Cube Size: 968 Cards Breakdown: 68 Generals, 100 Each Color, 200 Gold (20 per guild), 200 Colorless. (All cards sorted by color identity) Theme: EDH/Commander; slower games # Players: Up to 12 players How Often Drafted: Whenever
Cube Design Standard or Multiplayer: Multiplayer (but you could always draft duel decks) Sideboards?: Yes Even Color Balance: Yes Gold Balance: Yes Hybrid/Split/Kicker as Gold: Yes Color Triggers as Gold: Yes Perfectly Balanced CMC: No Snow Lands: No
Card Selection Proxies: No Powered: No, but I run some cards that are banned in Commander "Un" Cards: No Banned Cards for Power-Level: Nothing yet.
EDH/Commander Rules Variations Generals Draft: Multicolored Legends are drafted first in their own packs. Players may use any one of these legends, or any legendary creature drafted normally, as the general for their deck. These cards may be included as normal cards in the deck as well. Draft Structure: Up to 12 players draft 5 packs of 15 cards +1 General pack (divided evenly among all players). Deck Construction: 65 card deck (= about 39 business cards and 26 lands) +1 General, Standard Color Identity Rules Starting Life: 40/Player
Decide how you want to draft first as that will affect your cube composition. I'd also run either 0 or 1 of the 3 color cards, being 3 colors makes them extremely limited in what decks they can be played in. I run 1 of each except BUG because I couldn't find a good card for that color combo. 0-1 5 color cards for the same reason. I do not like the idea of running so many cycles for the lands. I've got a fixed number (8) for each color combo and I simply run the best ones I have. This way you can play the manlands and the fetches/temples you have. Budget options are OK here, the Guild Gates are perfectly fine if you don't have anything better. My limiting factor on size is basically the number of red cards I run before they become terrible. My Commander cube is in my sig, there's some useful links there as well.
I am working on making my own commander cube. One thing I am working on at the moment is selection of commanders. I think I am going to allow so many slots for each color combination and pick out a number of commanders for those colors based on that number. It might end up with some bleh commander options in some colors but I think its fairer to each color to have the same number of commanders as each other.
For instance, I see 5 bant commanders which feels a little unfair to some of the other wedges like Green/Blue/Black who has one commander option.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Two commanders in each color combo seems to be the "norm" for edh cubes around here. I run 3 per guild, shard, and wedge, and in that case, I end up having to use a few stinkers like Oros and zedruu. My cube is a bit bigger than most though, and my highest priority is variety, rather than consistency in draft. Hopefully the fall block is the long anticipated wedge-themed one that folks have been predicting and we get some new commanders to play around with!
Donald - that's a good idea about the lands. I could always trade out checks for their like colored fetches. I lime how wildfire included his colored lands in the appropriate section and will steal that idea.
ISB - this list isn't an attempt at balance. View it as laying of everything you own and making your cube from that stack.
Honestly, ignore us, put the thing together and see what happens. I've found that everyone does these things differently and it's way more about the playgroup than the cube. As you play, pay attention to patterns (of dependency and neglect), make edits based on what you think they'd like to draft, and expect for your first draft to be only 80% on the mark. I think that most people here would tell you to look at their cube and build it like theirs simply because we've all put a ton of time into making them and thus believe that ours is right. But, I've now played 3 cubes and the cards in mine are very tailored to what we like to play. I've had people play mine and say "Your's feels much slower than the other ones in town and more like a normal game of EDH." And that's fine since that's what we like.
I would say that you want to build your cube to the size of your regular playgroup. The Cube is a gaming resource and if it takes too much time to draft, that will kill it. If there isn't enough variety that will kill it. If you aim to make 100 card decks every week you better have people willing to spend 2 hours just getting ready for their first game. Etc.
Initially I know I can get a group of 4 players that meet regularly and whom I trust enough to actually do this. Potentially I know 4 more but the logistics of getting all eight of us together would be harder. So should I build the first cube to handle 4 players, or if I think I can swing it, build for 8? And no matter the size, is it better to build so that the entire cube is split to be drafted or should there be leftovers every time, so that there is always that random element?
Also the commanders. I know different people have different preferences about drafting them separately or mixed into the cube. What are all of your experiences?
Building a Cube for 4 is not something I have experience with. Mine has been drafted by that many but we do sealed at that point.
I know Donald likes his huge so there are leftovers, but I hate that. We'll distribute the leftovers if there are less than 8 so that there aren't any pieces missing - it sucks when you see your 2 Jund generals in the left overs after drafting RG hoping for Black... but it's also not that big of a deal since we've done it both ways and had fun regardless.
We randomize ALL cards since part of drafting is knowing what to prioritize and figuring out how to build a deck from a random card pool within the rules of the game... basically putting generals anywhere but packs feels really weird to be and so far has never been an issue. There have been a few times where a player went 2 color and held out hope for a 3 color general and didn't get it. But it didn't matter since they just built a 2 color deck. Some guys pick generals in the first pack and others just pick good stuff for a pack or two, find a general in the middle, and then polish it up in packs four and five. The few times I have drafted cubes with generals on the side... Separate draft = I found that I got my general, drafted the deck, and didn't really care about a bunch of the cards that went around because I was already in my colors. With Wildfire's Cube there was a 2 or 3 color general in each pack. I still don't get exactly why he does that since it distributes the generals amongst the 40 packs (or whatever number there is) the same as putting them in the packs except that instead of exactly 1 per pack mine will sometimes have 0 and sometimes have 4... but the average per pack ends up being the same I think.
1. Is your cube a pile of goodstuff, or do you try to make apparent themes to complement the colors and/or generals?
2. Banned cards. Do you use them, and if so, which ones? Currently I have Gifts, P-Hulk, Nightmare, Mirror, and Balance that I want to run. I ended up trading away my Academy, and I dumped Prime Time after his ban so they're out. Which banned cards should I avoid? Which ones aren't that bad?
3. How many basic lands should I have available to ensure everyone will have as many as they want?
1. My cube is composed of both good stuff and cards that compliment certain niche generals and strategies (zur, voltron, tokens/durdle). I got into edh around 2009, and, with my omnivorous collecting habits, managed to pick up lots of the dawn-of-the-format staples before it really took off $-wise. I built my cube primarily as a way of getting use out of all the neglected cards I had collected, and as a way of eliminating the need for redundant purchases between lots and lots of decks.
