SFDD Custom Commander Set
SFDD Custom Commander Set by RatLantern
222 cards in Multiverse
130 commons, 66 uncommons, 24 rares, 2 mythics
3 colourless, 41 white, 40 blue, 26 black, 29 red,
22 green, 10 multicolour, 16 hybrid, 28 artifact, 7 land
5 comments total
This is a collaboration between Mint and Liz to make some cool commander cards, for a cube!
SFDD Custom Commander Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Skittering Friends (WRG) | The Caravan (UGW) | Meek Diplomats (BWU) | Space Dragon (RUB) | Pikmin (GBR) | Perfect Machines (C) | Features of Colors | Cycles |
Intro
This is a cube of custom cards for our Commander playgroup to draft and play.
Draft Rules
Drafting rules haven't been determined, likely to use Commander Legends: Baldur's Gate rules. Booster collation is: - 20 Magic cards per Draft Booster - 1–4 cards of rarity Rare or higher in every pack - At least 2 Legendary cards - Grab 3 boosters, pick 2 cards at a time, and build a 60-card Commander deck
Color identity is slightly adjusted: If you're not playing a card as your Commander, you can include Hybrid-color-costed cards as though their color identity was one or the other Hybrid cost. Example: Each faction has a mythic rare that is all three colors of the faction. One example cost might be . In this case, you could include this card in a white mono-colored deck, in a white-red or white-green deck, or use them as your commander and have all three colors. This allows for factional cards to work with two-color pairings that don't include the color of the hybrid, such that faction representation is stronger.
Factions
There are planned to be six factions. The flavor and details of them are to be adjusted. They're loosely based on off Sci-Fi concepts, brought in to a Magic-y flavor and storytelling context.
Each faction focuses on one color. It has one enemy color and the ally color that's between them as splashes. Several hybrid costed cards exist that are the main color of a faction and a splash color, making it easy to fit in faction representation.
"Roles" from Eldraine play a part here, with each faction having its own Role. Each faction Role modifies the creature types of its enchanted creature and helps tie things together mechanically for that faction.
WRG - Skittering Friends
- "Friendly" role; Enchanted creature is a Friend in addition to its other creature types and has "as long as this creature has 3 or less power, prevent all combat damage dealt to it while attacking".
- Make lots of creatures and safely attack frequently. Meant to keep blockers honest and control the ground game.
UGW - The Caravan
- "Caravaneer" role; Enchanted creature is a Mercenary in addition to its other creature types and has "whenever this creature deals combat damage to a player, if you have cast an Adventure or played a card from exile this turn, create a tapped treasure token".
- Explorers and guns for hire that archive historical artifacts. Synergizes with Adventures.
BWU - Meek Diplomats
- "Diplomat" role; Enchanted creature is an Advisor in addition to its other creature types and has "whenever you cast your first spell each turn, you may pay . If you do, each opponent loses 1 life and you gain 1 life."
- Very small creatures with enormous sticks. Seeks to accrue Advisors and then extort-ish everyone to death while avoiding being targeted.
RUB - Space Dragon
- "Draconic Servant" role; Enchanted creature is a Minion in addition to its other creature types, and has Exalted.
- Manage one huge powerful dragon and serve its needs with your other creatures. Voltron based on reactive spellcasting.
GBR - Pikmin
- "Drone" role; Enchanted creature is a Drone in addition to its other creature types and has "whenever this creature attacks, surveil 1".
- Hook up a hive mind of Drones. Uses the graveyard by exiling creatures from it for various effects.
Colorless - Perfect Machines
- "Perfected" role; Enchanted creature is an Artifact in addition to its other types and loses all creature types and has "the first artifact spell you cast each turn costs less to cast"
- Turn things in to artifacts and reap the rewards. Has no primary color setting, and relies on spinning their effects off of the faction's effects that you pick to partner with it.
- Some colorless partner commanders that could fit in to any deck, but really thrive at the helm of it partnered with a faction through its partner.
Mechanics
Core Returning Mechanics
Partner
- All mono-colored (and the colorless) Commander options have Partner
- Combinatoric construction of your decks is improved by the various Partner combination options, though primarily they want to keep you in their faction
Adventure
- Many cards have an Adventure attached that can be cast
- Most Adventures (all?) are attached to Creatures to empower the GBR archetype that cares about Creature cards in graveyards
- Cards that care about playing things from exile can hear Adventures
Roles
- Wilds of Eldraine introduced Roles, which are Aura Tokens
- Only one Role per Player per Creature can be attached
- This set primarily focuses on applying Roles to your own creatures
New Mechanics
Flawed: Enchanted creature gets -1/-0 and "this creature can't block".
- Creatues that are Flawed have a draw-back oriented aura attached, using Wilds of Eldraine's Role system.
- Many cards in the set create a new Role that will knock off the previous one.
Improved: Improved - Whenever a flawed role attached to this creature is destroyed, something.
- When the Flawed Role is knocked off, Improved triggers.
- Not every Flawed thing will have Improved, but it creates a simple thing to trigger that every faction has access to.
- You can also sacrifice the Flawed Role or destroy it to trigger this effect
Expedition: land type Expedition (Search your library for a land type Land card. Exile that card. Until the end of its owner's next turn, they may play that card.)
- As a Commander set, we're going to want higher mana curves and the lands to get them
- This mechanic helps find lands and is accessible to every color
- The land is Exiled, which means mechanics that care about playing a card from exile are hit
Recently active cards: (all recent activity)
When Spiteful Ally enters the battlefield, target opponent gains control of it and all cards attached to it.
At the beginning of your upkeep, if you do not own Spiteful Ally, you lose 2 life. Otherwise you gain 2 life.
Whenever a player loses the game, put 6 +1/+1 counters on Spiteful Ally.
: Add . Use this mana only to cast Instants, Sorceries, Adventures, or cards with an Adventure.
Goad Smasher costs less to cast for each creature your opponent's control.
Whenever Goad Smasher enters the battlefield, you may pay X life. When you do, goad X target creatures.
Whenever an opponent's creature deals combat damage to another opponent, if Night's Whisper Basically is in the graveyard, you may pay and exile it. If you do, you draw two cards and lose 2 life.
- Return the spell to its owners hand. Try Again Later's controller draws a card.
- Put the spell on top or on bottom of its owner's library.
I like this, because it's dynamic. Is the upkeep ability supposed to trigger for every player? If yes, this needs to be worded differently, I think. Also this could be sacrificed easily, but not every deck can do that, so I think that's fine.
An Adventure is always an instant or sorcery, so you can skip that part of the mana ability.
@Tahazzar: You're right! I had originally written "top three cards", but that was clearly pushing it too much.
The GBR faction wants power or toughness 4 or greater while in the graveyard, so we want this to have 4 toughness. It's nice to stock the graveyard. Maybe I push this up to 3 mana and give it the look at three text.
Thanks for commenting!
Strictly better Wall of Blossoms seems kinda nutty, especially at common.
Changed to B/R/G to fit faction.