We have a difficult task ahead of us. We need to capture the fun, and feel of Commander inside a 400-card Limited format. You'll noticed that I said "we", that's because I'm recruiting you to help me. If there’s one thing that Magic Players are good at, it’s critical analysis — I’ve read enough posts in the r/magicTCG/ sub-reddit to know that. It’s my hope that after reading about my goals, and checking out the list at the end of the article, that you’ll weigh in with your opinion in the comments. Am I on the right track here? Did I leave out important cards? Before we get to that, I’m going to repost the rules for Commander Battle Box from my last article as a refresher.
- Each player starts the game with a land pack. The land pack contains one of each allied-colored Guild Gate, one of each basic land, and 1 Mana Confluence. The normal rules of Magic for playing lands apply.
- Each player starts the game with 4 cards. There are no mulligans (this is mainly because five people shuffling a 400 card deck takes forever).
- After each player has reviewed their starting hand, they must select a Commander from the Commander Pool. The person who plays last will get first choice, then work your way up to player one.
- After the Commanders are chosen, each player choses a utility land from the utility land pool. Use the same order that the Commanders were chosen.
- You will play from a shared library. The shared library is considered “your library” and “your opponent’s library”. This means that effects that rearrange the top of your library will affect your opponent’s draw. This also means that casting Memory Lapse to place your opponent’s Terastodon on the top of “their library” then drawing a card (or manifesting it) will make you smile.
- You will play with a shared graveyard. The shared graveyard is considered “your graveyard” and “your opponent’s graveyard”. This means that you can Putrefy your opponent’s Consecrated Sphinx, then play your Karmic Guide to make the whole table hate you.
- Because lands are capped at eleven, you commander can never cost more than eleven to cast. If your commander would cost more than eleven, it costs eleven instead. This includes commander tax.
- All other Commander rules apply.
OK, now that you’ve been officially refreshed, let’s dig into the design of the box. I set some design goals to act as a compass while making card choices for the initial list. These goals are simple, but I spent a lot of time thinking about what each of them means. I'll walk you through these thoughts below. Sometimes my thoughts are like a thick jungle, so bring a machete and feel free to skip the parts that bore you. Here are the three design goals that I set-Imagine the words, "The Commander Battle Box should . . . " before each goal.
- Be Fun
- Feel like Commander
- Support 3-5 players
Be Fun (Design Goal 1)
Fun is number 8 on Mark Rosewater's list of "10 Things Every Game Needs."And even though we're not designing a game,it still applies to designing an environment. Plus I needed to get my Mark Rosewater plug in. Fun is one of those seemingly obvious things that we take for granted. If we’re playing Magic, it’s probably going to be fun. The goal is not just fun; the goal is the most fun; and, the more intentional we are about it, the better the result will be. There are a lot of knobs we can turn and switches we can flip to turn up the fun quotient in our box. I’ll talk about a couple here; notably, keeping fun-killers out, and telling great stories.
That’s Not Fun!
Fun can be a hard thing to put your finger on, by nature it is subjective. Fun means different things for different people. For example some people find this fun . . .
Or this . . .
If you're one of these people, I'm not here to shame you — I may, or may not, have foiled-out my Legacy Mono-White stacks deck. Even though as a player I like jamming Armageddon (or Realm Razer), as a designer I need to consider what’s best for the box. From a design perspective, these type of cards have issues:
- They minimize the amount of fun that the table (as a whole) is having. One player might be having a blast, but everyone else is not. This goes against my design philosophy, which is to give the most fun to the most people.
- This type of cards is ineffective. Typically when you play a card like Gaddock Teeg in a normal Commander game, your deck is crafted to take advantage of it. Even though his effect is symmetrical, you’ve built around it and can capitalize on it. In this format however, the cards you draw are not from a deck that you carefully constructed, but instead from a shared pool. This means that playing a Gaddock Teeg would truly be symmetrical making the game equally miserable for you, and everyone else at the table.
I’m not only picking on Gaddock Teeg andArmageddon. There’s a whole host of cards with these kind of effects — Thalia, Guardian of Thraben, Decree of Annihilation, and even Void Winnower to name a few more. I’ve set rules for myself to exclude any cards that puts a blanket restriction on spells you can cast, and cards that destroy (or exile, or bounce, or whatever else) all lands. This should help keep the level of fun high.
