Best commander cube archetypes 1/1 fliers also tend to excel with equipment for . Two decks at best. You also have Bushwhack and The Best Commander Build is to inherit the right Passives and Buffs in Metaphor: ReFantazio. Search. Selecting the best archetypes might sound fairly easy. Going “wide” with auras has become a bit of a thing with Wilds of Eldraine, so your options are truly broad. Doubling Season, Sundering Growth, and Because of the size of my cube and the number of staples in commander, I was able to build each color to support multiple archetypes. (5 or 6) synergistic archetypes that work well with commander options in the colors. With that said, I am curious about draft archetypes that are seen less often. UB zombies is one I'd be careful with since tribal can get pretty linear. Some cube designers build 3 color archetypes, especially if its a fully gold cube. Off-archetype commanders - personally, I feel like many of these cards are somewhat necessary for keeping the cube interesting If you love RDW but want it to have slightly more depth than simply dropping your hand into play and hoping for the best, consider skewing your card selection into one of these directions. I'm especially interested in fun vintage and commander archetypes, but modern, cube and Posted by u/Mat_Effect - 9 votes and 9 comments The Aggro Theater generally wants to end the game as quickly as possible, but there are a number of ways to do that. View Archive. by. Uncommons should fit solidly into specific supported archetypes; you should probably have ten on these, with each archetype being able to overlap and being supported in two colors. - don't go too niche on your archetypes. June 17, 2022 . Partners and Backgrounds. Norin also enables ETB creatures so much, it's far better than your run-of-mill 2/1's for 1. Goblin Bushwhacker rewards you for going wide with tokens, whereas Toolcraft Exemplar rewards you for playing artifacts. But when all of those archetypes are thrown together into the grand melting pot of Commander, a few top-tier choices stand out. Some cubes follow other themes or restrictions or are built around specific archetypes/synergies. Recurring Nightmare is the best cube card. If you're concerned about blandness, the archetypes mentioned above are just the overarching theme. This shouldn't be the case in a cube. When it comes to gameplay archetypes, it's generally best to stick to broad or well-supported archetypes when it comes to choosing archetype support cards for your Cube. There's a couple of archetypes to be found (I tried my best to have plenty of overlap), and I focused on big plays and cheap interaction. Could go with hatebears here which should fit the Wx themes you had in mind. The issue is mainly building archetypes into my cube. This legend plays best into token and go-wide strategies, as well as a great “signpost uncommon” legend for budget commander cubes! Colorless/Lands: So, I've taken everyone's advice and broadened my categories to 7 main themes and included 3 mono colored commanders, 3 dual color commanders, and I'll make the cube from the remains of past Commander decks. A cube is an investment, and if you want to use the cube often Then you will have to coax new people at LGS's and events to try it. These numbers are pretty different ## General Overview Casual Micro Commander Cube for 4 players, 240 cards 40 Commanders total in the cube: - 10 Mono-Coloured (2 per colour) - 20 Two-Coloured (2 per colour pair) - 10 Three-Coloured (1 per colour combination) ## Drafting & Gameplay ### Draft Procedure - 4 players draft 5 packs of 12 cards each - 2 picks at a time - Seeded packs - 2 random I do think, though, that a well-designed archetype focused cube can produce the same experience. If you want more information on commander cube, I have other articles on this subject with card choices from new sets and build - smaller cubes are better - easier to prepare, store and are more predictable - less chance of some archetypes being thrown out of the pool (many I've seen are 1k cards, I think 540 is probably best, 3 boosters are extra , so it's not the same pool every time, but there is a certain constant in games, max I want to build is 720) In part one I discussed the reasons why you would want to build an EDH/Commander Cube, and the theory behind constructing it. In this article I’ll be outlining how to go about making the types of decisions you’ll need to make. Then have some good "filler" cards aka flexible cards that would work for any archetype (like removal, draw, filter, fixing, ect. Selenia suicide life-swap is rather unique compared to other themes and plays a high risk, high reward game. Artifacts are one of the most popular Cube archetypes, but how should you design and build a Cube with artifacts in mind? Adam has details. For my cube, the only special aspect is that commander can be drafted in an initial pack (for a group of people that rarely draft) or alongside the normal pack. I think ironing out which cards belong in the cube and what you can add over time to balance it is a function of what archetypes emerge. After that, I would only include the very best and most flexible enablers. The list of Commander archetypes is long, but we've got a guide to the 20 most popular ones! We're going over their strengths, weaknesses, must-haves, and game plans! 