This Cube is primarily focuses on a Commander game. Therefore, there are some rules that correspond to those of regular Commander, and some rules that have been modified or adjusted for this cube. I have listed the original Commander rules below and supplemented, removed, or modified them at the corresponding points.
In addition to the regular cards, there are 36 special cards inspired by Brandon Sanderson’s cube, called the Regalia cards. They are intended to make drafting, deck building, and ultimately gameplay more interesting.
Regalia cards have a rarity. There are three copies of each common Regalia in the cube. Uncommon Regalia have two copies. Rare and mythic Regalias are one-offs.
So if you see one – pick one.
Draft Rules
You will be drafting a 60 card deck using three packs of 18 cards each.
You pick two cards every turn.
Deck Construction Rules
- Players choose a legendary creature as the commander for their deck.
Any planeswalker can be your commander. (at this moment there are no planeswalkers in the cube) - A card’s color identity is its color plus the color of any mana symbols in the card’s rules text. A card’s color identity is established before the game begins, and cannot be changed by game effects. The cards in a deck may not have any colors in their color identity which are not in the color identity of the deck’s commander.
Hybrid mana cards count as an „or“ when played in your deck. So a card that has a white/red hybrid mana cost, and no activated abilities, can be treated as either a white card or a red card. - A Commander deck must contain exactly
10060 cards, including the commander. If you’re playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a101st61st card. - With the exception of basic lands, no two cards in the deck may have the same English name.
Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction.(There are no such cards in the cube.)
Play Rules
- Players begin the game with 40 life.
- Commanders begin the game in the Command Zone. While a commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay
for each time it was previously cast from the command zone; this is an additional cost.
If you have two commanders, track the tax separately and each Regalia only applies to one or the other. - If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.
- Being a commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, “commander-ness” cannot be copied or overwritten by continuous effects. The card retains it’s commander-ness through any status changes, and is still a commander even when controlled by another player.
If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.
There is no Commander damage, except when a certain Regalia allows it.- Parts of abilities which bring other traditional card(s) you own from outside the game into the game do not function in Commander.
An exception in the cube is the playtest card “Frontier Explorer“. - Friendly mulligan. Your first draw is to 7, second draw is to 7, third is to 6, fourth is to 6, etc. If you start with fewer than 7 cards, you get to scry 1. In multiplayer games, starting player draws a card. In single player games, starting player skips their first draw step.
- No infinite combos. According to the website commanderspellbook.com, there are approximately 50 potential infinite combos in the cube. If such combinations are identified, they may trigger up to 5 times in the first turn. After that, only once per turn thereafter.
Rule 0: HAVE FUN!






