Commander cube archetypes reddit. I know some people hate it.


Commander cube archetypes reddit So I am thinking you probably want atleast 180-240 card pool which isn't lot to support tons of archetypes. 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… Apr 15, 2022 · If you build your own Commander Cube, I can't recommend these cards enough. Heres the other archetypes for better context: Selesnya: counters Boros: Aggro Rakdos: Vampires Izzet: instants/sorceries Feb 23, 2023 · 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. But reading this article and comments made me think that its maybe not such a good idea. I also want the archetypes to overlap, i. Many cards are there twice, some singleton. In such a small cube, it is very hard to make non-intersecting archetypes work. Coming up with some themes currently. I’ve got a Peasant cube that’s taken years to mutate away from the really bad pauper pile I began with in like 2011. Thopters, Golems, Tokens in general, Treasure tokens, Vehicles, Equipment, Cheating big artifacts into play (tinker /show&tell), Reanimator, Sacrificing, Modular, March of the machines type effects, considering these things I've started leaning towards using artifacts as more of a gap filling tool for various archetypes, where you can hopefully find a few synergistic pieces for your drafted archetype / strategy, but that might not be as optimal as other cards in the colored pools. It seems there are plenty of cubes that support UW blink, UR spells, GW counters, etc. The 540 card cube however is much larger. Multicolored cards are a lot harder to slot into commander cube drafts than I expected. This will support up to 8 players with fifteen-card booster packs for each player. For reference, my cube is a 360 cube for 4 players with 20 card packs and 2 picks per pack, with 2 legends seeded in each pack and color identity applying. . Crypto Apr 15, 2021 · How to Build a Commander Cube. I'm starting to lay out the archetypes for the different 2 and 3 color combination. 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. I am curious of what interesting or unique draft archetypes people have come up with for commander cube. Even if you're targeting a mana rock, you get extra value beyond the removal which makes this attractive in RG and RG+ decks that can use extra bodies. At the moment my archetypes are as follows: UW Control UB Control RB Goblins GR Monsters GW Auras WB Aristocrats UR Prowess GB Graveyards RW Aggro UG Ramp 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 I started with commanders that were powerful, popular, and emphasized creature combat - and built from there. Always remember, value. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I'm looking for a good list for commander cube to build, preferably in the Baldur style (I loved this set, played in 4 events during release week). Mar 21, 2024 · What Are the Rules of Commander Cube? As a quick refresher, Commander Cube is a mashup of EDH and Draft. Posted by u/[Deleted Account] - 3 votes and 4 comments In my Nephilim Inspired Commander Cube I run the following: [[Artifact Mutation]] - 2 mana artifact removal that generates tokens is solid. I am working on putting together my first commander cube and want to start out by defining color pair archetypes. The… 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. I've bought a Commander Legends box and now I'm thinking of building a commander cube out of it. Hey folks, I'm starting to design my first commander cube. Consider these the fundamentals. Basically it's more mediocre decks put into a cube. In my cube I also allow for you to chose a planeswalker to be your commander (sort of like Brawl). I don't like menu Commanders. I still need to even out my numbers a bit, but it has been playing fairly well so far. Since finding the most powerful cards in each color is easy (relatively speaking), all Cubes would look alike if power level was the only criterion to decide on a card’s in- or I have 2 cubes, one that is 150 50 cent cube, the other is a 540 Commander cube. Hi. I'll start you with some guidelines that are equally as good for building a traditional cube as Commander Cube. It would find a clearing and stick Okiba-Gang Shinobi (a card that I still haven’t put back) and clean house. 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. Here’s my desert cube. I use the foiletched frames in my Don't misunderstand, I'm not saying you have to build a commander cube, just that you have to take more inspiration from commander than say Legacy for your archetypes and card selection. The cube does not have many archetypes for the reason that all cards should be playable in every deck that tries to draft the color. 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. 