65 votes, 28 comments. Since commander decks are always hungry for early game ramp, you'll already have a solid assortment of artifacts in the form of mana rocks and fixing. I'm starting to lay out the archetypes for the different 2 and 3 color combination. Off-archetype commanders - personally, I feel like many of these cards are somewhat necessary for keeping the cube interesting My cube is not powered, but has reasonably powerful cards and archetypes to build around. Then - like you suggested - swap out some of the cards (commons and uncommons) to create more variations and improve the power levels of the other archetypes before trying to break the UR pirates or Golgari. If you're a creature combo deck, you can use this to dig for more creatures OR use this to EOT threaten to assemble a 2 card combo, especially with more expensive . While the types of value gained through doing so vary greatly based on one's commander, Cheerios decks are often incredibly efficient and consistent, as they care less about what their zero-mana spells do, and more The best part of building your cube is making all the fun decisions. Hello! I'm working on a commander cube and wanted to get some input. This is going to be the first in a series of articles about building an EDH Cube. IMO the best way to do that is proxy up your cube. Anyone played a cube with some wacky archetypes? This broad topic will serve as the foundation for future, more specific articles on Midrange archetypes, and is a great tool for anyone looking to build their first Cube. e. Veteran Survivor just feels like another aggro 2/1 for 1 that past turn 1 drops won't affect the game. Currently the archetype is RG equipment/auras but after some player feedback, it wasn't performing as well as I had hoped. Those three Commanders represent three strategies. To accomplish that, if you like the archetypes of the multicolored partners run them, and if you don’t, don’t. I'll start you with some guidelines that are equally as good for building a traditional cube as Commander Cube. At "common," I provide a creature and a spell for each color pair, emphasizing the archetypes the cube is trying The nature of Cube already brings all the best parts of commander without having a card in the command zone. In paper, it's drafted as 3 twenty card packs, with two legendaries seeded in each pack. Crypto. Sure, on paper a A Commander cube, IMO, aims to combine the best part of Commander - multiplayer, highly synergistic decks - with the best part of drafting - reading signals, finding fun interactions between the cards you're picking, and getting creative with what you have available. Thank you all kindly for the suggestions! I'm thinking of putting a cube together, and I'm stumped on what Gruul should do in this format. I'm still trying to avoid the landfall archetype as much as I can because having extra land ramp and pay offs for that ramp just tends to over power the Those multicolored legends should provide a framework for the archetypes you want to include in your cube; be mindful of thematic overlap, and try to avoid archetypes that don't have any overlap in their colors. While the commander pack contains 3 plus color cards, the main cube has no cards more than 2 color and is designed around color pair archetypes that have as much overlap as possible. This allows for enough playable cards to build 60 card decks, with approximately 35 nonland cards in each deck. Behind the scene thought process: I wanted to add 12 mono-color cards, 6 multicolored cards and 2 colorless cards that work for that archetype, but is flexible enough to work in others. What exactly are you looking for input on with the cube? Archetypes? Staples? Commander ideas? Tom's Commander Cube. The draft format is structurally similar to the official product Commander Legends. In the first article of this series I introduced many of the concepts and rationales behind the basic choices you will be making while building a Commander Cube. More Topics. Offspring is a well-designed kicker mechanic because it gives real value in the face of spot removal, acts as a mid-game mana sink, and gives all the myriad benefits of a card that creates multiple bodies. Commander Skills Skills Learned