pie chart

EDH Cube #2: Wedge Themes

Commander / EDH*

MoodyCow

Lands (43)

BlueSelfMill (15)

GreenElementals (15)

RedSpellslinger (15)

WhiteVampires (15)

GolgariSelfMill (5)

OrzhovAristocrats (5)

SimicSelfMill (5)

JeskaiSpellslinger (2)

TemurElementals (2)

ArtefactThemeSupport (17)

BlackSelfMill (15)

BlueElementals (15)

GreenAristocrats (15)

RedElementals (15)

WhiteSpellslinger (15)

BorosSpellslinger (5)

BorosVampires (5)

GolgariAristocrats (5)

IzzetSpellslinger (5)

SimicElementals (5)

MarduVampires (2)

ArtefactRamp (15)

BlackAristocrats (15)

BlackVampires (15)

BlueSpellslinger (15)

GreenSelfMill (15)

RedVampires (15)

WhiteAristocrats (14)

IzzetElementals (5)

OrzhovVampires (5)

AbzanAristocrats (2)

SultaiSelfmill (2)


Maybeboard

Other (115)


This is my attempt at revisiting the EDH Cube idea: the last cube was awesome, but I felt it lead to decks which felt very homogenised in a slow, value-oriented way. I have narrowed the focus of this cube, which should make the drafting and playing experience much more exciting and focussed.

This cube will have 360 cards in it focussed around the 5 wedges: Abzan, Mardu, Jeskai, Temur and Sultai. It's split into 5 themes: Vampires, Elementals, Self-Mill, Spellslinger, Aristocrats. Each wedge will have a theme that each colour in the wedge derives its themes from. Each colour is made up of three themes. Each monocolour needs a minimum of 40 cards, so each colour gets 45 cards with each theme receiving 15 cards (45 x 5 = 225) (Breakdown here: https://docs.google.com/spreadsheets/d/1Wk8RVlYkDi1EMm1pyOCGR3rN47e6MueemCEijH2IwWQ/edit?usp=sharing) This leaves 10 cards for each of the five two-colour pairs (10 x 5 = 50); three cards for each wedge (3 x 5 = 15). This leaves 85 colourless cards (225 + 50 + 15 = 290) (360 - 290 = 70). The colourless cards are divided into: 40 colourless lands, 30 colourless nonland cards.

One focus I would like to have in making this cube is the removal of 'clunky' cards that have high barriers to put into a deck, while not increasing the excitement value of that deck very much. This includes cards like 'Fiery Justice' which, while a cool card, has a high cost in that it is 3 colours, while not paying off in any significant way; it is simply a removal spell.

I have structured my card selection process by selecting cards for a particular archetype by how far they fit into a necessary function for such a deck to work. These functions are: Draw, Ramp, Enabler, Removal, WinCon. Some archetypes rely more heavily on certain of these functions than others, and some require creative thinking to find cards to fit into these functions (either using cards that only partially fit the function, or the creation of brand new cards where WotC have no offerings). I also wanted to ensure that there were at least some cards that served both their given archetype, and the archetypes outside their strict role within the same colour. These I have labeled as 'crossover cards'.

After drafting, each player will have access to a 'policy' card that powers up their commander or deck. This card offers four choices. Once one is chosen it transforms into an emblem for play. The choices are: - Make your commander's mana value +1 mana of any colour. - Reduce your minimum deck size by 10. - Your commander costs (1) less and has +1/+1. - Whenever a creature is destroyed by a source you control, gain 1 life.

I've implemented custom-made cards to fill in for places where the current MTG cardset doesn't provide: Hydroform -> Gaian Cycle (1GU Enchantment: Cycling 2, whenever a land enters your graveyard add G or U, whenever a land leaves your graveyard make a 2/2 elemental) Maraleaf Pixie -> Garden Explorer (G/U Creature Elemental: 1/1, 1U: Garden Explorer gains persist until end of turn, 3G: Put a +1/+1 counter on Garden Explorer (change to board wipe).

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