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 think so too - we get through around 1/4 of the cube each time, and while I try to use different sections of the cube, it's not always very balanced. You need to either have generically good commanders for a color pair if it's not defined, or very good commanders for that color's archetype if it is. My philosophy is, that in cube one usually gets enough playables, so one can dedicate a lot of spots to very archetype specific cards. Replace the expensive reprints with Prismatic Piper. So I've decided I want to build a "Commander Cube" Has anyone on here done this? I'm not quite sure how I'd go about it. 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. You also draft 2 cards at time. It's not like in standard 1v1 where white weenies and other white aggro functions far better on it's own, the value is just too low in EDH. What I have right now is: Esper Artifacts, Grixis Discard (madness/graveyard), Jund Lands, Naya Domain, Bant Flicker, Abzan Tiny Reanimator, Jeskai If its just a 1 card combo, you're a combo deck and thats a macro-archetype. Yea that’s how pauper commander usually works. 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. Have a commander mill deck and a modern mill deck. Some of the most prominent themes are mana acceleration, ways to generate card advantage, and big swingy effects. I didn’t really play around with lands-matter archetypes, since the nature of the cube already makes you care about them. 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… I'm taking another look at the RG archetype within my commander cube. 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. In my edh cube I have at least 5 or 6 commanders per archetype and a ton of partners as well. Each commander should have a distinct archetype/focus, as my target audience is not necessarily intimately familiar with MTG. If you played OG Commander Legends or Commander Legends: Battle for Baldur's Gate, it's the same idea. Most notable changes include: I just noticed something in Commander Legends, at least for the two tribal archetypes (elves and pirates) there aren't very many payoffs for being in… Cube Cobra is not affiliated nor produced nor endorsed by Wizards of the Coast. some number of the WG cards for the Tokens archetype also work well in the WG +1/+1 archetype. Orzhov might care about tokens / sacrifice Sep 28, 2014 · Archetypes also help to set one Cube apart from another, because whether a certain archetype is available depends on the subjective preferences of the Cube designer. Not sure if planeswalkers are usually allowed as commanders. Me and my brother love drafting baldur's gate, but packs wont exist forever so I took it upon my self to make a baldur's gate set cube! It is a 720 card cube and is to be played with 4-8 players. White. I also want the players to draft the entire cube at once so that certain archetypes aren't cut out of the cube at random. In addition to five mono-colored Partners for each color, there's one non- Partner mono-color commander for each color (plus Gisela, the Broken Blade in mono-white to go with Bruna, the Fading Light ), one for each guild, one for each wedge and shard, and two WUBRGs. You need a hogh density of good-stuff playable cards. Posted by u/weathered_leaves - 2 votes and 3 comments One thing I love about building a commander cube is it naturally is inclined to cross pollinated archetypes. This shouldn't be the case in a cube. 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. Then begins the regular commander legends style draft. Due to the more budget nature it consists of a lot of cards I already owned, and due to myself just a lot of cards I personally think are cool (sometimes regardless of power/archetype). Found the commander cards can add quite some spice. I also love this set because the commander side-products fit perfectly with a commander cube design I've been kicking around and now might actually be ready to push forward with. The 150 card cube is a 1v1, so it needs that amount to have diversity in the cards your drafting, without simply having too much to draft. An uncommon creature as your commander and 99 commons following the usual commander deckbuilding restrictions. With the cube being so big, it's likely that most of the archetypes will only be partially Business, Economics, and Finance. Business, Economics, and Finance. Very excited to play, but also looking for any tips on how to manage the cube. Cards like [[Maelstrom Wanderer]], [[Tymna, the Weaver]], and [[Sidisi, Brood Tyrant]]. 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 Commons should be cards that fit into a lot of archetypes but aren't insane cards to have, for example Eternal Witness or signets. White control/pillowfort/stax, lifegain, flicker, anthems, and some reanimator are the main themes white brings in my commander cube. Cube time is 98% update, tweek, replace unplayed cards 4 months later with direct upgrades, build B-cube with all the powerful cards not in primary cube, sleeve, update cube cobra, compare against 15 other cube cobra lists that necessitate more swaps, go on Reddit and mtg salvation to see if should preemptively reserve spots for the hyped cards Edit: I have decided that landfall will be the gruul archetype for my cube. 