Telling Stories
Another way to make your box funner more fun to play (I hope my editor lets me keep that)* is to draw your players into a story. This means empowering them to both; do awesome things, and answer awesome things that other people are doing. This may sound a little bit game-design-nerd to you, but if you listen to the conversations happing in game stores, many are telling the stories of the games that were just played. The interactions that we build into the box will create the structure for these stories. It’s our goal to make sure these stories are good. Imagine telling this story:
Jimmy: What happened?
You: Well, Josh tapped 10 mana and dropped a Kozilek, Butcher of Truth!
Jimmy: Good card, then what happened?
You: . . . Then he just kept swinging, until everyone was dead.
That's not a story worth telling! It would be like Greedo shooting (and killing) Han Solo before he could take Luke on adventures all over the galaxy. That would settle the “who shot first” debate, but The Empire would’ve probably crushed The Rebellion. We need the story to continue past, "They played a bomb and then won the game." Think about how much more exciting that story would be if it included you countering the Annihilator triggers with Summary Dismissal, then Gabby stealing the Kozilek with Zealous Conscripts and hitting Josh in the face with it, before sacrificing it to Phyrexian Altar! This kind of interplay between threats, and answers makes for good drama, and good drama produces fun.
On the flipside, it's possible to have an imbalance in the opposite direction with too many answers, and not enough threats. If this happensthen games will devolve into a sluggish, and grindy crawl to the finish line. Some of you might like that, but for the sake of the rest of us, a delicate balance needs to be struck. You'll notice that I'm erroring on the side of "less" removal in the initial list. Wrath effects and spot removal combined only make up 15ish percent of the box. I expect to make some changes after the first play through, but I want to give the threats room to breathe during this evaluation.
Feels like Commander (Design Goal 2)
Meeting this goal forces us to ask the question, “What is the essence of Commander?” What does it offer that makes it the second most played format in all of Magic? I think it boils down to two things. The first is what I call “Commander Hallmarks”. These are strategies and cards that make up the landscape of Commander. The second is self-expression. It’s the ability to play in a way that says something about who you are. The trick will be capturing this essence, and overcoming the challenges that they present.
Command Hallmarks
When you think about Commander, what specific cards come to mind? For me, it’s cards like Grave Pact, or Consecrated Sphinx that don’t see play other formats — though I did play Consecrated Sphinx in Vintage once, it's pretty good on turn two. Adding these signature Commander cards is the easiest way to make the Battle Box feel like Commander. If I did my job right, you should see a lot of your favorites on the list. Beyond individual cards, there are two classes of cards that are also hallmarks of Commander: Tutors and Mana Ramp.
No Flashlights on this Adventure
"Search your library . . . " is a line of text that I love to see when I'm building a Commander deck, and I'm not the only one. In Commander, tutoring helps to overcome the singleton deck-building restriction, and make a more consistent deck. Some would even argue that tutoring is one of the major problems in the Commander metagame. This is not why I've excluded them from the box. I've cut them because tutoring a 400 card deck is a logistical problem. Some people already take forever to search a 100 card deck that they built — you know who you are. Can you imagine how long it would take to search a library that is four times the size? That’s not to mention the fact that the contents of the Battle Box would be largely unknown to the person tutoring. The sheer mental processing power needed to parse hundreds of options on the spot is not something people have access to, unless your name is Alex Hayne.
I’ve considered some options to help make tutoring work in the Battle Box. These ranged from developing a multi-stack model (with my friend Eugene), to designing my own cards for the box (I may talk about these in future articles), but in the end it was cleaner to cut it completely. Of course, every rule can have exceptions. One exception that I'm considering is the card Dragonstorm. As I said in my previous article, “Commander” will always be Elder Dragon Highlander (EDH) to me and I’ve included a healthy amount of Dragons in the box, as an ode to that. Dragonstorm is an epic spell that adds the drama that I talked about above. It also helps raise the power level of the Red section, which is welcome since Red is one of the weaker colors in Commander. I’ll be looking for ways to build in support for Dragonstorm, but until I find the sweet spot, it will rest with the other tutors in the banned bin.
