Creepy Commander Variant

In some lands, there are special creatures who exemplify Hallow's Eve more than the rest. Legendary creatures that bring froth an army of frights, tricks and treats! They aren't your normal ghouls and goblins, but something extra special if supported with the right spells.

The Commander Variant of the cube is drafted with an extra pack at the beginning, a commander pack. All participants can either draft from it one at a time, take an even amount all at once, or can randomly draw 1 commander and try to build around it.

All decks must only contain colorless cards or cards that are in their commander's identity, usually a color pair. Commander Identity is found by combining all mana symbols on the card.

Your commander starts in the command zone, an off the battlefield zone that acts like your hand. You can cast your commander from it anytime you could cast it normally. If it dies, gets exiled, or is shuffled into , it can go to the command zone after it goes there and cost 2 more to cast for each time its been sent to the command zone.

Best if played in groups of 3 with a starting life total of 30 instead of 20. Build and draft your deck with the normal rules.

Each Commander promotes a different type of game play than the cubes normal color combo You'll want to do things that synergize with your commander than what the archetypes listed here provide. So you'll have to keep a sharp eye out of odd interactions in those colors that will synergize with your commander.


The Commanders

Use 1 Pack of the following commanders in different sleeves.  These Commanders promote a different play style than the normal draft archtypes, using some of the lesser built around combos in color pairs.

Partner Commanders


Dual Color Commanders

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