2. I'm using primeval, sylvan primordial, nightmare, gifts, fastbond, balance, and maybe 1-2 I'm forgetting. Nothing has been abused to the point of needing a ban, although I will probably swap out fastbond now that exploration will be more widely available, and I've always kept my eye open for gifts issues.
3. I think I'm using 50-60 per color. Depending on the number of cards used per pack, I think my cube could support 9-10 people comfortably. Usually I host between 4-8 people tho.
1. Is your cube a pile of goodstuff, or do you try to make apparent themes to complement the colors and/or generals?
2. Banned cards. Do you use them, and if so, which ones? Currently I have Gifts, P-Hulk, Nightmare, Mirror, and Balance that I want to run. I ended up trading away my Academy, and I dumped Prime Time after his ban so they're out. Which banned cards should I avoid? Which ones aren't that bad?
3. How many basic lands should I have available to ensure everyone will have as many as they want?
1. Goodstuff is the foundation of any Cube, as it's the most universally applicable. I do include some more niche cards to support specific strategies, but I try to make those strategies broad. For example, I personally don't support Aura Voltron, as the Auras are pretty much useless outside of those decks, but I do have support for Tokens, ETB Abuse, Artifacts, Fatties (via Ramp, Reanimate, Sneak Attack, etc), and similar.
2. I use a handful of banned cards. Hulk, Mirror, Balance, Fastbond, Sylvan Primordial, Prime Time, Ruby, Pearl, Library, maybe a few others I'm forgetting. I used to run Painter's Servant, but cut him because he wasn't high impact enough. I used to run Recurring Nightmare as well, which I had mixed results with. In a match where my opponents were prepared with graveyard hate, countermagic, and removal, it sat in my hand all game looking for an opening while I got thrashed. In a match where my opponents ran greedy non-interactive decks, it went crazy and drew a lot of complaints. Personally, I think it's fine, but I gave in to the whiners. I haven't tested Gifts but it seems fine. Cards I would definitely avoid include Lotus/Recall/Walk (stupid good), Time Vault (pretty much worthless outside of dumb infinite combo), Channel (it's Eldrazi/Exsanguinate or nothing), Coalition Victory (mostly because it'll be worthless in 95% of decks), Emrakul (just too annoying), Karakas (shuts down generals too hard), Limited Resources (one of the least fun things you can do in multiplayer), Sundering Titan (this guy is unfun city), Sway/Upheaval/Worldfire/Biorhythm (they either end the game on the spot or make it take forever), Trade Secrets (I find this too annoying)
3. I run 60 of each for 8 people.
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You can get 800 KMC Super sleeves for $49, or 800 KMC Hyper Matte for $54.
Assuming you're making a Wildfire Standard EDH cube, you'll need 600 sleeves for the Cube itself, 40 for the Generals (and I use different sleeves here), plus another 300 for the lands.
As far as proxies go, I did when I first put it together because there were cards I couldn't get from my friends or my LGS and I wanted to play it. I traded for most of them pretty quickly though, as my trade stuff balooned when I went down from 9 decks to a Cube and put all my duplicates into my binder.
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Yeah, just buy all the sleeves up front. I started with 300 pink UltraPros and have had to buy them 50 at a time since. It's annoying and happened because I wasn't really thinking ahead too much.
Banned cards I include: Balance, Upheaval, Tolarian Academy. I don't run Prime Time or Sylvan Primordial because they already got cut before their bans because they proved to be too powerful and game swinging - basically, people had to draft them or push for an answer.dec so hard that it cut down on the variety of decks. Killing them off opened things up. We also banned Jace 3 and Sword of Body and Mind too.
Good point about sword. I will not run mill effects but I forgot about that sword. 6/3/2014 10:32:16 AM
I think I'm going to buy like 600 penny sleeves and build a mini cube for 4 players, see how it goes and take it from there. What's average, 65+1 card decks with roughly a 40/25 split of cards/basics?
Sixty five + 1 general approximates the 2/3 of a standard edh deck. To save time during drafts these days though, I've been making smaller packs and doing 60 cards + 1 general. This makes it so I don't have to quote any eccentric ratios of playables vs lands, just the regular 36 + 24 lands split.
65+1 is also what we came to (I think it was when we drafted yours that we came to that too ). 39/26 works for some, but I like going with 37/28, adding 4-5 utility lands which I count as half spells, and then making sure that I have enough small draw to get through things. I don't know how many of you run Night's Whisper, Sign in Blood, 10 Scrylands, Ponder, Preordeain, Brainstorm, etc, but those are well played and help smooth things out quite a bit.
Do you try to balance mana costs of generals when possible? Like trying to have a low and high cmc in each color combo. Or is the general more important?
And how do you avoid pushing players into certain colors because of an imbalance of colored generals? Do you intentionally exclude multicolor legendary creatures?
Do you try to balance mana costs of generals when possible? Like trying to have a low and high cmc in each color combo. Or is the general more important? And how do you avoid pushing players into certain colors because of an imbalance of colored generals? Do you intentionally exclude multicolor legendary creatures?
I think the challenge is striking a balance between role diversity, power, and usability/adaptability within the constraints of a draft environment.
During my early conversations with Wildfire on building an edh cube, he seemed to pick 2 generals per guild/shard/wedge that roughly corresponded with an aggro rep and a control rep. With 3 per in each of my colors I usually try and go for an aggro/voltron rep, a mid-ranger, and either a control or combo rep. My cube is very supportive of voltron decks, so it wasn't too hard to incorporate the pieces necessary for that. Combo generals get a little more tricky, as I need to specifically insert certain cards for them that may not have a great amount of generalized applicability.
Franky, you just have to test some out to see if they work or not. For instance, I included anax and cemede in my cube last year, because I was excited about such a low cmc boros legend. After a number of run throughs using cube tutor, it became very apparent that I just didn't have enough cards to reliably trigger heroic, so I cut the legend.
Do you try to balance mana costs of generals when possible? Like trying to have a low and high cmc in each color combo. Or is the general more important?
