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Three color Commander/Oathbreaker Cube (Cube)

For most Magic software, including Magic Workstation and Cockatrice:

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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!

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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.

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This Cube is designed to be played in 4 player multiplayer 40 starting life total commander game (taking 21 damage from a single commander makes you lose the game).

You need to make a three colored legendary creature your commander.
You need to have signature spell (instant or sorcery) that is in your command zone besides your commander and goes back to the command zone as it resolves (or leaves the stack otherwise, like getting coutnered) as well (you may also chose to put it into the zone it would normally be put in if you want to). It can only be cast from there if you control your commander. It also costs 2 more for every time it is put back into the command zone.
The Rest of the Deck will consist of 98 cards.

The boosters you draft from are created by the following pattern:
5 rounds 80 cards each.
From the commanders choose one card from each color combination at random and remove them face down. Then choose one from each color combination to go into the boosters for the seccond round at random. The commanders left get into the boosters for the last round. Therefore the rounds 2 and 5 only need 75 cards from the main deck.
Shuffle every pile for each round and split them up into 4 packs of 20 cards each.
Rotate the first round of boosters clockwise, the seccond counterclockwise and keep switching directions in the following three rounds.

After choosing your commander you have to choose a color of its color identity and a color that it does not have in its color identity. Exchange every instance of the first chosen color on your commander with the second one. This changes the commanders color identity, which also changes what cards you are allowed to use.

After draft is over and you have chosen the color identity of your deck you get any amount of basic lands, a command tower, an evolving wilds, a terramorphic expanse , the tripple land that matches your colors, a manalith and a sol grail.

Turn: Your life: Opponent's life: Poison counters:
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Exile (0)
Board (0)

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