, not the usual 20.Commander damage is a thing, just like in regular EDH. Any player who takes 21 or more damage from the same commander over the course of the game loses.
- There are no official alternative mulligan rules for Commander Draft.However, given that you’re only playing one game rather than best-of-three, consider giving everyone in your pod a free mulligan!
- For Deck Building you should have between 25 to 28 Lands
Decks: 60 Cards +
Player Count: 3-5
Game Duration: ~120min
Inspired by one of the most popular formats, this is a multiplayer fight to the finish! At the start of Commander Draft, each player opens one of three booster packs containing 20 cards and drafts two cards into their card pool at a time. This play style is generally meant for increments of four players, and the seating arrangement should be at random. You may add multiples of the same card to your deck and each deck must have at least 60 cards.
- Each player starts at 40 life
- Players can attack multiple players at a time
- Last player standing wins
TIP
Reddit - Loremaster152 -
The biggest thing with transitioning to a Commander Cube is ensuring you got enough ramp, removal, and draw, for all 5 colors. In a legacy/vintage/modern cube, White can be light on draw, Blue can be light on board removal, etc, and the decks will be perfectly fine. In a commander cube, those missing components will be felt in the multiplayer games, and will cause color imbalances. In standard commander, Simic is great and Boros is playable. In a Commander Cube that doesn't provide a balance of resources, Simic is the absolute strongest and Boros is almost unplayable. Focusing on 3 color commanders will help mitigate that, but the issues will still be present.
For Ramp, split it so that for every 1 green ramp you got 1.5-2 artifact ramp. A cycle of Signets/Talismans + Medallions/Diamonds will also help in this regard. Try to keep the ramp to 15%-20% of the cube, with the specific amounts being adjusted to the mana curve of the cube and your playgroup's personal preferences.
With Removal, each color should have some way of dealing with creatures, and some way of removing non creatures. This will be easier for some colors than others, and the specific amounts should be adjusted for what the color can do. Boardwipe wise, White and Black should have more, but each color should have at least 1. Use colorless to give more costly removal for anything, and include at least 1 colorless boardwipe. Once again, the amounts should be 15%-20% of the cube.
Finally, draw is the least important of these 3, but it is still a must have. This is where your themes come into play the most, with thematic draw helping fix the natural imbalance of how well the colors draw. Try to have a relatively even split, although blue should still naturally have the most. Colorless once again is clutch here, providing generic card draw for any deck/color combo that would need it. https://www.reddit.com/r/mtgcube/comments/16wmko6/2x2_commander_cube/
WUB – Flicker Value
Flicker your creatures for fun and profit! Keep a steady flow of enters-the-battlefield effects by exiling and returning your own creatures or returning them to your hand to recast.
UBR – Graveyard Midrange
Harness the power of your graveyard to disrupt your opponent, recur high-value threats, and gradually overwhelm the helpless opposition.
BRG – Classic Jund
Utilize high-strength creature removal and individually powerful, self-sufficient threats with some light sacrifice synergy.
RGW – Heroic Aggro
Target your creatures with Auras and combat tricks to generate powerful effects that secure your victory in combat.
GWU – Big Ramp
Go big, or go . . . well, bigger. Play big ramp spells, big card draw, and big creatures to dominate your opponent.
RWB – Sacrifice
A well-placed pawn can be more powerful than a king. Marshal your disposable minions and sacrifice them for the greater good.
GUR – Midrange Ramp
With copious mana and ample ways to keep the party going, you can flicker your own creatures, out-draw your opponent, or simply overwhelm them with giant monsters.
WBG – +1/+1 Counters
Build a massive board presence by enhancing your creatures over and over again. Why choose between building wide or building tall? Do both!
URW – Prowess
Master both the art of combat and the ways of magic with an array of inexpensive spells to empower your prowess creatures.
BGU – Graveyard Growth
Your graveyard is your most precious resource! As your graveyard grows, so too do your minions.
Draftism
https://draftsim.com/mtg-commander-draft-guide/
- Any two mono- or zero-color legends can be partners. This rule is only present in Commander masters draft. You cannot pair two, two-color legendaries together, or a two-color legendary with a mono-color legendary. You can only pair mono-color and colorless legendaries together as partners.
- Commander draft boosters have 20 cards in each pack compared to the normal 15 (one of which is an irrelevant basic land).Rather than picking one card per pack, you pick two cards at once.
- You draft a 60-card Commander deck, rather than a normal 40-card deck.You want to pick at least one commander (more on that later) and can only include cards in the color identity of your commander(s).Since we already know that The Prismatic Piper appears in Commander Masters, expect the partner mechanic to return as well.There haven’t been any 4- or 5-color commanders in past Commander Draft sets.In the event you weren’t able to have a commander, you can play The Prismatic Piper even if you didn’t draft it.Commander Draft Gameplay RulesAfter you draft and build your deck, you split off from your Draft pod into a 4-player pod and battle it out.
- Each player starts with 40 life, not the usual 20.Commander damage is a thing, just like in regular EDH. Any player who takes 21 or more damage from the same commander over the course of the game loses.
- There are no official alternative mulligan rules for Commander Draft.However, given that you’re only playing one game rather than best-of-three, consider giving everyone in your pod a free mulligan!
- For Deck Building you should have between 25 to 28 Lands
https://magic.wizards.com/en/formats/commander-draft
Decks: 60 Cards +
Player Count: 3-5
Game Duration: ~120min
Inspired by one of the most popular formats, this is a multiplayer fight to the finish! At the start of Commander Draft, each player opens one of three booster packs containing 20 cards and drafts two cards into their card pool at a time. This play style is generally meant for increments of four players, and the seating arrangement should be at random. You may add multiples of the same card to your deck and each deck must have at least 60 cards.
- Each player starts at 40 life
- Players can attack multiple players at a time
- Last player standing wins
Reddit - Loremaster152 -
The biggest thing with transitioning to a Commander Cube is ensuring you got enough ramp, removal, and draw, for all 5 colors. In a legacy/vintage/modern cube, White can be light on draw, Blue can be light on board removal, etc, and the decks will be perfectly fine. In a commander cube, those missing components will be felt in the multiplayer games, and will cause color imbalances. In standard commander, Simic is great and Boros is playable. In a Commander Cube that doesn't provide a balance of resources, Simic is the absolute strongest and Boros is almost unplayable. Focusing on 3 color commanders will help mitigate that, but the issues will still be present.
For Ramp, split it so that for every 1 green ramp you got 1.5-2 artifact ramp. A cycle of Signets/Talismans + Medallions/Diamonds will also help in this regard. Try to keep the ramp to 15%-20% of the cube, with the specific amounts being adjusted to the mana curve of the cube and your playgroup's personal preferences.
With Removal, each color should have some way of dealing with creatures, and some way of removing non creatures. This will be easier for some colors than others, and the specific amounts should be adjusted for what the color can do. Boardwipe wise, White and Black should have more, but each color should have at least 1. Use colorless to give more costly removal for anything, and include at least 1 colorless boardwipe. Once again, the amounts should be 15%-20% of the cube.
Finally, draw is the least important of these 3, but it is still a must have. This is where your themes come into play the most, with thematic draw helping fix the natural imbalance of how well the colors draw. Try to have a relatively even split, although blue should still naturally have the most. Colorless once again is clutch here, providing generic card draw for any deck/color combo that would need it.
https://www.reddit.com/r/mtgcube/comments/16wmko6/2x2_commander_cube/