Building Ramps
The second class of cards that I consider a Commander hallmark, is mana ramp. It may not be apparent a first, but many ramp spells are actually tutors. As we discussed above, we’ve relegated those card to the banned bin. Thankfully there are a lot of cards that ramp without tutoring. I’ve focused on adding three types of these cards to the box. The first of these type of cards are cards that say "you may play an additional land . . . " these interact well with the land set. This next card is a perfect example of this type. It also has the added fun of showing the top of the shared library to whole table.
The second type of tutorless-ramp cards are artifacts, and many of them fall in the also fall in the Commander hallmark category. These not only provide ramp, but they can also take some stress off your mana base.
The last cards in this category are cards that reduce the cost of your spells. These type of cards can also support cards like Dragonstorm, and other cards with the Storm mechanic.
One final note on ramp. We have the option to add creature ramp, but I'd really like to see creatures that do more than just ramp. Noble Hierarch is an example of this, but even she might be too low-impact for the box. This is another area that we’ll have to keep an eye on for the first play through.
Designing for Self-Expression
My friend Wen wrote one of the coolest article series on Commander that I’ve ever seen. It was a series that correlated your Commander (and deck) with your personality type using the Myers-Briggs model. We’re not going that deep today, but it’s important to note that self-expression is at the core of the Commander format. If we want this box to feel like Commander then we need to somehow capture its self-expressive nature.
The easiest thing we can do to capture this is to allow player to pick their own Commander. We’ll have to do some work to make sure that all the major playstyles are represented (and supported), but I think we have a good starting point. Adding the utility land pool helps to strengthen the Commander choice because many of the lands support the Commanders. They also give a level of added personalization. For example, one of my pet cards is Alchemist's Refuge. Selecting that at the start of the game, makes me feel like I’m playing with one of my own decks. The trick is carrying this feeling past the start of the game. To accomplish our goal we need to offer players access to their playstyles as they play the game.
There are some subtle things that will help support different playstyles in the box. One of these is simply keeping the balance of colors tight. If there’s eighty Blue cards and twelve Red cards, then how will a Red mage ever express themselves during gameplay? Funny story, the numbers actually looked a lot like that when I did my first brain dump of the list. There’s a deeper level of this that I’ve yet to tackle, but I plan to. It’s defining a strong color wheel, and conforming the list to it. This will make the color balance more effective, because when you play a Green card it will really “feel” like a Green card. A balanced color count is important for the box, but it won’t be effective if we don’t give players access to the cards. If you’re a Black mage and you have a hand full of White cards, what can you do?
As you look over the list, you'll notice that I worked in a handful of cards that loot (draw a card, then discard one), or manipulate the library in some way. I’ve added these to increase the frequency of card selection for the players. Cards like Curse of Chaos, Merfolk Looter, and Crystal Ball (among others) give players the ability to better mimic their desired playstyle. If a token player can make a board full of tokens, or a combo player can assemble Kiki-Jiki, Mirror Breaker / Pestermite, or a Voltron player can suit up a huge a threat, then we’ve done our job well. Players don’t need a deck specifically designed to do one thing to be satisfied, they only need a moment of doing that thing. It’s our job to help them find that in the Battle Box.
Support 3-5 Players (Design Goal 3)
There’s not a lot to this goal. We simply need to make sure that we don’t run out of cards, and that we don’t have any cards that “break” a 3-5 player game. A typical Commander deck has between 32 and 38 lands. That means it has 62 to 68 “business” cards. If our Battle box is 340 card, then we have as much “business” card as five Commander decks. The list is currently 387 cards, so we’re good on that front. As far as not “breaking” the game, I needed to axe some Commander favorites to keep things fun and interactive.