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. All card images, mana symbols, expansions and art related to Magic the Gathering is a property of Wizards of the Coast/Hasbro. But I've always liked it. I'm ~95 in my 480 commander cube. My plan is to use the uncommon legendaries as commander options, and most likely draft them separately be It also makes pivoting during the draft really hard because you can't be sure that the archetype you want to pivote towards still has a viable commander left. Share you ideas with us below, or share your lists if you already have a Commander Cube of your own. Pick archetypes, sure, but they don't have to be tied to guilds. The numbers aren't perfect due to missing cards hut shooting for 3 mono color partners per color, 1 of each 2 color partner [missing some of these] as my base then want to be around 3 dual color per guild commanders ideally. My Peasant cube has pretty well-defined themes in all B/x combinations, but Orzhov always felt like a worse Reanimator-Combo than UB and worse at Aristocrats than RB. 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? 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. See full list on commandersherald. The idea of supporting 10x 2-color archetypes is overrated when building a cube. Traditional burn wasn't supported, but I doubt it is in a multiplayer cube 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. 20 card packs, 2 picks each time with the intent of building a 60 card deck. The survey isn't specific to "Commander Cubes". I chose to include “strictly worse” lands, because any colored source is better than no colored source. I've also switched the commander partner rules so that every legendary creature in the cube has partner. It's actually much easier to narrow down a list by just putting all the cards that care about the themes you want to highlight in each into two piles -- i. Off-archetype commanders - personally, I feel like many of these cards are somewhat necessary for keeping the cube interesting. I do think, though, that a well-designed archetype focused cube can produce the same experience. ah I see. If you want to imagine the cube, just think someone picks 20ish popular commander archetypes, goes to EDHREC and just takes all the most popular cards, adds some fixing and done (which basically was my design process). However, therr does need to be a relevant number of Legends to actually make that archetype supportable in draft. They generally have several routes you can take with them. That means most decks will be 2 color minimum, and many will swing for 3 colors (as well as 4/5 colors, but those just become good stuff or are narrowed into their archetype). Posted by u/Mat_Effect - 9 votes and 9 comments 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. The… The form, function, and execution of an optimal Commander cube design has been a discussion point over the last 18 months since the release of Commander Legends put it in the mind of the general public (I had already built two Commander cubes at that time, but I will admit they were poorly executed). I'm sorry, I never put that cube up on cube tutor (Which partially explains why it's such a damn hassle to edit. Cube tutor makes it so much easier). The proper micro-archetype for tinker is [Combo - Artifact]. So a major update for sure. First, start small with a (traditional) cube of 360 cards. I know some people hate it. 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. My main conundrum comes in the form of archetypes. Just a Mid-power level cube I guess. I'm hoping to build the cube for a 4-5 player draft with interesting commons. Izzet Spells Orzhov Aristocrats Azorius Blink Golgari Graveyard Value Dimir Reanimator Grull Landfall Selesnya Enchantress Simic +1/+1 Counters Boros Equipment A commander cube makes that even easier as the archetypes are decided by your legendaries. 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 Nowadays Boros is much healthier, relying on a much less parasitic archetype and being able to keep up with the other color pairs. Maybe some of the cards are interesting for you. I think i might have a new theme for WB: reanimating small creatures, this ties the black graveyard-centric gameplan together with the fair white plan of playing effective low Haha I love answering this question because it's so simple. It was made to play like commander, so the archetypes were skewed that way. since my cube runs conspiracies, I've peppered in a few cards to help support some archetypes [[Weight Advantage]] (Also known as buttplay): an aggro deck typically centered in UW that uses cards like [[Nyx-Fleece Ram]], [[Baral, Chief of Compliance]], [[Thraben Inspector]], and [[Jace, Vryn's Prodigy]] to play undercosted beaters and run disruption/removal to clear the way. each offer a new way to play and re-contextualize many underutilized cards. I recently finished building my first Commander Cube in paper and I was wondering how I should format the draft. Lots of fan favorite commander build arounds. Some cube designers build 3 color archetypes, especially if its a fully gold cube. Since I like it I would be interested in trying to make it a archetype in cube. 