MTG CUBELET
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Variants and special rules for cubelet

Listed below are unique ways to play Cubelet if you are looking for a little extra spice.

Like the way it plays as is? That's quite alright! You can ignore this page.

Have a rule or a variation that you play and enjoy? Contact Us.

House Rules

Want to have separate graveyards? Go for it!
Want to be able to target lands? Go for it!
Want to have the game end when you reach the bottom of the library? Go for it!
Don't want people to target their lands? Give them shroud!

House rules help curate a good playing experience with your friends. Just make sure everyone is on the same page before you start playing!

Mini Draft

Rather than simply deal out 7 cards to everyone for their opening hands, have yourself a mini draft. Create packs for each player as follows:
  • 2 player game - 4 packs of 3 cards
  • 3 player game - 3 packs of 4 cards
  • 4 player game - 3 packs of 5 cards

​Everyone looks at their first pack, selects a card, and passes the pack to their left. Repeat this process until every card has been drafted by in the first pack. Proceed to Pack 2, except you'll pass to the right. Pack 3, pass to the left. If you're two players, you're just passing your packs back and forth.

The end result will be that each player has a card pool with the following number of cards:
  • 2 players - 12 cards
  • 3 players - 12 cards
  • 4 players - 15 cards

Players will then select their 7-card starting hand from their card pool and then return their unselected cards to the library.

Shuffle the library to start the game.

BATTLES

With March of the Machines, comes the introduction of a new card type, BATTLES! While you can build a cubelet or add battle cards to existing cubelets, why not have a battle over, well, the battles?

This variant will create a battle deck, ideally one of each battle. It is shuffled and placed in the middle of the table. Reveal the top three cards from the battle deck. These revealed battles are open for anyone to attack and anyone to defend. Instead of having an effect when they enter the battlefield, the front side effect of a battle may be activated (by paying the mana cost) if you defended the battle. You may activate the front side only once. If you are the one that defeats the battle, the card is exiled and transformed to your battlefield. Consider it the prize for winning the battle. Once a battle is defeated, replace it with one from the battle deck.

WindFALL!

Introduced by Gavin Verhey many years ago, there are two special rules you could run together that will give the game a new and probably rather chaotic twist.
  1. You may play any number of lands per turn! To quote Gavin, "That's right: go nuts!"
  2. Each player draws two cards per turn instead of just one. (On the first turn, the starting player draws one instead of two.)

Battle of Left and Right

This variant has simple rules, but affects the game in a big way. You can only attack the person to your left. You win when they are eliminated and the person to your right is still alive. This easy rule has some interesting table interactions where you might need to help the person attacking you to keep them alive so you can win.

One-Drop Cubelet

Build a cubelet containing nothing but one-drops. Instead of a player's life being 20, have a starting life of 6. This is an express game and feels like you are playing the battle mode in Mario Kart, except you get 6 balloons instead of 3. Why 6 life? Everyone carries around a d6 at events.

Amusing Attractions

Want to add the attractions from Unfinity without worrying about changing your cubelet to accommodate cards that open attractions? Easy! Each player gains the emblem, "At the beginning of your endstep, roll two six-sided dice. If you roll doubles, open an attraction."

Construction of an attraction deck is up to you, but it is a shared deck to draw from. Opened attractions are unique to the player that opened them.

One Ring To Rule Them All

Want to add the ring mechanic from the LoTR set without changing a significant number of cards in your cubelet? You may introduce the following rule set to play:
  • At the beginning of your end step, if one or more creatures dealt combat damage to a player, the ring tempts you.
  • When the ring barer deals combat damage to a player, the ring temps you.

Battle in Strixhaven Stadium

In Strixhaven: School of Mages, we were gifted the artifact "Strixhaven Stadium." It reads:
{t}: Add a colorless mana. Put a point counter on Strixhaven Stadium.
Whenever a creature deals combat damage to you, remove a point counter from Strixhaven Stadium.
Whenever a creature you control deals combat damage to an opponent, put a point counter on Strixhaven Stadium. Then if it has ten or more counters on it, remove them all and that player loses the game.

This artifact creates a few different game modes if battling with 20 life seems boring.
Variant 1
  • Each player receives a copy of Strixhaven Stadium. It has hexproof and is indestructible.
  • There are no life totals, the game is over when you've eliminated them with Strixhaven Stadium.
Variant 2
  • A copy of Strixhaven Stadium is placed in the middle of the table. It also is a monarch token and follows the rules of Monarch. (Can't remove Strixhaven Stadium from the game. If a player were to do combat damage to a player with Strixhaven Stadium, that player would gain control of Strixhaven Stadium. At the beginning of the endstep, if you control Strixhaven Stadium, draw a card.)
  • Life total is still 20, or you can combine the element from Variant 1 and have the Stadium the only way to get rid of an opponent.

Commander Cubelet

If you're cubelet is color balanced so it is fair all around, you can consider adding this variant to your game of Cubelet or build a cubelet specifically for Commander Cubelet.

Start with 10 commanders, one from each guild. Choices are yours to make or you can check out the Commander Cubelet for a recommended set of Commanders. Decide however you would like so that everyone has one commander.

You may play any card just as you could in a regular cubelet. However, you may not play cards that match your commander's color identity as a land. All rules pertaining to commanders (commander damage, tax, etc.) are still in effect. With this added layer, 30 life is reasonable for a normal game.


If a player has a hand of all cards that are in their commander's color identity (i.e. they can not play any as a land), they may reveal their hand, shuffle it into the library, and draw a fresh seven cards.

Two Headed Giant (2HG) and 2v2

Consider playing with traditional 2HG rules where teammates sit next to each other and take their turns together. Starting life is 30, just like 2HG and the same rules of 2HG apply.

You could also consider playing 2v2, where teammates sit diagonally from each other and turns go around in a circle like a normal. Add one extra layer where everyone has a "Sphere of Influence of 1" such that your cards only affect your opponent's until an opponent is eliminated. That means board wipes will not wipe your opponent at the start of the game.
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  • Home
  • The Format
    • Variants and Special Rules
  • Construction of a Cubelet
    • Set Snapshots For Cubelet
    • Ideas and Tips
  • Cubelets
  • Contact
  • Pokémon TCG Pocket
    • Deck Building Randomizer