Through Rank What archetypes are you supporting. In this last round of updates, I have changed a little over 1/10th of the cube. The commander is drafted during the draft; there's no separate commander packs. I think a lot of people get too concerned with archetypes in Cube and less concerned with prioritizing fixing and just taking the best cards which, more often than not, leads to things Splashing a little green into this archetype works wonders: Green contributes +1/+1 counters and temporary buffs, allowing your flying creatures to hit even harder while also adding ramp options to get your bigger threats out early. Bloomburrow looks like a solid set with upgrades for several of my favorite cube archetypes, especially the Izzet spells matter deck. ) but I'm willing to make some cuts if that is what is best for the direction of the cube overall. Consider these the fundamentals. They offer versatile deck building options, consistent performance across different areas of the game and power ceilings which border on unbeatable. Gift Making these slots would probably mean axing large chunks of commanders. I wanted people's first time to be a good one to remember. Hey folks, I'm starting to design my first commander cube. The survival mechanic is a very "win I'll be honest, a couple will be hard to drop for me (Booster Tutor, Cogwork Librarian, Lore Seeker, Backup Plan, etc. I want to put [[Chicken à la King]] into my commander cube as a possible commander (ik this one isn't legendary, but I want it to still be draftable as a commander). Four birds from one card is ideal for both going wide and sacrificing tokens (). I would start with the basics: 360, one of each of the 1-361. Of course, there is no need to draft just red-blue for this archetype. Edit: I have decided that landfall will be the gruul archetype for my cube. You can tailor green to serve the other roles it is good in. For example, if the primary +1/+1 counters archetype is in UG, and the drafter wants to build WG +1/+1 counters, how would that work? At this point us internet strangers can give tips and help This third article in the building an EDH/Commander Cube series is going to dive into how to support, build, and keep track of your choices as you build out your Commander Cube. Using anchor cards, it’s possible to support archetypes without including too many cards that are useful only in that One option for a possible 10th archetype could be Artifacts. The MTGA cube, in my experience, is built to support a range of specific Hey folks, I'm starting to design my first commander cube. Even recently, Commander Masters became such a massive deal for me as a curator as having access to notable Legends such as Gonti, Lord of Luxury, Rishkar, Peema Renegade, and Anafenza, Kin-Tree Spirit makes for White 3cmc doesn't really seem like an archetype. It was super clear even the first time I drafted my own cube, that some archetypes needed more help, and others were being fought over. Byrke, Long Ear of the Law | Illustratio by Manuel Castañón. Before deciding on what cards to go in, decide how When it comes to gameplay archetypes, it's generally best to stick to broad or well-supported archetypes when it comes to choosing archetype support cards for your Cube. Turn 1 Dork -> Turn 2 This. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. While he can utilize powerful Voltron auras and play reduced-cost removal, he excels in playing pacifisms and other interesting enchantment effects that cost between three MAG costs can differ depending on your Bond Rank with Followers! Upon reaching Bond Rank 1 with Bardon, players can unlock the Commander Archetype by studying it at the cost of 2250 MAG, as well as reaching a certain Archetype rank, should it not be a base Archetype. Cube Card and Archetype Discussion [DSK] Duskmourn: Includes and Testing Result [MCD] decks, even if you draw it in the late game. If I were to build a commander cube, I’d want a ton of overlap between strategies/colors magic-the-gathering yugioh pokemon lorcana Commander Legends Draft Archetypes. There are two ways to end up in a 2-color pair in a Commander Draft format: most archetypes have around 35-40 cards; but one card can fit into mutliple archetypes and then I don't count it as a full card towards that archetype; for example [[Sword of Hearth and Home]] can contribute 1/4 of a card to generic ramp, 3/8 to boros equipments and 3/8 to the blink archetype; in general cards that fit into multiple archetypes That's a total of 13 graveyard draft archetypes over the last twelve years. When compared to most sets, Foundations definitely seems above average in the ramp department (mostly thanks to Llanowar Elves). It seems there are plenty of cubes that support UW blink, UR spells, GW counters, etc. The final archetype treads very familiar ground for GU. Cube is also generally singleton, meaning there’s only one copy of each card in the cube. But don't overthink this, it will come together with playtesting. 