SFDD Custom Commander Set: Cycles

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Mechanics | Skeleton | Skittering Friends (WRG) | The Caravan (UGW) | Meek Diplomats (BWU) | Space Dragon (RUB) | Pikmin (GBR) | Perfect Machines (C) | Features of Colors | Cycles

Commanders

The below compose all of the Commander options in the set. This totals out to 40 Commander Options so far.

Sign-Post Uncommon Two-Color Commanders

Every faction has a two-color uncommon Commander per their Main and Splash colors. These are to signify the primary color of the faction plus what the assisting color gets them. This totals out to ten of these.

Mono-Color Faction Commanders with Partner

Every faction has two mono-color uncommon Commander and one rare mono-color Commander partner Commander focused on their primary color. That is fifteen of these. Each faction has one such commander in their splash colors as uncommon. That's another ten.

Mythic Faction Commanders

Every faction has one mythic commander. That commander is hybrid costed such that they could be included in any deck that includes the faction's main colors.

Colorless Perfect Machines

Somewhere in here, we want to fit Perfect Machine commanders. Wonder how they should be in a cycle?


Common Role Creator

Every faction's main color has at least one common role creator. This should be a creature that can easily be included in any variety of that faction's deck, never being a completely unuseful card.

Common Mana Adventures

Every faction has a common adventure creature where the adventure is a CMC 2 colourless sorcery which searches for a basic land of its main colour. (IE: Green Creature/{2} Adventure with Basic Forest Expedition)

Uncommon Secondary Colour Adventures

Every faction has an uncommon adventure where the main card is mono-coloured in the faction's main colour, and the adventure uses hybrid mana from the faction's two secondary colours

Adventure Vehicles

5 vehicles with attached Adventures, where the adventure is a different mono-colour and the vehicle is colourless

Rare "X, Y of Exploration" Vehicles

6 rare vehicles that are very synergistic to their faction. They have crew 4, a special crew captain clause, and cost 6 mana.

­Community, Heart of Exploration Profit, Reason for Exploration Peace, Harbinger of Exploration Pride, Instigator of Exploration Verdancy, Hope of Exploration Unity, Resolution of Exploration

Hybrid Cost Commons

Per the special rules of this cube, hybrid costs are permissably colored. For every major faction's primary color, there's a hybrid color card focusing on its primary color and splashing in to a secondary color.

Half of these cross over factions. The hybrid for White and Green focusing on White should be playable in Skittering Friends and The Caravan. The other half splash only in to the own faction. In that case it only needs to be playable for the faction it's from.

Remember to observe the color pie in creating these hybrid cards. The effect should be something doable in the mono-color focus because the splash color is optional. What the splash color brings should be easing the card in to using a mechanic that both colors are interested in.

WG - Singer of Meadows WR - Tootin' White UG - Rookie Gildcounter UW - Little Guy Converter BW - Extortionist Candlemaker BU - Flashback Kid RU - Course Change RB - Unearth Exciter GB - (CG01) GR - (CG02)


BWU Cycles

The subtype "Plea" is on some sorceries. Each Plea roughly involves choosing opponents, who then make a choice. If everyone you targeted agrees to the action, you gain benefits.

­Plead for Learning

­Plea Finder

Some cards interact with Pleas. It's definitely meant to be a draft-y mechanic as a card type, but perhaps they'll be fun enough to play with?

Updated on 20 Dec 2023 by RatLantern