
Cube focuses on characters from the Prequels and the Clone Wars. Due to this, the set which anchors most of the cube is Twilight of the Republic, with only 4 cards from Spark of Rebellion making an appearance (Mace Windu, Count Dooku, Jedi Lightsaber and Force Lightning btw). This makes the cube quite refreshing as a lot of more niche cards getting an opportunity to shine here. It focuses more on being thematic than balanced, with a lot of potential staples missing due to their art being from a different era. This cube also features a smaller pool of leaders to be drafted at the start, with only two from each aspect combination. This is largely due to some aspects really struggling for good representation. Each leader is also a unique character, (if Darth Maul and Maul are different characters. If that bothers you, you're welcome to swap one for Pre-Visla). You are welcome to bolster these numbers and extra ideas for leaders and more info is in the overview.
I play this set with 30HP Bases and the addition rule "When a friendly Force unit attacks, the Force is with you". This simplifies drafting bases, as you only need to bring a set of 30HP bases. Additionally it also ensures players don't feel they have to have less HP to tap into their leader mechanic, and that players without Force leaders can still draft into the mechanic without having to take a weaker base.
I've also offered a few simple erratas to leaders, as a lot of the TWI Leaders are a tad lacking. These errata's are achieved by remove texting from the card, making them easy to represent with a sharpie (or bits of paper in the sleeve if you do not with to deface cardboard). I feel the cube should be a fair power-level with cards as printed, but these are fun things to try if some leaders seem a tad undesirable.
Nute Gunray --> If friendly units were defeated this phase, create a Battle Droid token.
*Nute is quite a bad leader. He deploys quite late with weak stats and his leader ability is very demanding to fulfil. Even if you do resolve his ability, you'll likely lose the initative doing it too. Taking it down to 1 unit means Nute gets to always keep a droid by his side.*
General Grievous --> You may give a unit Sentinel for the phase.
*A simple enough change. While there are enough droids in the cube to reach this condition, making it more generic keeps Grievous draft more open. He doesn't need this change as bad as Nute does, thankfully being a 4/8 on deploy, but a fun change for the Grievous lovers (me).*
Captain Rex --> Action 2R: create a Clone Trooper token.
*Rex probably doesn't need this, but spending 2 resources for a Clone Trooper is still below rate. I also think it's cool that if you draft Rex you could maybe get away without playing any 2 drops, which is cute.*
Padmé Amidala --> Action: Search the top 3 cards...
*Removed the cost. I feel Coordinate is enough of a cost, and the potential to whiff can really sting if you've paid a resource for it. Again, not a vital change, but helps smooth out Padmé's gameplay.*
Mace Windu --> Action 1R: Deal 1 damage to a enemy unit. Then...
*Removed the damage requirement. Paying 1 resource for 1 ping is fair value, the condition has always made this ability a bit unweildly. With no Tarkintown and a smaller suite of removal, this change makes Mace more appealing, especially with his 7 deploy cost too.*
Anakin Skywalker --> Action (Use the Force): Play a Villain card from your hand ignoring its aspect penalties.
*While in constructed Anakin being able to do this might have been a bit much, here it's a lot more managable. It also means Anakin is less obsessed with finding evil lightsabers and dastardly events in his draft, and can now look to steal the best villain bombs. He's the main character, and his Red Hero leader is way too strong to be in the cube, so giving his much more interesting leader some added flair feels appropriate.*