Classic Commander
We built Classic Commander for the games we like best: creatures on the table, attacks that matter, and nobody winning out of nowhere. Every card was first printed in 2018 or earlier, so it plays like Commander did back then, around brackets 2 and 3.
How a cube works
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1
Open your packs
You get 7 packs of 18 cards and 6 commanders, dealt from one shared cube, so nobody in your group opens the same card.
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2
Pick your commander
Any two mono-colored legends can lead together, so two of them make a two-color deck. A single mono-colored commander leaves you short of cards. Don't like your 6? You can redeal them once, before a card goes into your deck.
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3
Build 60 cards
You build only from what you opened, plus free basic lands. Plan on two colors, about 35 spells and 25 lands, plus your commander.
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4
Play it
Start a game on Playgroup Live and turn on Play with the cube. Your deck is yours until an admin closes the cube.
About this cube
There is no Sol Ring and there are no Game Changers. We ran the whole list through Commander Spellbook and cut the combos that win on the spot, so what is left rewards playing the board.
Every color pair gets two commanders of its own, a Signet and a few gold cards. A sealed pool rarely holds a whole theme, so pick your commander first and build around what it does. The archetypes below name the commanders that lead each one.
Rules
- Build a 60-card deck plus your commander.
- Everyone starts at 40 life.
- 21 commander damage from a single commander knocks a player out.
- Every card has to fit your commander's color identity.
- Any two mono-colored or colorless legends can share command as partners.
- Everyone opens 7 packs of 18 cards and is dealt 6 commanders, and may redeal those commanders once.
- Every pool also gets Command Tower and Commander's Sphere.
- Basic lands are unlimited.
- Your first mulligan is free, then each one puts a card on the bottom.
- Each pack holds 3 white, 3 blue, 3 black, 3 red, 3 green, 1 multicolored, and 2 colorless or lands.
House rules
- Cards first printed up to 2018, built for combat-first games around bracket 2 to 3.
- Play it the way you would at a kitchen table: call your triggers and be kind about misplays.
Archetypes
Blink
Brago and Roon exile your creatures and bring them straight back, so every creature with an enter ability works twice. Take creatures that do something when they enter.
Commanders: Brago, King Eternal and Roon of the Hidden Realm
Steal
Play your opponents' cards. The Scarab God raises creatures from any graveyard, so your removal feeds it, and Gonti and Jeleva cast cards from your opponents' libraries.
Commanders: The Scarab God, Gonti, Lord of Luxury, and Jeleva, Nephalia's Scourge
Sacrifice
Gisa turns sacrificed creatures into Zombies, Prossh makes Kobolds to sacrifice and Yahenni grows as opposing creatures die. Take every token maker and every way to steal a creature for a turn.
Commanders: Yahenni, Undying Partisan, Ghoulcaller Gisa, and Prossh, Skyraider of Kher
Big creatures
Ghalta and Goreclaw make big creatures cheaper, Xenagos doubles one creature's power and Mayael puts them straight onto the battlefield. Play ramp and every creature with 4 or more power.
Commanders: Ghalta, Primal Hunger, Goreclaw, Terror of Qal Sisma, Xenagos, God of Revels, and Mayael the Anima
Go wide
Trostani, Odric and Elesh Norn reward having many creatures at once. Token makers and anthems are the plan, and any small creature fills in.
Commanders: Trostani, Selesnya's Voice, Odric, Master Tactician, and Elesh Norn, Grand Cenobite
Life drain
Oloro turns life you gain into cards and drain, Elenda grows as creatures die and Tymna draws when your creatures deal combat damage. Take lifelink and cards that drain each opponent.
Commanders: Elenda, the Dusk Rose, Oloro, Ageless Ascetic, and Tymna the Weaver
Graveyard
Meren and Muldrotha bring cards back from your graveyard every turn, and Jarad grows with the creatures in it. Self-mill and creatures that die well make the deck.
Commanders: Meren of Clan Nel Toth, Muldrotha, the Gravetide, and Jarad, Golgari Lich Lord
Lands
Tatyova draws a card for every land you play, Multani grows with your lands and Titania makes a 5/3 whenever one of your lands goes to the graveyard. Take every ramp spell and landfall card.
Commanders: Tatyova, Benthic Druid, Titania, Protector of Argoth, and Multani, Yavimaya's Avatar
Spells
Talrand makes a Drake for each instant and sorcery, Niv-Mizzet draws and deals damage, Baral makes them cheaper and Narset casts them free when she attacks. Cast cheap spells and draw a lot.
Commanders: Talrand, Sky Summoner, Niv-Mizzet, Parun, Baral, Chief of Compliance, and Narset, Enlightened Master
Equipment and Auras
Sram draws a card for each Aura and Equipment you cast, Godo finds an Equipment and gives extra combats, and Bruse Tarl gives double strike. Suit up one creature and attack.
Commanders: Sram, Senior Edificer, Godo, Bandit Warlord, and Bruse Tarl, Boorish Herder