No. That doesn't matter when I build decks at all, so it doesn't matter to me here either. I just put the 2 in that I think people will like playing with.
And how do you avoid pushing players into certain colors because of an imbalance of colored generals? Do you intentionally exclude multicolor legendary creatures?
I don't do anything. The draft does. I have 2 of each Wedge scheme, 3 of each Shard, and then a generals in each guild that are good as generals or good as cards in decks. It always works out. I think I have 5 Boros Generals and only 1 or 2 Simic and we see just as many Simic decks as Boros decks.
So in a sense, choosing an arbitrary number of generals is a moot point since I will likely include more within the cube itself. So really I have three options when it comes to generals: I either seed them like Wildfire does, make general draft packs, or just throw everything in the cube and let fate take its course.
You don't even have to commit to any single one of those methods. I usually do a generals draft, cause I'm phobic of my players getting stuck with illegal decks, but it would be just as easy to shuffle all the legends into the cube and "let fate take its course." I'd just see what your group is comfortable with, or would find the most enjoyable.
Cube Size: 968 Cards
Breakdown: 68 Generals, 100 Each Color, 200 Gold (20 per guild), 200 Colorless. (All cards sorted by color identity)
Theme: EDH/Commander; slower games
# Players: Up to 12 players
How Often Drafted: Whenever
Cube Design
Standard or Multiplayer: Multiplayer (but you could always draft duel decks)
Sideboards?: Yes
Even Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
Snow Lands: No
Card Selection
Proxies: No
Powered: No, but I run some cards that are banned in Commander
"Un" Cards: No
Banned Cards for Power-Level: Nothing yet.
EDH/Commander Rules Variations
Generals Draft: Multicolored Legends are drafted first in their own packs. Players may use any one of these legends, or any legendary creature drafted normally, as the general for their deck. These cards may be included as normal cards in the deck as well.
Draft Structure: Up to 12 players draft 5 packs of 15 cards +1 General pack (divided evenly among all players).
Deck Construction: 65 card deck (= about 39 business cards and 26 lands) +1 General, Standard Color Identity Rules
Starting Life: 40/Player
Stat format blatantly stolen from Wildfire393
4 Brago, King Eternal
4 Grand Arbiter Augustin IV
6 Medomai the Ageless
Blue/Black
4 Lazav, Dimir Mastermind
6 Oona, Queen of the Fae
6 Wrexial, the Risen Deep
Black/Red
4 Olivia Voldaren
4 Rakdos, Lord of Riots
5 Kolaghan, the Storm's Fury
Red/Green
4 Mina and Denn, Wildborn
6 Ruric Thar, the Unbowed
7 Atarka, World Render
Green/White
2 Gaddock Teeg
4 Captain Sisay
4 Trostani, Selesnya's Voice
White/Black
2 Ayli, Eternal Pilgrim
5 Obzedat, Ghost Council
7 Teysa, Envoy of Ghosts
Blue/Red
3 Jhoira of the Ghitu
4 Mizzix of the Izmagnus
6 Melek, Izzet Paragon
Black/Green
4 Jarad, Golgari Lich Lord
4 Meren of Clan Nel Toth
5 Nath of the Gilt-Leaf
4 Kalemne, Disciple of Iroas
4 Tajic, Blade of the Legion
6 Aurelia, the Warleader
Blue/Green
4 Ezuri, Claw of Progress
4 Rashmi, Eternities Crafter
5 Momir Vig, Simic Visionary
White/Blue/Black
3 Merieke Ri Berit
5 Sen Triplets
5 Yennett, Cryptic Sovereign
Blue/Black/Red
4 Jeleva, Nephalia's Scourge
4 Marchesa, the Black Rose
7 Thraximundar
Black/Red/Green
4 Shattergang Brothers
5 Lord Windgrace
5 Wasitora, Nekoru Queen
Red/Green/White
3 Marath, Will of the Wild
3 Mayael the Anima
5 Gahiji, Honored One
Green/White/Blue
3 Derevi, Empyrial Tactician
4 Rafiq of the Many
5 Roon of the Hidden Realm
White/Black/Red
4 Queen Marchesa
5 Zurgo Helmsmasher
7 Tariel, Reckoner of Souls
3 Yasova Dragonclaw
5 Riku of Two Reflections
8 Maelstrom Wanderer
Black/Green/White
3 Anafenza, the Foremost
6 Teneb, the Harvester
8 Karador, Ghost Chieftain
Red/White/Blue
4 Ruhan of the Fomori
6 Narset, Enlightened Master
6 Numot, the Devastator
Green/Blue/Black
3 Leovold, Emissary of Trest
5 The Mimeoplasm
6 Muldrotha, the Gravetide
Four Color
4 Atraxa, Praetors' Voice
4 Breya, Etherium Shaper
4 Kynaios and Tiro of Meletis
4 Saskia the Unyielding
4 Yidris, Maelstrom Wielder
Five Color
4 Jodah, Archmage Eternal
5 Horde of Notions
6 O-Kagachi, Vengeful Kami
3 Godsend
Creatures (53)
1 Kami of False Hope
1 Mother of Runes
1 Serra Ascendant
1 Weathered Wayfarer
