As part of ongoing thought experiment to see how many distinct archetypes can exist in a limited environment, I created the following cube:
http://www.cubetutor.com/viewcube/81931
To draft this cube, draft as normal, build a 40 card deck, then choose an additional legendary creature card you drafted (regardless of color) and start each game with that card in your command zone. Players start each game with 20 life and there are no special rules regarding commander damage.
This cube is designed to be drafted by nine players, who then play three games of three. Each round is a single game, and you could play four rounds, thereby seeing each opponent. (Yes, I checked)
I haven't playtested a real version, but I have two concerns at this point in design.
1. I'm not sure how much color fixing to include.
I generally lean towards light color fixing and 2-color decks. Some players might need to splash a third color though. I think I have a good amount now, where most players don't need any fixing , but highly flexible fixing can be picked up the player who needs it. I sort of wish I could just include three of each vivid land, but I am keeping this highlander for now. I keep waffleing on how much fixing is the right amount.
2. I'm not sure it is fun to play.
This is my more important concern. Maxing archetypes via commander rules basically means I have 60~ish commanders and then everything else is a limited workhorse card. There aren't a lot of slots for "fun". Making these slots would probably mean axing large chunks of commanders. (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.)
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. I am assembling a paper version now, and fantasizing about actually have nine drafters. (Six would probably work though)
http://www.cubetutor.com/viewcube/81931
To draft this cube, draft as normal, build a 40 card deck, then choose an additional legendary creature card you drafted (regardless of color) and start each game with that card in your command zone. Players start each game with 20 life and there are no special rules regarding commander damage.
This cube is designed to be drafted by nine players, who then play three games of three. Each round is a single game, and you could play four rounds, thereby seeing each opponent. (Yes, I checked)
I haven't playtested a real version, but I have two concerns at this point in design.
1. I'm not sure how much color fixing to include.
I generally lean towards light color fixing and 2-color decks. Some players might need to splash a third color though. I think I have a good amount now, where most players don't need any fixing , but highly flexible fixing can be picked up the player who needs it. I sort of wish I could just include three of each vivid land, but I am keeping this highlander for now. I keep waffleing on how much fixing is the right amount.
2. I'm not sure it is fun to play.
This is my more important concern. Maxing archetypes via commander rules basically means I have 60~ish commanders and then everything else is a limited workhorse card. There aren't a lot of slots for "fun". Making these slots would probably mean axing large chunks of commanders. (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.)
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. I am assembling a paper version now, and fantasizing about actually have nine drafters. (Six would probably work though)