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. With my last update I dialed back some of the artifacts and really dialed up enchantments in green and white. 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. I am inspired by the background mechanic to build a cube that allows anyone to add a color and get a background. Games typically last into the dozens of turns with powerful combinations of cards taking over the game. I have that cube on paper and added it on cubecobra to have a better overview. Aug 16, 2018 · For most Cubes, specific archetypes get lots of attention: Burn, Reanimator, Control, etc. 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. A Comprehensive List of Cube Archetypes - Part I (Intro, Artifacts, Blink) A Comprehensive List of Cube Archetypes - Part II (Blue Devotion, Burn, +1/+1 Counters, Cycling) A Comprehensive List of Cube Archetypes - Part III (Discard, 5 Color, Dredge, Elves) Blue Devotion Also made a lotr set cube (with some Lotr commander cards). dek should always be available as an archetype. Now when you're drafting a commander before the rest of the cube, or with the rest of the cube, you get put in a lane just like with Lorwyn. It is a commander cube so you must draft a commander else not compete. Even with dedicated archetypes, your players will surprise you, especially with commanders in the mix. Regarding the note that non-green ramp takes away from green too much. Congrats, you have two Commander Cubes! If that sounds crazy I turned one 1500+ card pile into FIVE commander cubes over the pandemic. Me and some friends just ordered our first cube, the Nitpicking Nerds commander cube. Also, be prepared for your cube to be of a lower power level. Crypto But pretty much the only format I play is Commander. Tom's Commander Cube. You would also need to make sure your cube supports whatever archetypes your commanders want. 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'm especially interested in fun vintage and commander archetypes, but modern, cube and pauper are welcome as well :) Obviously this is subjective and based off my experience, but it gives a place to start off and can be tweaked to your liking for your personal cube. Or if you want big spells and slower format, check out Live the Dream cube by David McDarby. I have been running into the problem for good commanders that fit in my cube. Also remember commander legends has 20 card packs with 2 gaurenteed legendary creatures. You can tailor green to serve the other roles it is good in. Happy deckbuilding! Dec 6, 2023 · If you're concerned about blandness, the archetypes mentioned above are just the overarching theme. In commander, white is definitely more of a support color. I did it to build a traditional cube but there are so many possible directions you can go with cube it is nearly limitless. My goal is to make each color pair feel distinct, but allow 3 colors to work with each other to an extent. With that said, I am curious about draft archetypes that are seen less often. com Apr 15, 2022 · Enjoy Your Commander Cube! Excited to build you own Cube? Explore EDHREC and see what you can find. 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. Currently the archetype is RG equipment/auras but after some player feedback, it wasn't performing as well as I had hoped. EDH ( by result Edh cube) should be a place where unsupported archetypes might have life due to the nature of the card pool. I normally don't feel the need to push two-color archetypes when designing a cube and prefer more open-ended build-arounds. A place to discuss the Magic: The Gathering format we know and love called Cube. But, if the reason you're looking at commander specifically is the multiplayer aspect, then traditional Cube won't cut it, and you then have to worry about a few things: 1) the color pie -- as you've alluded to, mana ramp makes Green strictly better and Red/White strictly worse in a 40-life format that will never punish a greedy manabase like Hi everyone I was wondering if anyone has ever built a pauper cube specifically designed for commander play. I want every pack to feel exiting and have a lot of cool options to pick. For reference I have an EDH cube, relatively budget/lower powered. Dust Animus Aven Interrupter Angel of Indemnity Collector's Cage Blue. 