2 Containment Priest
2 Grand Abolisher
2 Hidden Dragonslayer
2 Remorseful Cleric
2 Suture Priest
2 Thalia, Guardian of Thraben
2 Wall of Omens
3 Aven Mindcensor
3 Boreas Charger
3 Brightling
3 Bygone Bishop
3 Eidolon of Rhetoric
3 Eldrazi Displacer
3 Fiend Hunter
3 Hallowed Spiritkeeper
3 Hushwing Gryff
3 Loyal Retainers
3 Mentor of the Meek
3 Mirror Entity
3 Monastery Mentor
3 Recruiter of the Guard
3 Rune-Tail, Kitsune Ascendant
3 Silverblade Paladin
3 Soltari Visionary
3 Stonecloaker
4 Academy Rector
4 Alms Collector
4 Angel of Finality
4 Emeria Angel
4 False Prophet
4 Heliod, God of the Sun
4 Jazal Goldmane
4 Kor Cartographer
4 Linvala, Keeper of Silence
4 Loyal Unicorn
4 Michiko, Truth Seeker
4 Odric, Master Tactician
4 Restoration Angel
4 Selfless Squire
4 Wall of Reverence
5 Baneslayer Angel
5 Blinding Angel
5 Karmic Guide
5 Reveillark
6 Adarkar Valkyrie
6 Sun Titan
6 Yosei, the Morning Star
7 Elesh Norn, Grand Cenobite
8 Avacyn, Angel of Hope
1 Land Tax
2 Blind Obedience
2 Darksteel Mutation
2 Dawn of Hope
2 Luminarch Ascension
3 Rest in Peace
2 Spirit Bonds
2 Suppression Field
3 Act of Authority
3 Aura of Silence
3 Duelist's Heritage
3 Ghostly Prison
3 Gift of Immortality
3 Oblivion Ring
4 Angelic Destiny
4 Sigil of the New Dawn
5 Cathars' Crusade
6 True Conviction
Instants (11)
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
2 Disenchant
3 Crib Swap
3 Eerie Interlude
3 Riot Control
3 Teferi's Protection
4 Comeuppance
4 Faith's Reward
4 Return to Dust
Sorceries (9)
2 Balance
2 Revoke Existence
3 Council's Judgment
4 Armageddon
4 Wrath of God
5 Rout
5 Tragic Arrogance
6 Austere Command
6 Terminus
3 Ajani, Caller of the Pride
4 Elspeth, Knight-Errant
Lands (6)
0 Emeria, the Sky Ruin
0 Flagstones of Trokair
0 Kor Haven
0 Secluded Steppe
0 Vivid Meadow
0 Windbrisk Heights
2 Erayo, Soratami Ascendant
2 Gilded Drake
2 Mindshrieker
2 Phantasmal Image
2 Snapcaster Mage
2 Spellskite
2 Willbender
3 Cephalid Constable
3 Dulcet Sirens
3 Kira, Great Glass-Spinner
3 Loyal Drake
3 Man-o'-War
3 Tandem Lookout
3 Thada Adel, Acquisitor
3 Thassa, God of the Sea
4 Archaeomancer
4 Clever Impersonator
4 Faerie Artisans
4 Glen Elendra Archmage
4 Kheru Spellsnatcher
4 Phyrexian Metamorph
4 Profaner of the Dead
4 Reef Worm
4 Sakashima the Imposter
4 Sower of Temptation
4 Venser, Shaper Savant
4 Vizier of Many Faces
5 Body Double
5 Ixidron
5 Mnemonic Wall
5 Mulldrifter
5 Teferi, Mage of Zhalfir
6 Consecrated Sphinx
6 Deadeye Navigator
6 Roil Elemental
7 Diluvian Primordial
7 Sphinx of Uthuun
10 Deep-Sea Kraken
1 Mystic Remora
2 Compulsion
2 Copy Artifact
2 Overburden
3 Propaganda
3 Rhystic Study
3 Trail of Evidence
4 Leyline of Anticipation
5 Corrupted Conscience
5 Future Sight
5 Treachery
Instants (30)
1 Mystical Tutor
1 Pongify
1 Swan Song
2 Arcane Denial
2 Counterspell
2 Cyclonic Rift
2 Impulse
2 Mana Drain
2 Reality Shift
3 Disallow
3 Dissolve
3 Ghostly Flicker
3 Stroke of Genius
4 Cryptic Command
4 Fact or Fiction
4 Gifts Ungiven
4 Illusionist's Gambit
4 Insidious Will
4 Ray of Command
4 Turnabout
5 Ætherspouts
5 Desertion
5 Force of Will
5 Mystic Confluence
6 Æthersnatch
7 Commandeer
7 Nexu of Fate
8 Dig Through Time
1 Artful Dodge
1 Ponder
1 Preordain
2 Curse of the Swine
3 Tinker
3 Windfall
4 Rite of Replication
4 Tezzeret's Gambit
5 Bribery
5 Time Warp
5 Ugin's Insight
6 Spelltwine
6 Time Spiral
9 Expropriate
Planeswalkers (3)
4 Jace, the Mind Scluptor
5 Jace, Unraveler of Secrets
5 Tamiyo, the Moon Sage
Lands (6)
0 Academy Ruins
0 Halimar Depths
0 Lonely Sandbar
0 Soldevi Excavations
0 Tolarian Academy
0 Vivid Creek
1 Nihil Spellbomb
Creatures (43)
1 Viscera Seer
2 Blood Artist
2 Reassembling Skeleton
2 Withered Wretch
3 Bone Shredder
3 Coffin Queen
3 Liliana, Heretical Healer
3 Liliana's Specter
3 Ophiomancer
3 Plaguecrafter
3 Stinkweed Imp
4 Bane of the Living
4 Braids, Cabal Minion
4 Crypt Ghast
4 Disciple of Bolas
4 Entomber Exarch
4 Erebos, God of the Dead
4 Gonti, Lord of Luxury
4 Graveborn Muse
4 Kalitas, Traitor of Ghet
4 Twilight Prophet
5 Bloodgift Demon
5 Chainer, Dementia Master
5 Drana, Kalastria Bloodchief
5 Fiend of the Shadows
5 Ghoulcaller Gisa
5 Gray Merchant of Asphodel
5 Phyrexian Delver
5 Puppeteer Clique
5 Sadistic Hypnotist
5 Sidisi, Undead Vizier
5 Skithiryx, the Blight Dragon
6 Geth, Lord of the Vault
6 Grave Titan
6 Harvester of Souls
6 Kokusho, the Evening Star
6 Mikaeus, the Unhallowed
6 Noxious Gearhulk
