1. Pick two cards, then pass.
Each player opens one of their three 20-card MBC boosters. Choose two cards, put them face down in your drafted pile, and pass the remaining cards. Repeat two-card picks until that round’s packs are empty.
- PACK 1Pass leftPick 2 each time
- PACK 2Pass rightPick 2 each time
- PACK 3Pass leftPick 2 each time
You finish with a 60-card drafted pool. The format is optimized for eight players drafting together, then splitting into two four-player games.
2. Build a deck of at least 60 cards.
Use your drafted pool and as many basic lands as you need. Your deck’s total includes its commander or commanders. Cards must fit the applicable color identity, including any MBC Draft exception or permission in card text.
| Check | MBC Draft | Regular Commander |
|---|---|---|
| Deck size | At least 60, including commander(s). | Exactly 100, including commander(s). |
| Repeated names | Multiple copies you drafted are allowed. | Singleton, except basic lands and specific card permissions. |
| Card pool | Your drafted cards, plus basic lands. | Build beforehand from cards legal in the format. |
3. Check the MBC partner exception.
In MBC Commander Draft, an eligible commander with zero or one color in its color identity that does not already have partner may be treated as having partner. Both commanders must have partner, including through this exception, for that pairing.
WORKED EXAMPLE / MBC DRAFT
Two eligible, single-color commanders
White identityRed identity
Suppose you drafted two eligible commanders with those identities, and neither has partner. In MBC Draft, you may treat both as having partner and use their combined white-red identity. That pair does not automatically qualify in ordinary Commander.
Outside this grant: a commander with a blue-red color identity and no partnering ability does not gain partner from the MBC exception. Check the full color identity, rather than only the card’s printed color. Commander eligibility still applies.
4. Keep the two-color fallback separate.
The MBC Release Notes cover two fallback cases for a two-color deck. These permissions change the deck’s color identity, not the commander’s own identity or characteristics.
CASE A / ONE MATCHING COLOR
You have a suitable blue commander.
You drafted for blue-red, but only have a commander whose identity is blue and no other color. You may add red to your deck’s identity. With a 60-card total, that means one commander and 59 other cards.
Deck: blue-red. Commander: still blue.
CASE B / NEITHER COLOR COVERED
No monocolored commander covers either color.
In the rare case described in the notes, you drafted for blue-red but have no suitable monocolored commander covering either color. You may add both colors to the deck’s identity and play without a commander.
Deck: at least 60 cards. Command zone: no commander.
Tell the table: declare any added colors as commanders are revealed before the game begins. This is an MBC Draft permission, not a way to add arbitrary colors to a regular Commander deck.
5. Check your deck, then play.
Once decks are built, the official notes direct players to play a traditional Commander game. Before you begin:
- Count the complete deck, including commander(s).
- Reveal your commander arrangement and declare fallback colors, if any.
- Check current Oracle text and ask the organizer about unusual interactions.
- Apply Rulebreaker only to the restrictions its text names.
Confirm the event uses MBC boosters and these Draft instructions. Card-legality dates and the October Comprehensive Rules bulletin are separate questions; check the dates and legality guide when taking cards into other formats.
Official sources
Checked October 21, 2026. Use the applicable official rules, Oracle text, and your event organizer’s instructions if a summary here differs.