4-player Commander Cube draft is the *best* way to play magic I have experienced in my 21 years as a player. Other sets have had a graveyard backing to the core archetype, like the Innistrad Zombie archetypes or Dominaria's historic draft theme. Arena Cube is a phantom event with BO1 and traditional BO3 matches. I'm sharing my take on a Cube for 4 Players where 288 cards are evenly drafted to create a 60-card deck (+Commander[s]) for reasonable draft and play times. As a standalone card, I think flying, lifelink, and +1/+1 are three of the best possible counters, making this a cheap but slow Great set for Commander; not a great set for cube. By Jess Estephan | Published 2/7/2023 | 10 min read. Commander Cube is a cube, meaning a collection of curated cards from which players draft “packs” composed of a random portion of that cube to build decks and play games with. Heres the other archetypes for better context: Selesnya: counters Boros: Aggro Rakdos: Vampires Izzet: instants/sorceries I'm taking another look at the RG archetype within my commander cube. Above what you'd get playing commander legends (that kind of led to really grindy games). The best way to provide fringe support in other colours is with buyback spells. Off-archetype commanders - personally, I feel like many of these cards are somewhat necessary for keeping the cube interesting Doubling Cube | Illustration by Mark Tedin. I plan on looking for good generals and then building the cube archetypes based off of those. Most notable changes include: Royal Thief requires Ninja 20, Dragoon 15, Tycoon 15, and 30,000 MAG. With the cube being so big, it's likely that most of the archetypes will only be partially A Comprehensive List of Cube Archetypes - Part I (Intro, Artifacts, Blink) While Cube originated from a desire to play Limited with the best (i. The commander set brings lots of reprints that play well in cube as well as a few cool new cards, just be careful with monarch, i skipped about half of them. We’ll get to all that in just a bit, though. Let's work together to make our Cubes better! Commander Legends did probably give us the best version of commander drafting thus far though. Bardon Bond Guide and How to Unlock. I have a 1000+ card commander cube I've been curating for a couple of years now, and the biggest lessons I learned about large cubes and dealing with commander color restrictions is that it better to have loose themes instead of strict archetypes. I'll be honest, a couple will be hard to drop for me (Booster Tutor, Cogwork Librarian, Lore Seeker, Backup Plan, etc. This is a great card in so many ways. What makes that tricky is that you’ll need to master at least one Archetype in the Seeker, Knight, and Commander tree to get Lets delve into the world of EDH cubes on a budget! comments sorted by Best Top New Controversial Q&A Add a Comment SP1R1TDR4G0N • Additional comment actions. Commander is my favorite format, and I have a ton of commanders that I really like but I don’t have the budget to build them all at the same time. Whenever you can offer an archetype removal that supports its goals you are making the best choices for that archetype. Your cube will probably end up with various "build-around" cards in it - cards that are stronger, but have some kind of cost or setup has to be satisfied before playing them, like tribute monsters, main deck boss monsters like the chaos monsters, Dimension Fusion/Soul Charge, Card of Safe Return, or Destiny Hero Disk Commander (pre-errata). Cardano Dogecoin Algorand Bitcoin Litecoin Basic Attention Token Bitcoin Cash. It sounds close to synergies or similaries in 3 color combinations. I removed most of the absolutely broken fast mana (Sol Ring, Mana Crypt, Mana Vault) but added a good amount of Elves, Signets Laying it out this can help in preventing narrow/parasitic archetype that can be difficult to get off the ground. Most players understand what “control” or “aggro” means, but terms like “aristocrats,” “group slug,” and “superfriends” aren’t immediately obvious to newer players. I’ve been building and curating a commander cube for awhile and wanted to share some of the math/balancing work for card types/colors I’ve done to help those looking to build 360 card commander cubes. (Kinda like how blue is far and away the best color of Vintage Cube, which is only balanced by mono-color critical-mass aggro I recently finished building my first Commander Cube in paper and I was wondering how I should format the draft. I mentioned three different "types" of this archetype. Each archetype needs a different amount of space and