6 Ob Nixilis, Unshackled
7 Butcher of Malakir
7 Rune-Scarred Demon
7 Sepulchral Primordial
7 Sheoldred, Whispering One
1 Vampiric Rites
2 Bitterblossom
2 Shadows of the Past
3 Dauthi Embrace
3 Necromancy
3 Necropotence
3 Phyrexian Arena
3 Recurring Nightmare
3 Words of Waste
4 Grave Pact
4 Leyline of the Void
4 No Mercy
4 Strands of Night
5 Black Market
6 Yawgmoth's Bargain
Instants (12)
1 Skeletal Scrying
1 Vampiric Tutor
2 Go for the Throat
2 Malicious Affliction
2 Wake the Dead
3 Corpse Dance
3 Dismember
3 Hero's Downfall
3 Vona's Hunger
4 Snuff Out
5 Hatred
5 Thrilling Encore
Sorceries (20)
1 Mind Twist
1 Reanimate
2 Black Sun's Zenith
2 Demonic Tutor
2 Night's Whisper
3 Ashes to Ashes
3 Buried Alive
3 Praetor's Grasp
3 Read the Bones
3 Toxic Deluge
3 Victimize
3 Yawgmoth's Will
4 Consuming Vapors
4 Damnation
4 Syphon Mind
5 Beacon of Unrest
5 Dark Petition
5 Living Death
5 Tempt with Immortality
8 Decree of Pain
5 Ob Nixilis Reignited
6 Sorin Markov
Lands (7)
0 Barren Moor
0 Bojuka Bog
0 Phyrexian Tower
0 Shizo, Death's Storehouse
0 Vivid Marsh
0 Volrath's Stronghold
0 Westvale Abbey
1 Dragonmaster Outcast
1 Goblin Welder
2 Abbot of Keral Keep
2 Dwarven Miner
2 Grenzo, Havoc Raiser
2 Young Pyromancer
3 Dualcaster Mage
3 Feldon of the Third Path
3 Imperial Recruiter
3 Magus of the Wheel
3 Prophetic Flamespeaker
3 Squee, Goblin Nabob
3 Varchild, Betrayer of Kjeldor
3 Viashino Heretic
3 Volatile Chimera
4 Anger
4 Flametongue Kavu
4 Ogre Battledriver
4 Purphoros, God of the Forge
4 Treasonous Ogre
4 Tuktuk Scrapper
5 Galvanoth
5 Hoarding Dragon
5 Ingot Chewer
5 Kazuul, Tyrant of the Cliffs
5 Kiki-Jiki, Mirror Breaker
5 Kumano, Master Yamabushi
5 Malignus
5 Mindclaw Shaman
5 Siege-Gang Commander
5 Thundermaw Hellkite
5 Urabrask the Hidden
5 Zealous Conscripts
6 Charmbreaker Devils
6 Goblin Marshal
6 Homura, Human Ascendant
6 Inferno Titan
6 Mana-Charged Dragon
6 Scourge of the Throne
7 Balefire Dragon
7 Molten Primordial
7 Rimescale Dragon
7 Tyrant of Discord
Enchantments (13)
3 Aggravated Assault
3 Blood Moon
3 Goblin War Drums
3 Price of Glory
4 Æther Flash
4 Flameshadow Conjuring
4 Outpost Siege
4 Sneak Attack
4 Stranglehold
5 Bitter Feud
5 Gratuitous Violence
5 Possibility Storm
7 Vicious Shadows
Instants (14)
1 Lightning Bolt
1 Outmaneuver
1 Pyroblast
1 Red Elemental Blast
2 Commune with Lava
2 Reverberate
2 Shattering Pulse
2 Starstorm
3 Arcbond
3 Chaos Warp
3 Reiterate
4 Wild Ricochet
5 Act of Aggression
5 Word of Seizing
0 Wheel of Fate
1 Gamble
1 Shattering Spree
1 Vandalblast
1 Winds of Change
2 Recoup
3 Collective Defiance
3 Heat Shimmer
3 Wheel of Fortune
4 Aftershock
4 Disrupt Decorum
4 Mizzix's Mastery
4 Past in Flames
4 Ruination
4 Seize the Day
5 Ignite Memories
5 Mana Geyser
5 Mass Mutiny
5 Mogg Infestation
8 Insurrection
9 Blasphemous Act
Planeswalkers (2)
4 Chandra, Torch of Defiance
4 Daretti, Scrap Savant
Lands (5)
0 Flamekin Village
0 Forgotten Cave
0 Kher Keep
0 Spinerock Knoll
0 Vivid Crag
3 Lifecrafter's Bestiary
4 Birthing Pod
Creatures (45)
1 Birds of Paradise
1 Caustic Caterpillar
2 Bloom Tender
2 Gyre Sage
2 Lotus Cobra
2 Rofellos, Llanowar Emissary
2 Sakura-Tribe Elder
2 Scavenging Ooze
2 Wall of Blossoms
3 Azusa, Lost but Seeking
3 Champion of Lambholt
3 Courser of Kruphix
3 Dosan the Falling Leaf
3 Eternal Witness
3 Farhaven Elf
3 Fierce Empath
3 Lifeblood Hydra
3 Ohran Viper
3 Ramunap Excavator
3 Ravenous Slime
3 Reclamation Sage
3 Runic Armasaur
3 Skullwinder
3 Tireless Tracker
3 Wayward Swordtooth
3 Yavimaya Elder
4 Elvish Piper
4 Oracle of Mul Daya
4 Spikeweaver
5 Genesis
5 Loyal Guardian
5 Seedborn Muse
6 Bane of Progress
6 Hydra Omnivore
6 Pathbreaker Ibex
6 Primeval Titan
6 Rampaging Baloths
6 Realm Seekers
6 Soul of the Harvest
6 Whiptongue Hydra
7 Avenger of Zendikar
7 Krosan Tusker
7 Protean Hulk
7 Sylvan Primordial
8 Craterhoof Behemoth
8 Terastodon
8 Vorinclex, Voice of Hunger
8 Woodfall Primus
2 Bonds of Mortality
2 Lignify
2 Survival of the Fittest
2 Sylvan Library
3 Awakening Zone
3 Beastmaster Ascension
3 Growing Rites of Itlimoc
3 Song of the Dryads
4 Abundance
4 Defense of the Heart
4 Greater Good
4 Nature's Will
4 Pattern of Rebirth
5 Asceticism
6 Lurking Predators
Instants (12)
1 Crop Rotation
1 Nature's Claim
1 Worldly Tutor
2 Constant Mists
2 Deglamer
2 Naturalize
1 Tribute to the Wild
3 Arachnogenesis
3 Beast Within
3 Chord of Calling
3 Krosan Grip
4 Momentous Fall
Sorceries (19)
0 Hypergenesis
