I am almost exclusively a Commander player with the exception of a little cubing & legacy in the form of Death & Taxes. I love the CMDR format above all and am looking to expand on my games by constructing a Commander Cube with a 1v1 focus.
I currently have been designing and maintaining a pauper cube for about a year. You can find it here. I really enjoying cubing and have one of two cubes (the other is eternal, non-powered) in my playgroup. I am finding that while I often get positive feedback on my cube, people generally prefer cubing with the more explosive uncommon & rare cards found in my buddies cube. Due to my love of Commander I was thinking of changing up my pauper cube for an eternal non-powered CMDR cube with a 1v1 focus.
It would run like a standard CMDR cube with each person drafting packs with Commanders at first, and then drafting their deck as per usual after that. I am hoping this style of cube will serve my love of Commander, and make the games more powerful and dynamic for my friends.
Does anyone out there have experience with this style of cube, or CMDR cubes in general. Many of us already play multiplayer CMDR & we often play for a prize pool of packs or singles when we cube so I think 1v1 is the best way to go. It also gives me a chance to build with some of the more 1v1 focused commanders, as I myself usually play multiplayer, and have few chances to play cards like Geist of Saint Traft or Isamaru, Hound of Konda.
My cube is a 1v1 commander cube. It basically differs very little from what I would do for a powered list other than it is 676 cards (without the commander section I would probably run a 450+15 list). I run in the 600s because our deck size is 66 cards and I run Lore Seeker. My cubetutor is: http://www.cubetutor.com/home/6108 missing from cubetutor is the commander module itself (may add it as "rainbow" in my list however there is no way to prevent cubetutor from lumping them into the draft feature as far as I know). Commander section is 50 cards (3 per guild, 2 per wedge/shard no monocolored as mono decks are a bit difficult to get to fall into place with any consistancy for us). Commanders are drafted prior to the main cube draft each player winds up with 3 commanders to keep in mind during the main draft, we disallow the 2 benched commanders from going into the 66 at this time, we also go back and forth on allowing legendaries from the main cube as commanders as well. Basically French rules with no banlist.
I personally like that aggro decks are a viable strategy in 1v1 so I keep the decksize down to 66 to prevent the cube from swelling to the point where theatres such as aggro are too diluted to function. I have "had" to add deeper tempo/aggro support to Blue as a result. Green also has a uncomfortable(for me)number of narrow inclusions for aggressive decks (I'm looking at you Wild Dogs). Until better cards are printed I will just tolerate their presence, thus far they have been narrow-but-fine picks.
In my playgroup I have had to work on a couple of my players tolerating a lengthier draft process, which was really the only hurdle. Working out optimal commanders for 1v1 considering the nature of a draft format vs a constructed format has been very challenging (and is still very much a work in progress for us), there is only very niche support for the duel commmander variant in general in my neck of the woods (NE US) and less for 1v1 commander cube. The variant is pretty interesting and, in my experience, requires far FAR less specialized card support and resources compared to the more popular Multiplayer cubes. It is essentially able to be "tacked on" (to my potentially lackadaisical way of thinking) to "standard" cube lists. I do hope it catches on
I am almost exclusively a Commander player with the exception of a little cubing & legacy in the form of Death & Taxes. I love the CMDR format above all and am looking to expand on my games by constructing a Commander Cube with a 1v1 focus.
I currently have been designing and maintaining a pauper cube for about a year. You can find it here. I really enjoying cubing and have one of two cubes (the other is eternal, non-powered) in my playgroup. I am finding that while I often get positive feedback on my cube, people generally prefer cubing with the more explosive uncommon & rare cards found in my buddies cube. Due to my love of Commander I was thinking of changing up my pauper cube for an eternal non-powered CMDR cube with a 1v1 focus.
It would run like a standard CMDR cube with each person drafting packs with Commanders at first, and then drafting their deck as per usual after that. I am hoping this style of cube will serve my love of Commander, and make the games more powerful and dynamic for my friends.
Does anyone out there have experience with this style of cube, or CMDR cubes in general. Many of us already play multiplayer CMDR & we often play for a prize pool of packs or singles when we cube so I think 1v1 is the best way to go. It also gives me a chance to build with some of the more 1v1 focused commanders, as I myself usually play multiplayer, and have few chances to play cards like Geist of Saint Traft or Isamaru, Hound of Konda.
My cube is a 1v1 commander cube. It basically differs very little from what I would do for a powered list other than it is 676 cards (without the commander section I would probably run a 450+15 list). I run in the 600s because our deck size is 66 cards and I run Lore Seeker. My cubetutor is: http://www.cubetutor.com/home/6108 missing from cubetutor is the commander module itself (may add it as "rainbow" in my list however there is no way to prevent cubetutor from lumping them into the draft feature as far as I know). Commander section is 50 cards (3 per guild, 2 per wedge/shard no monocolored as mono decks are a bit difficult to get to fall into place with any consistancy for us). Commanders are drafted prior to the main cube draft each player winds up with 3 commanders to keep in mind during the main draft, we disallow the 2 benched commanders from going into the 66 at this time, we also go back and forth on allowing legendaries from the main cube as commanders as well. Basically French rules with no banlist.
I personally like that aggro decks are a viable strategy in 1v1 so I keep the decksize down to 66 to prevent the cube from swelling to the point where theatres such as aggro are too diluted to function. I have "had" to add deeper tempo/aggro support to Blue as a result. Green also has a uncomfortable(for me)number of narrow inclusions for aggressive decks (I'm looking at you Wild Dogs). Until better cards are printed I will just tolerate their presence, thus far they have been narrow-but-fine picks.
In my playgroup I have had to work on a couple of my players tolerating a lengthier draft process, which was really the only hurdle. Working out optimal commanders for 1v1 considering the nature of a draft format vs a constructed format has been very challenging (and is still very much a work in progress for us), there is only very niche support for the duel commmander variant in general in my neck of the woods (NE US) and less for 1v1 commander cube. The variant is pretty interesting and, in my experience, requires far FAR less specialized card support and resources compared to the more popular Multiplayer cubes. It is essentially able to be "tacked on" (to my potentially lackadaisical way of thinking) to "standard" cube lists. I do hope it catches on
Glad to be whatever help I can be.
Cheers!