Well-Defining the Commander Cube Problem

     Currently, there is no consensus on how to create the best commander cube experience and it continues to be a challenge in part due to the problem never being laid out in a clear way. The goal of this article will be to have a clear goal and guidelines for designers to begin to bring fresh ideas to the table without having to struggle with a vague notion of the problem and to knowingly tackle all problematic aspects of the commander cube.

      First, let us define a commander cube. A commander cube is a cube that is meant to be played with commander rules. That includes one commander, singleton, and commander color identity (all cards in your deck must be the color of your commander’s color identity.) What changes from regular commander is no banned list, as the cards to include are up to the cube owner, and the deck size will have to be smaller than 100 cards. Since constructed to limited is 60 to 40, commander to limited commander can be 100 to 60. That allows for decks mana bases to piggyback off already know land counts. If a number other than 40 or 60 is chosen, land counts will be less intuitive as there is no format to compare them to and having to be based on raw percentages instead.

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