2 Edge of Autumn
2 Explore
2 Life from the Loam
2 Rampant Growth
2 Regrowth
3 Cultivate
3 Eldritch Evolution
3 Genesis Wave
3 Kodama's Reach
4 Natural Order
4 Tempt with Discovery
5 Hunter's Prowess
5 Overwhelming Stampede
5 Traverse the Outlands
6 Selvala's Stampede
7 Tooth and Nail
4 Garruk Wildspeaker
Lands (7)
0 Blighted Woodland
0 Gaea's Cradle
0 Mosswort Bridge
0 Tranquil Thicket
0 Vivid Grove
0 Yavimaya Hollow
0 Azorius Chancery
0 Celestial Colonnade
0 Hallowed Fountain
0 Mystic Gate
0 Temple of Enlightenment
2 Azorius Guildmage
2 Azorius Signet
2 Mistmeadow Witch
3 Augury Adept
3 Daxos of Meletis
3 Detention Sphere
3 Reflector Mage
4 Æthermage's Touch
4 Ephara, God of the Polis
4 Narset Transcendent
4 Supreme Verdict
5 Dragonlord Ojutai
5 Venser, the Sojourner
7 Drogskol Reaver
0 Dimir Aqueduct
0 Sunken Ruins
0 Temple of Deceit
0 Underground River
0 Watery Grave
2 Baleful Strix
2 Dimir Signet
2 Lim-Dûl's Vault
2 Shadow of Doubt
2 Sygg, River Cutthroat
3 Ashiok, Nightmare Weaver
3 Dimir Cutpurse
3 Shadowmage Infiltrator
3 Thief of Sanity
4 Ancient Excavation
4 Evil Twin
5 Extract from Darkness
6 Dragonlord Silumgar
6 Sire of Stagnation
0 Graven Cairns
0 Lavaclaw Reaches
0 Rakdos Carnarium
0 Sulfurous Springs
0 Temple of Malice
2 Dreadbore
2 Rakdos Charm
2 Rakdos Signet
2 Terminate
3 Delerium
4 Mogis, God of Slaughter
4 Murderous Redcap
4 Phyrexian Purge
5 Lightning Reaver
5 Skull Rend
6 Cauldron Dance
6 Grave Upheaval
7 Kaervek the Merciless
8 Din of the Fireherd
0 Gruul Turf
0 Karplusan Forest
0 Kessig Wolf Run
0 Raging Ravine
0 Stomping Ground
0 Temple of Abandon
2 Gruul Signet
2 Hull Breach
2 Vexing Shusher
3 Fires of Yavimaya
3 Mage Slayer
4 Huntmaster of the Fells
4 Sarkhan Vol
4 Ulasht, the Hate Seed
4 Xenagos, the Reveler
5 Xenagos, God of Revels
6 Dragonlair Spider
7 Gruul Ragebeast
7 Omnath, Locus of Rage
0 Selesnya Sanctuary
0 Stirring Wildwood
0 Temple Garden
0 Temple of Plenty
0 Wooded Bastion
2 Eladamri's Call
2 Qasali Pridemage
2 Saffi Eriksdotter
2 Selesnya Signet
3 Aura Shards
3 Behemoth Sledge
3 Dauntless Escort
3 Selvala, Explorer Returned
5 Fracturing Gust
5 Karametra, God of Harvests
5 Mirari's Wake
5 Privileged Position
5 Sylvan Reclamation
6 Dragonlord Dromoka
0 Fetid Heath
0 Godless Shrine
0 Orzhov Basilica
0 Shambling Vent
0 Temple of Silence
2 Orzhov Signet
2 Vizkopa Guildmage
3 Anguished Unmaking
3 Athreos, God of Passage
3 Elenda, the Dusk Rose
3 Kambal, Consul of Allocation
4 Sorin, Lord of Innistrad
4 Sorin, Solemn Visitor
4 Utter End
5 Divinity of Pride
5 Unburial Rites
6 Merciless Eviction
7 Angel of Despair
7 Vish Kal, Blood Arbiter
0 Desolate Lighthouse
0 Izzet Boilerworks
0 Shivan Reef
0 Steam Vents
0 Temple of Epiphany
0 Wandering Fumarole
2 Izzet Signet
2 Marchesa's Smuggler
2 Nin, the Pain Artist
3 Dack Fayden
3 Jori En, Ruin Diver
3 Saheeli Rai
4 Dack's Duplicate
4 Mystic Retrieval
4 Ral Zarek
5 Dominus of Fealty
5 Hypersonic Dragon
5 Keranos, God of Storms
6 Etherium-Horn Sorcerer
0 Hissing Quagmire
0 Llanowar Wastes
0 Overgrown Tomb
0 Temple of Malady
0 Twilight Mire
1 Deathrite Shaman
2 Abrupt Decay
2 Golgari Signet
2 Necrogenesis
2 Skullbriar, the Walking Grave
3 Journey to Eternity
3 Maelstrom Pulse
3 Pernicous Deed
3 Pharika, God of Affliction
4 Creakwood Liege
4 Deathreap Ritual
4 Vraska, Golgari Queen
5 Lord of Extinction
5 Windgrace's Judgment
0 Boros Garrison
0 Needle Spires
0 Rugged Prairie
0 Sacred Foundry
0 Sunhome, Fortress of the Legion
0 Temple of Triumph
2 Boros Charm
2 Boros Signet
2 Ride Down
2 Wear // Tear
3 Sunforger
4 Glory of Warfare
4 Iroas, God of Victory
5 Assemble the Legion
5 Balefire Liege
5 Reflect Damage
5 Waves of Aggression
6 Razia's Purification
7 Gisela, Blade of Goldnight
0 Breeding Pool
0 Flooded Grove
0 Lumbering Falls
0 Simic Growth Chamber
0 Temple of Mystery
0 Yavimaya Coast
2 Coiling Oracle
2 Simic Signet
3 Edric, Spymaster of Trest
3 Hadana's Climb
3 Trygon Predator
4 Fathom Mage
4 Kiora, the Crashing Wave
4 Mystic Snake
4 Plasm Capture
5 Kruphix, God of Horizons
5 Prophet of Kruphix
6 Prime Speaker Zegana
6 Progenitor Mimic
0 Everflowing Chalice
0 Mana Crypt
0 Mox Diamond
0 Tormod's Crypt
1 Basilisk Collar
1 Bloodforged Battle-Axe
1 Brittle Effigy
1 Codex Shredder
1 Elixir of Immortality
1 Expedition Map
1 Glaring Spotlight
1 Mana Vault
1 Relic of Progenitus
1 Scrabbling Claws
1 Sensei's Diving Top
1 Silent Gravestone
1 Skullclamp
1 Wayfarer's Bauble