the only thing you can do is make an educated guess. The best way is really to just do both. During the 1. Just last week, I dropped my life to 1 and cast Repay in Kind before killing all three of my opponents. . ) on limiting to mono or multicolored partners. Your opponent has to kill it OR risk you playing another creature and tapping both to cheat in something like Atraxa, Grand Unifier. edh, commander, mtg, cube, cubing, coolstuffinc, seo, achetypes, 08282024. You need to either have generically good commanders for a color pair if it's not defined, or very good commanders for Been playing a lot of Voltron & Aristocrat lately and I'm kind of curious what some of you guys' favorite archetypes are, to build decks around. Personally, my favorite form of Aggro normally lands somewhere within the Mardu wedge and focuses on cheap creatures This Commander Cube intertwines popular themes with unique archetypes in a single limited environment. Focusing on 2 color archetypes and predominantly mono colored cards makes all the picks more viable at any stage of the draft allowing you to spec into the cool 3 color cards you drafted earlier if you wish. Of these 59, 24 are reprints from past sets. Recent Articles. Multiplayer or 1v1, doesn't matter. Personally I play 1x of most cards with 2x of a few select commons and uncommons (the land cyclers, some temp with the ring cards as they needed more support, 4x Nazgul, etc https I'm in the process of updating my commander cube and one of my goals is to enhance the drafting experience, designing archetypes that have overlap. Best Cube Movies; Top Commons should be cards that fit into a lot of archetypes but aren't insane cards to have, for example Eternal Witness or signets. Commander Cube - Potential RG Archetypes This will be especially true with a cube, and you will end up with removal being prioritized because killing an opponent's commander will always be the next best thing to do after using your own commander. Just be aware that Green itself lacks flying and will serve best in a support role. 20 card packs, 2 picks each time with the intent of building a 60 card deck. Overlooked Commander Cards from 2024. The proper micro-archetype for tinker is [Combo - Artifact]. Cheers, rant This archetype is dominated by red and blue, with red generally offering aggressive cards while blue gives you control oriented cards. So a major update for sure. The rest of the archetypes hold to getting value from the graveyard as the reward for what it's doing, with sacrificing merely as an incidental way to get different value. But one Commander who might be worth a shot is a quick Killian, Ink Duelist build. The overall size of your 4-player Commander Cube draft is the *best* way to play magic I have experienced in my 21 years as a player. I look forward to your responses, thanks in advance! comments sorted by Best Top New Controversial Q&A Add a Comment Vintage Cube Archetypes Ranked / Best Vintage Cube Archetypes Tier 1 Izzet Tempo. Most importantly a cube is a living thing. In my cube I also allow for you to chose a planeswalker to be your commander (sort of like Brawl). I'm designing a commander cube right now and w I'm completely overwhelmed just by deciding which legendary ceatures to include for the legendary pack that is drafted first. -for this point, they'd all be different colour pairs instead of the same, so the strategies would be very different. It's fits in the combo archetype to be sure, but I feel the theme warrants its own place on the list. How to Build a Commander Cube. What I have right now is: Esper Artifacts, Grixis Discard (madness/graveyard), Jund Lands, Naya Domain, Bant Flicker, Abzan Tiny Reanimator, Jeskai I want to build a relatively budget cube. All that said, the biggest With 480 cards as our starting point, this would be the breakdown of how the cube can look like and what I recommend. Sigmund Ausfresser | December 30, 2024. Each archetype has a commander for each mono color, a commander for each dual-color and 2 tri-color commanders and If its just a 1 card combo, you're a combo deck and thats a macro-archetype. It is that simple. As an avid fan of both Commander and Limited, I was thrilled when my editors asked me to write a guide to drafting Commander Legends. While I agree with that, I think it differs for Commander cubes in that your commanders more strongly define your archetypes than in a regular cube. Games typically last into the dozens of turns with powerful combinations of cards taking over the game. I'd love to see some lists other people have made and get some ideas on archetypes, colors, and commanders to throw into the cube. Ramp is exactly what we know: focused on using mana acceleration to slam down bigger spells faster. I was curious what everyone else thought