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. 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. It was all removal, and discard. the smash up battle box is more akin to a commander cube but you just smash up two prebuilt halves and play. 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. UB zombies is one I'd be careful with since tribal can get pretty linear. All cubes are welcome, but we are in r/edh and it is a Commander set! Commander Cubes are pretty popular though! The definition is maybe not the same for everyone, but about 5% of cubes on Cube Cobra are categorized as such. Duelist of the Mind Smirking Spelljacker Geralf, the Fleshwright Black 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. Much lower mana curve on average than most cubes, and a great mana base. If you have 50 legendaries you may not have to worry about forcing the packs. My expectations: - drafting consists of 3 boosters of 20 cards each, choose 2 each time 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. Back then BR was by far the strongest archetype in my cube. Something like Burn isn't going to work while doing Reanimator and reanimating Griselbrand is still going to be really powerful, and boardwipes are going to be Posted by u/Korombos - 2 votes and 4 comments I have been working on my commander cube for 3 years now. The focus for Commander Cube tends to fall on macro-archetypes and generically good cards. 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. I wanted people's first time to be a good one to remember. Pick 2 cards per pass, and build decks of 60 cards. 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 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. I'm a mill enthusiast. 25K subscribers in the mtgcube community. The archetypes by the way are as follows. Anyone played a cube with some wacky archetypes? Cube is a great format and taking apart all your commander decks to start a cube is totally something I did when I first discovered cube. Could go with hatebears here which should fit the Wx themes you had in mind. The set works well for a cube. Archetypes are worth looking at, and are useful to see what synergies work with different Commanders, but it's better to have lots of good synergies. 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 Aug 16, 2018 · The focus for Commander Cube tends to fall on macro-archetypes and generically good cards. Yeah for sure, I want to discuss commander cube! It originally started out as a conspiracy/EDH cube, because my playgroup drafted tons of conspiracy 1 and 2, but it's kind of evolved a bit, took inspiration for the archetypes from the Nitpicking Nerds cube, but added in some more powerful cards. 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. Still trying to decide if I want this one to be my commander cube, multiplayer, or normal 1v1. One player (in this case, moi) curates a set of cards to draft from. In this last round of updates, I have changed a little over 1/10th of the cube. I was curious what everyone else thought about the power level of innitiative cards in a Commander Cube environment. It has some different archetypes and usually revolves around a commander-esque feeling of building up your board state before going off. White 3cmc doesn't really seem like an archetype. It sounds close to synergies or similaries in 3 color combinations. 36 cards per colour for colour fixing, interaction and tutors. So to start, my cube is a budget commander cube with a focus on artifacts and enchantments. That does sound fun, but seems more suited for experienced edh players; a bit more agency/control than pre-built commander decks but less overhead than doing full commander drafts. However… make it casual-friendly - the average commander player does not have a lot of experience drafting and is the bulk of the player base. Put one together after Commander Legends, and my playgroup and I have loved drafting it. e. 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 would start with the basics: 360, one of each of the 1-361. 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. I don't fully understand how you term "theme". Commanders like Kwain, Osgir, Wort, Gyome, etc. 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. To start, our current strategy would be to Make packs of 20 by taking 18 cards from the pool of all non commanders and 2 cards from the pools of commanders, then draft like normal 65 votes, 28 comments. Seems dull. I adjusted my numbers a bit, and might further adjust them, to get around a 600 card cube. If you draft, say, 3 commanders before going into the cube, you at least have a few options during the draft - and this also tends to help new drafters by signaling the supported archetypes. All cards on the cube will My cube is not powered, but has reasonably powerful cards and archetypes to build around. mzjeow htw ilnmdlb icx btu jklbc btilc dfjwei yhsiay hqltdcr