Cards that repeatedly manipulate the top cards of the Library have been omitted from the box. These have the ability to “lock” your opponents out of a draw, especially once the game hits three player mark. This means that cards like: Jace, the Mind Sculptor, Sensei's Divining Top, and Scroll Rack will have to sit this one out. You’ll notice that I mentioned Crystal Ball above and typically this would fall into this category, but I’ve left it box as a way to test these type of effects. I’ll also note that the Scry mechanic is nowhere near as powerful as the Brainstorm ability from Jace. If Crystal Ball test well, I may introduce these other cards slowly as we get a better view of the format.
The List
If you’ve made it this far, I thank you! Let’s cut the jibber jabber and break out this list! I really want to hear your thoughts on it. Your suggestions for additions, and cuts will really help shape the final list.
The Land Set
- Forest
- Island
- Mountain
- Plains
- Swamp
- Azorius Guildgate
- Dimir Guildgate
- Gruul Guildgate
- Rakdos Guildgate
- Selesnya Guildgate
- Mana Confluence
The Commander Pool
- Brago, King Eternal
- Grimgrin, Corpse-Born
- Olivia Voldaren
- Omnath, Locus of Rage
- Rhys the Redeemed
- Ayli, Eternal Pilgrim
- Meren of Clan Nel Toth
- Nath of the Gilt-Leaf
- Rashmi, Eternities Crafter
- Mizzix of the Izmagnus
- Anya, Merciless Angel
- Prossh, Skyraider of Kher
- Marath, Will of the Wild
- Jenara, Asura of War
- Oloro, Ageless Ascetic
- Zedruu the Greathearted
- Zurgo Helmsmasher
- Karador, Ghost Chieftain
- Sidisi, Brood Tyrant
- Animar, Soul of Elements
- Horde of Notions
Utility Land Pool
- Academy Ruins
- Alchemist's Refuge
- Desolate Lighthouse
- Gaea's Cradle
- Gavony Township
- High Market
- Maze of Ith
- Minamo, School at Water's Edge
- Nephalia Drownyard
- Nykthos, Shrine to Nyx
- Opal Palace
- Prahv, Spires of Order
- Reliquary Tower
- Slayers' Stronghold
- Sunhome, Fortress of the Legion
- Vault of the Archangel
- Vitu-Ghazi, the City-Tree
White
- Mother of Runes
- Serra Ascendant
- Soul Warden
- Anafenza, Kin-Tree Spirit
- Puresteel Paladin
- Flickerwisp
- Hallowed Spiritkeeper
- Intrepid Hero
- Mangara of Corondor
- Mirror Entity
- Thalia, Heretic Cathar
- Custodi Squire
- Karmic Guide
- Reveillark
- Twilight Shepherd
- Yosei, the Morning Star
- Elesh Norn, Grand Cenobite
- Luminate Primordial
- Avacyn, Angel of Hope
- Reya Dawnbringer
- Nahiri, the Lithomancer
- Elspeth, Sun's Champion
- Cataclysmic Gearhulk
- Godsend
- Swords to Plowshares
- Dismantling Blow
- Lapse of Certainty
- Oblation
- Fated Retribution
- Wrath of God
- Fumigate
- Open the Vaults
- Martial Coup
- Decree of Justice
- Blind Obedience
- Mastery of the Unseen
- Banishing Light
- Ghostly Prison
- Grasp of Fate
- Oblivion Ring
- True Conviction
- Heliod, God of the Sun
Blue
- Enclave Cryptologist
- Hapless Researcher
- Jace, Vryn's Prodigy
- Merfolk Looter
- Snapcaster Mage
- Pestermite
- Clever Impersonator
- Venser, Shaper Savant
- Ixidron
- Mulldrifter
- Consecrated Sphinx
- Deadeye Navigator
- Draining Whelk
- Keiga, the Tide Star
- Diluvian Primordial
- Palinchron
- Brainstorm
- Flusterstorm
- Swan Song
- Cyclonic Rift
- Mana Drain
- Memory Lapse
- Unsubstantiate
- Capsize