about the power level of innitiative cards in a Commander Cube environment. From what I see in limited with Norin, Swift Survivalist, it changes combat so much and allows you to swing all out with barely any downside. I think you'd also be able to create this experience if you design a cube that focuses on macro archetypes (aggro, control, midrange, combo, and their various flavors), even if those cards don't necessarily share mechanical identities. Iconic Illustrations from Wilds of Eldraine. You would also need to make sure your cube supports whatever archetypes your commanders want. Firstly, I’d say put the commanders in your cube that you want players to draft around, that’s imo the best philosophy. Huge update that is intended to overhaul a few of the under-performing archetypes and cut the rest of the vestigial cards from before I made this a commander cube. The general elements of Commander Cube are contained in the name: it’s a Cube for drafting decks to play games of Commander! which could also allow you to support more narrow archetypes in your Cube, though Hi everyone! This is my 4 player, EDH budget cube (<$360) created for my Commander Cube Coverage article on budget cubes. Recursion (Regrowth, Eternal Witness, Restock, and so on) means that when you kill a green deck's hard-to-answer threat, it's not necessarily gone for good like it would likely be in a UW deck. He started off playing in his store's Journey into Nyx league, and his favorite formats are draft and commander! He joined Draftsim in 2021 as a writer, and is currently the site's Chief of Content. First, a trap archetype is a deck where you need everything to go right So, enough about me, let’s get to Commander Cube. most powerful) cards in Magic’s history, when you combine cards from over 20 years’ worth of Magic sets, strange things happen and strong synergy-based decks come together. I hope you don’t mind but I really plan on looking at a lot of your stuff for inspiration, you play a An example from Commander Masters is Battle Screech, an overpowered card that's ideal for three-fourths of the set’s white archetypes. I'd also support adding suicide to the themes. The Top Commander Cards Nowadays Boros is much healthier, relying on a much less parasitic archetype and being able to keep up with the other color pairs. ) to fill in the gaps. My cube, Liaison, has 1 commander for every 3 color pair (that branch at least two of the three archetypes it it’s colors), two commanders for each color pair (and archetype), and an uncommon 2-color commander I gave partner. 2: I consider 40 to be the minimum and 100 the maximum So the best place for a 4 person commander cube to start is 360 cards, so each person can get 3 20 card packs and the whole cube isn’t drafted. Deckbuilding. The rules used in Commander Legends draft run very smoothly, so I decided to take the next step and build my very own EDH/Commander cube. That’s it. It still isn't as popular, as commander naturally lends itself to more durdly color pairs, but at least people draft it and have fun doing it. Restoration Angel is an anchor card for the Blink archetype, as is Tinker for the Artifacts archetype, and Siege-Gang Commander for the Tokens archetype. Disenchant is good, but it doesn’t offer With the success of Commander Legends, it seems so much more possible to build a working cube draft format for Commander. It’s a 480 card cube that supports all 10 guilds and has one commander for each shard/wedge, one 4 color and one 5 color commander. There are also a number of staples that can fit into a wide variety of archetypes - [[Myr Battlesphere]] for example can slide into an artifacts deck, a toughness-matters deck, a high mana value deck, a tokens The set works well for a cube. One of Magic's best creatures , this nightmare is one of the biggest offenders, taking a streamlined deck full of good cards and giving the deck an If you want to include +1/+1 counter themes in your Cube, Adam has some tips on what to do! Posted by u/weathered_leaves - 2 votes and 3 comments make it casual-friendly - the average commander player does not have a lot of experience drafting and is the bulk of the player base. Simply google, “Best Commander Cube Draft Archetypes” or perhaps dig through reddit threads? Don’t bother. I made a commander cube following commander legend, so I can share a bit of what I researched to make it. Eupha's well-rounded stat allocation makes her versatile, enabling her to take on any role One thing I love about building a commander cube is it naturally is inclined to cross pollinated archetypes. there’s a section of chaff that will need to be switched out for more playable So I’m making adjustments to my commander cube and I want to make more distinct archetypes for drafters, just looking to get some help on how I 60 commanders (for designing the archetypes, the cube will have more when it happens to be a legal commander) 10 archetypes/ main colours 60 multicolour lands 10 cards per commander that directly benefit that archetype in the colour identity. 