Ever wanted to play Conspiracy, but with commanders? That's the idea behind the Skirmish Cube. - - - RULES - - - 25 life. 40-card decks, plus your commander (so 41 total). Commanders are drafted first, in packs of 5. They are sleeved in sleeves of an alternate colour from the main cube. Cards in sleeves of the alternate colour are legal for use as commanders in Skirmish Cube games. There is no colour identity rule. Commander cards are kept in their own pool once drafted. Surplus commanders may not be included in your 40-card deck. You may swap commanders from your pool of commanders between rounds. You may name commanders with Conspiracies. Commanders are declared once deckbuilding is complete. Boosters include 11 commons, 3 uncommons, and 1 rare or mythic. Otherwise, follow all rules of drafting and of Commander as normal. - - - NOTES - - - The Skirmish Cube is an attempt at blending the fascinating dynamics of drafting with the wildness and variability of Commander. It can support up to eight players. During gameplay, four-player pods are ideal. Ideally, the Skirmish Cube will feel like Limited-level Magic, but with commanders on top. Commanders are sleeved in sleeves of a different colour, allowing both for non-standard commanders, and for commanders to be drafted separately without worrying about mixing your pools. They essentially have two functions in the Skirmish Cube -- they can either be a deck's engine, or an on-demand bomb, depending on the commander and the player's wishes. There are currently 55 commanders -- three for each single colour, two for each colour pair, one for each shard/wedge, one colourless, one for each four-colour prism except WURG (I feel Ink-Treader would be unfun in this format), and the Bringers of the Dawn cycle, which can function as both mono-colour and 5-colour commanders. They are listed in the sideboard. If you choose to implement colour identity rules, you will likely want to reverse the current "pyramid" of colour identity distribution, including more commanders with a broader colour identity and fewer with a narrower one. Finally, you'll note the large number of rares and mythics in the cube -- this is a more subtle attempt at capturing the variability of Commander. Theoretically, a maximum of 24 rares and mythics will be available in any given draft. With a pool of 70+ to choose from, this ensures that no two drafts of the Skirmish Cube are the same, much like no two games of Commander are the same. Have fun! Radiophage