2 Altar of Dementia
2 Armillary Sphere
2 Blade of Selves
2 Coldsteel Heart
2 Conqueror's Flail
2 Fellwar Stone
2 Grim Monolith
2 Hero's Blade
2 Illusionist's Bracers
2 Journeyer's Kite
2 Lightning Greaves
2 Mind Stone
2 Mycosynth Wellspring
2 Nim Deathmantle
2 Scroll Rack
2 Scythe of the Wretched
2 Smuggler's Copter
2 Star Compass
2 Strionic Resonator
2 Swiftfoot Boots
2 Sword of the Animist
2 Thought Vessel
2 Torpor Orb
2 Trailblazer's Boots
2 Umezawa's Jitte
2 Winter Orb
3 Ashnod's Altar
3 Champion's Helm
3 Chromatic Lantern
3 Cloudstone Curio
3 Coalition Relic
3 Commander's Sphere
3 Crawlspace
3 Crucible of Worlds
3 Crystal Ball
3 Darksteel Ingot
3 Darksteel Plate
3 Druidic Satchel
3 Extraplanar Lens
3 Loxodon Warhammer
3 Mana Web
3 Mimic Vat
3 Mirage Mirror
3 Oblivion Stone
3 Phyrexian Altar
3 Quietus Spike
3 Rings of Brighthearth
3 Sculpting Steel
3 Staff of Domination
3 Sword of Body and Mind
3 Sword of Feast and Famine
3 Sword of Fire and Ice
3 Sword of Light and Shadow
3 Sword of War and Peace
3 Temple Bell
3 Trepanation Blade
3 Unstable Obelisk
3 Vessel of Endless Rest
3 Victory Chimes
3 Whispersilk Cloak
4 Aetherworks Marvel
4 Assault Suit
4 Bonehoard
4 Conqueror's Galleon
4 Erratic Portal
4 Eye of Doom
4 Gemstone Array
4 Grafted Exoskeleton
4 Grappling Hook
4 Hedron Archive
4 Helm of Obedience
4 Helm of Posession
4 Helm of the Host
4 Jester's Cap
4 Nevinyrral's Disk
4 Panharmonicon
4 Perilous Vault
4 Quicksilver Amulet
4 Seer's Sundial
4 Smokestack
4 Thran Dynamo
4 Trading Post
4 Vedalken Orrery
5 Alhammarret's Archive
5 Batterskull
5 Cauldron of Souls
5 Conjurer's Closet
5 Gauntlet of Power
5 Gilded Lotus
5 Memory Jar
5 Mind's Eye
5 Minion Reflector
5 Panoptic Mirror
5 Paradox Engine
5 Seal of the Guildpact
5 Tamiyo's Journal
6 Caged Sun
6 Dreamstone Hedron
6 Staff of Nin
7 Spine of Ish Sah
2 Myr Retriever
2 Walking Atlas
3 Armory Automaton
3 Burnished Hart
3 Deal Broker
3 Matter Reshaper
3 Metalworker
3 Pilgrim's Eye
3 Scarecrone
4 Solemn Simulacrum
5 Geode Golem
5 Psychosis Crawler
5 Stuffy Doll
6 Duplicant
6 Endbringer
6 Soul of New Phyrexia
6 Steel Hellkite
6 Thopter Assembly
6 Wurmcoil Engine
7 Sandstone Oracle
9 Artisan of Kozilek
9 Void Winnower
10 Kozilek, Butcher of Truth
10 Kozilek, the Great Distortion
11 Ulamog, the Infinite Gyre
12 Blightsteel Colossus
Enchantments (1)
8 Eldrazi Conscription
Instants (2)
7 Scour from Existence
Sorceries (1)
7 All Is Dust
Planeswalkers (2)
4 Karn, Scion of Urza
7 Karn Liberated
8 Ugin, the Spirit
Lands (50)
0 Ancient Tomb
0 Arcane Lighthouse
0 Ash Barrens
0 Bant Panorama
0 Buried Ruin
0 Cascading Cataracts
0 Cathedral of War
0 Cavern of Souls
0 City of Brass
0 Dark Depths
0 Deserted Temple
0 Detection Tower
0 Dust Bowl
0 Esper Panorama
0 Evolving Wilds
0 Exotic Orchard
0 Forbidden Orchard
0 Geier Reach Sanitarium
0 Grixis Panorama
0 Hall of the Bandit Lord
0 High Market
0 Homeward Path
0 Inkmoth Nexus
0 Isolated Watchtower
0 Jund Panorama
0 Library of Alexandria
0 Mana Confluence
0 Maze of Ith
0 Mikokoro, Center of the Sea
0 Mirrorpool
0 Myriad Landscape
0 Mystifying Maze
0 Naya Panorama
0 Nykthos, Shrine to Nyx
0 Path of Ancestry
0 Reflecting Pool
0 Reliquary Tower
0 Rogue's Passage
0 Scavenger Grounds
0 Sea Gate Wreckage
0 Springjack Pasture
0 Strip Mine
0 Terrain Generator
0 Terramorphic Expanse
0 Thawing Glaciers
0 Thespian's Stage
0 Tower of the Magistrate
0 Vesuva
0 Wasteland
0 Winding Canyons
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
For instance, I see 5 bant commanders which feels a little unfair to some of the other wedges like Green/Blue/Black who has one commander option.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
ISB - this list isn't an attempt at balance. View it as laying of everything you own and making your cube from that stack.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I would say that you want to build your cube to the size of your regular playgroup. The Cube is a gaming resource and if it takes too much time to draft, that will kill it. If there isn't enough variety that will kill it. If you aim to make 100 card decks every week you better have people willing to spend 2 hours just getting ready for their first game. Etc.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Also the commanders. I know different people have different preferences about drafting them separately or mixed into the cube. What are all of your experiences?