36 cards per colour for colour fixing, interaction and tutors. Cube is a collection of carefully selected cards, compiled by a Cube designer or community, for the purposes of being used to play Limited formats, usually Draft and Sealed. I'm not interested in voltron (unfun all or nothing strategy), elves (too narrow synergies), landfall (ramp is good enough and landfall would make it too opressive) or infect (too strong for this cube). Music: "Digital Lemonade" Named for their heavy use of spells with mana costs of 0, Cheerios decks aim to garner notable value through repeatedly casting free spells. When you include multi-color pay-offs or Commanders that are build-around cards, then you are I don't know exactly how many cards your cube would need but i would think for 4 100 card singleton decks you would want more than the 400 for suitable variance. Strive to fill the list out with playables and reduce any cards that don't have A commander cube makes that even easier as the archetypes are decided by your legendaries. As far as I can tell every archetype has 1,5 commander options (the 2 colour one and a 3 colour one that is also used for another archetype). This is additionally complicated in The new green archetype has to have some overlap with existing green archetypes as well as interesting synergies with other colours. 0 0. Simply grab your favorite Red cards and go wild. Also look into background and partner cards as some can help offer variety or bridge your archetypes. There's the "small reanimator" thing but that's mostly in WB and there might not be enough material to make it really pop in a larger cube. Because Midrange is a more fluid concept than Control, Aggro, and Combo/Synergy, let's begin by defining it for the sake of future conversations and talking about a few ways The Nitpicking Nerds - Full Commander Archetype Breakdown | Strengths, Weaknesses, Game Plans, and Must-Haves. About Command Cube. I don't fully understand how you term "theme". It lets you play with any cards you like, including less powerful cards that don't make sense in constructed formats. The Best Budget My main cube right now is a peasant cube with some fairly traditional guild archetypes, but I've been trying to build up an unrestricted, mid-power level cube that focuses on shards/wedges instead. Bloomburrow and its supplemental Commander set have a total of 59 commanders, with 25 in the main set (with the BLB code) and 24 outside of it (this includes Flubs, the Fool, which is a box promo with the BLC code). I’ve got the answers to your question right here in this very paragraph. This was one I expected going in, although at a higher rate given the amount of complaints about it. Snow is an archetype that in commander cube guarantees that all players have access to snow basics, due to how many slots having snow basics in the draft would take. We are back with another tier list, and this one is ranking the archetypes of commander; all the different decks you can play, whether it be artifacts, life gain, chaos, infect, or tribal and everything in between! This also doubles as a nice resource for people looking for a list of edh archetypes. Since it's a Commander cube, each Commander you pick out for your cube is going to already be a self-contained archetype. As for myself, I don't have a list finished yet. Ideally, it'll play a little like the MTGA cube (especially since this is my only point of reference). First, start small with a (traditional) Welcome to our super awesome Commander Cube episode! We're giving an overview of the commander cube we've made! We're talking about philosophies behind building, how to draft it, and what the archetypes are! Are This third article in the building an EDH/Commander Cube series is going to dive into how to support, build, and keep track of your choices as you build out your Commander Cube. Hello fellow magic players! Since the pandemic started, I’ve had a lot more time on my hands and one of the things on my If you plan to support this Archetype in your cube, the best advice I can provide is to first focus on maximizing the number of ETB effects in your cube. My own Cube has some archetype overlap (Blue Red cares about non creature spells, White Red is generally aggressive Recurring Nightmare is an insane value engine that doesn't fit into eternal formats and is banned in Commander. or you might saturate the cube with particular pay-off cards for each archetype. Today These are all fine cards; however, beyond the basic theaters of aggro, midrange, and