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I know Donald likes his huge so there are leftovers, but I hate that. We'll distribute the leftovers if there are less than 8 so that there aren't any pieces missing - it sucks when you see your 2 Jund generals in the left overs after drafting RG hoping for Black... but it's also not that big of a deal since we've done it both ways and had fun regardless.
We randomize ALL cards since part of drafting is knowing what to prioritize and figuring out how to build a deck from a random card pool within the rules of the game... basically putting generals anywhere but packs feels really weird to be and so far has never been an issue. There have been a few times where a player went 2 color and held out hope for a 3 color general and didn't get it. But it didn't matter since they just built a 2 color deck. Some guys pick generals in the first pack and others just pick good stuff for a pack or two, find a general in the middle, and then polish it up in packs four and five. The few times I have drafted cubes with generals on the side... Separate draft = I found that I got my general, drafted the deck, and didn't really care about a bunch of the cards that went around because I was already in my colors. With Wildfire's Cube there was a 2 or 3 color general in each pack. I still don't get exactly why he does that since it distributes the generals amongst the 40 packs (or whatever number there is) the same as putting them in the packs except that instead of exactly 1 per pack mine will sometimes have 0 and sometimes have 4... but the average per pack ends up being the same I think.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
1. Is your cube a pile of goodstuff, or do you try to make apparent themes to complement the colors and/or generals?
2. Banned cards. Do you use them, and if so, which ones? Currently I have Gifts, P-Hulk, Nightmare, Mirror, and Balance that I want to run. I ended up trading away my Academy, and I dumped Prime Time after his ban so they're out. Which banned cards should I avoid? Which ones aren't that bad?
3. How many basic lands should I have available to ensure everyone will have as many as they want?
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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2. I'm using primeval, sylvan primordial, nightmare, gifts, fastbond, balance, and maybe 1-2 I'm forgetting. Nothing has been abused to the point of needing a ban, although I will probably swap out fastbond now that exploration will be more widely available, and I've always kept my eye open for gifts issues.
3. I think I'm using 50-60 per color. Depending on the number of cards used per pack, I think my cube could support 9-10 people comfortably. Usually I host between 4-8 people tho.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
1. Goodstuff is the foundation of any Cube, as it's the most universally applicable. I do include some more niche cards to support specific strategies, but I try to make those strategies broad. For example, I personally don't support Aura Voltron, as the Auras are pretty much useless outside of those decks, but I do have support for Tokens, ETB Abuse, Artifacts, Fatties (via Ramp, Reanimate, Sneak Attack, etc), and similar.
2. I use a handful of banned cards. Hulk, Mirror, Balance, Fastbond, Sylvan Primordial, Prime Time, Ruby, Pearl, Library, maybe a few others I'm forgetting. I used to run Painter's Servant, but cut him because he wasn't high impact enough. I used to run Recurring Nightmare as well, which I had mixed results with. In a match where my opponents were prepared with graveyard hate, countermagic, and removal, it sat in my hand all game looking for an opening while I got thrashed. In a match where my opponents ran greedy non-interactive decks, it went crazy and drew a lot of complaints. Personally, I think it's fine, but I gave in to the whiners. I haven't tested Gifts but it seems fine. Cards I would definitely avoid include Lotus/Recall/Walk (stupid good), Time Vault (pretty much worthless outside of dumb infinite combo), Channel (it's Eldrazi/Exsanguinate or nothing), Coalition Victory (mostly because it'll be worthless in 95% of decks), Emrakul (just too annoying), Karakas (shuts down generals too hard), Limited Resources (one of the least fun things you can do in multiplayer), Sundering Titan (this guy is unfun city), Sway/Upheaval/Worldfire/Biorhythm (they either end the game on the spot or make it take forever), Trade Secrets (I find this too annoying)
3. I run 60 of each for 8 people.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Pointless question time: Should I run proxies of cards I need to balance out the cube? Like generals I'm missing, for example.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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You can get 800 KMC Super sleeves for $49, or 800 KMC Hyper Matte for $54.
Assuming you're making a Wildfire Standard EDH cube, you'll need 600 sleeves for the Cube itself, 40 for the Generals (and I use different sleeves here), plus another 300 for the lands.
As far as proxies go, I did when I first put it together because there were cards I couldn't get from my friends or my LGS and I wanted to play it. I traded for most of them pretty quickly though, as my trade stuff balooned when I went down from 9 decks to a Cube and put all my duplicates into my binder.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Banned cards I include: Balance, Upheaval, Tolarian Academy. I don't run Prime Time or Sylvan Primordial because they already got cut before their bans because they proved to be too powerful and game swinging - basically, people had to draft them or push for an answer.dec so hard that it cut down on the variety of decks. Killing them off opened things up. We also banned Jace 3 and Sword of Body and Mind too.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
6/3/2014 10:32:16 AM
I think I'm going to buy like 600 penny sleeves and build a mini cube for 4 players, see how it goes and take it from there. What's average, 65+1 card decks with roughly a 40/25 split of cards/basics?
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
And how do you avoid pushing players into certain colors because of an imbalance of colored generals? Do you intentionally exclude multicolor legendary creatures?
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I think the challenge is striking a balance between role diversity, power, and usability/adaptability within the constraints of a draft environment.
During my early conversations with Wildfire on building an edh cube, he seemed to pick 2 generals per guild/shard/wedge that roughly corresponded with an aggro rep and a control rep. With 3 per in each of my colors I usually try and go for an aggro/voltron rep, a mid-ranger, and either a control or combo rep. My cube is very supportive of voltron decks, so it wasn't too hard to incorporate the pieces necessary for that. Combo generals get a little more tricky, as I need to specifically insert certain cards for them that may not have a great amount of generalized applicability.
Franky, you just have to test some out to see if they work or not. For instance, I included anax and cemede in my cube last year, because I was excited about such a low cmc boros legend. After a number of run throughs using cube tutor, it became very apparent that I just didn't have enough cards to reliably trigger heroic, so I cut the legend.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
I don't do anything. The draft does. I have 2 of each Wedge scheme, 3 of each Shard, and then a generals in each guild that are good as generals or good as cards in decks. It always works out. I think I have 5 Boros Generals and only 1 or 2 Simic and we see just as many Simic decks as Boros decks.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."