control, what can a Gruul deck do in Peasant Cube? How can we, as Cube architects, design our Red and Green sections to make drafting an RG deck feel special? Please post GR archetype ideas in this thread. The sorts of legendary creatures people want to build decks out of are generally complex cards that overlap a number of mechanics together to form an interesting whole, such that whole decks are actually cross archetype not just Hey all, I’ve been very slowly working on building my own commander cube. Matthew Lotti | December 25, 2024. Now to be fair, I actually find companions like Lurrus of the Dream-Den extremely fun in Limited, Cube, and even Commander, but their impact on Constructed formats is one for the history books. Related Posts. It's hard to pinpoint exactly how many of those other archetypes count as a "graveyard" deck. Welcome to MTGCube, the best place to talk about the best limited format for Magic: the Gathering My cube is focused on ten two colour archetypes, which I like as a concept because I often draft with people who don't do much other drafting, so clear guidelines are helpful. I want to include a card that you draft along side it to help make playing this commander at all viable. These are the 10 themes with the most support. I normally don't feel the need to push two-color archetypes when designing a cube and prefer more open-ended build-arounds. How do you balance a Commander Cube and keep things on an even level? it's generally best to stick to one- and two-color cards and cards with single-color pips so that players can fit cards into a wide variety of decks. For EDH cube in particular, I think playing with expensive cards is one of the attractions, since people usually build EDH decks out of what they can afford. ) I guess I just want you to draft my cube, let me know your thoughts on fixing, fun, or anything else that comes to mind. Replace the expensive reprints with Prismatic Piper. Typically I gravitate towards stuff like blink, tokens, +1/+1 counters, flying matters Then begins the regular commander legends style draft. Commanders first, commanders last, commanders mixed in with "normal" cards. Pick the archetypes you and your friends most enjoy playing. (Cutting one or two won't make much room because my archetypes are so interwoven; best return on loss comes from axing a whole thematic group. Check out the best builds for the Commander, General, and Warlord, the best characters and Inherited Skills, and the best equipment for the Commander Lineage. 360 cards feels like way too few for a multitude of archetypes to be supported. I think this is an archetype which is colored by experiences in the commander format. This week, we’re looking at MY personal favorite archetype: Go Wide. If you do want to support a RDW Archetype in your Cube, don't overthink it. I'd say at a minimum you should have 5 clearly defined archetypes in the cube. My advice is to start small (360 card cube) and build out from there. Community Spotlight. This aims to solve the main problems with Retail Limited, notably the lack of replayability after drafting a set a ton, the cost of acquiring product “Archetype” is a somewhat nebulous term in Magic. the best decks can win without the commander even hitting the battlefield! Stuff You Like Doing maybe splashing a third. Try and use what's best for your group. Replace them with mono partners and we have 3 different combinations. Commander Legends is Of these thirteen draft archetypes, three are more of the "sacrifice" variation (Battle for Zendikar, Modern Horizons 2, The Brothers' War). For instance, it will be unlikely that players will draft enough cards to make a viable mill deck, but there are hundreds of graveyard-focused cards from across MTG 's history If you're building a Commander cube, what I think would be most helpful is to first pick the Commanders that are most interesting to you/your playgroup in each color pair and start there. (pun intended), and you want to make sure you aren't trying to include too many archetypes. Once you get a feel for those, you can further flesh out another set of 5 that mix them. Arena Cube Event Details. Regarding the note that non-green ramp takes away from green too much. I want to include cards for the cube around archetypes for the commanders, so I'd like some overlap and that's where I'm struggling the hardest. Fortunately though, as soon as you playtest your cube 2 or 3 times, you'll know how good your guess was. Take 8 - 10 archetypes and dedicate X cards of each archetype there. Visit Us. This archetype The Choose a Background commanders themselves are fine, though many, such as Wyll, Blade of Frontiers, support niche archetypes that would never function in the average Cube. jejn wcmvi mryju hrc gwo ahhyjh hifir tkqs uwk eljnop