- Dissipate
- Forbidden Alchemy
- Hinder
- Cryptic Command
- Fact or Fiction
- Summary Dismissal
- Spelljack
- Dig Through Time
- Careful Study
- Rite of Replication
- Mind's Desire
- Treasure Cruise
- Expropriate
- Compulsion
- Propaganda
- Control Magic
- Future Sight
- Thassa, God of the Sea
Black
- Carrion Feeder
- Cryptbreaker
- Gravecrawler
- Viscera Seer
- Nightscape Familiar
- Fleshbag Marauder
- Merciless Executioner
- Stinkweed Imp
- Gonti, Lord of Luxury
- Tree of Perdition
- Archfiend of Depravity
- Gray Merchant of Asphodel
- Shriekmaw
- Kokusho, the Evening Star
- Mikaeus, the Unhallowed
- Tasigur, the Golden Fang
- Sepulchral Primordial
- Sheoldred, Whispering One
- Ob Nixilis Reignited
- Sorin Markov
- Noxious Gearhulk
- Tragic Slip
- Hero's Downfall
- Murderous Cut
- Innocent Blood
- Chainer's Edict
- Toxic Deluge
- Victimize
- Syphon Mind
- Crux of Fate
- Unburial Rites
- Exsanguinate
- Army of the Damned
- Decree of Pain
- Plague Wind
- Rise of the Dark Realms
- Curse of Shallow Graves
- Grave Pact
- Dictate of Erebos
- Wound Reflection
- Grave Betrayal
Red
- Dragonmaster Outcast
- Goblin Welder
- Insolent Neonate
- Feldon of the Third Path
- Goblin Rabblemaster
- Goblin Sharpshooter
- Sin Prodder
- Charging Cinderhorn
- Heartless Hidetsugu
- Kiki-Jiki, Mirror Breaker
- Mindclaw Shaman
- Urabrask the Hidden
- Zealous Conscripts
- Spitebellows
- Balefire Dragon
- Molten Primordial
- Stalking Vengeance
- Chandra, Pyromaster
- Daretti, Scrap Savant
- Ancient Grudge
- Desperate Ravings
- Chaos Warp
- Wild Ricochet
- Savage Beating
- Word of Seizing
- Faithless Looting
- Vandalblast
- Wheel of Fortune
- Incendiary Command
- Mass Mutiny
- Insurrection
- Blasphemous Act
- Goblin Bombardment
- Curse of Chaos
- Flameshadow Conjuring
- Sneak Attack
- Splinter Twin
- Curse of Bloodletting
- Warstorm Surge
- Vicious Shadows
- Purphoros, God of the Forge
Green
- Essence Warden
- Noble Hierarch
- Den Protector
- Elvish Visionary
- Scavenging Ooze
- Eternal Witness
- Reclamation Sage
- Shaman of Forgotten Ways
- Somberwald Sage
- Mold Shambler
- Oracle of Mul Daya
- Timbermare
- Yeva, Nature's Herald
- Acidic Slime
- Seedborn Muse
- Whisperwood Elemental
- Bane of Progress
- Destructor Dragon
- Avenger of Zendikar
- Hornet Queen
- Craterhoof Behemoth
- Terastodon
- Vorinclex, Voice of Hunger
- Woodfall Primus
- Garruk Wildspeaker
- Freyalise, Llanowar's Fury
- Beast Within
- Krosan Grip
- Explore
- Regrowth
- Creeping Renaissance
- Restock
- Grim Flowering
- Sylvan Library
- Awakening Zone
- Song of the Dryads
- Greater Good
- Dictate of Karametra
- Doubling Season
- Lurking Predators
- Zendikar Resurgent
Gold
- Mistmeadow Witch
- Reflector Mage
- Brago, King Eternal
- Cloudblazer
- Medomai the Ageless
- Venser, the Sojourner
- Render Silent
- Supreme Verdict
- Evil Twin
- Grimgrin, Corpse-Born
- Havengul Lich
- Dragonlord Silumgar
- Oona, Queen of the Fae
- Silas Renn, Seeker Adept
- Architects of Will
- Silumgar's Command
- Vial Smasher the Fierce
- Murderous Redcap
- Olivia Voldaren
- Bladewing the Risen
- Grenzo, Dungeon Warden
- Rakdos Charm
- Dreadbore
- Spiteful Visions
- Mina and Denn, Wildborn
- Dragonlord Atarka
- Omnath, Locus of Rage
- Domri Rade
- Xenagos, the Reveler
- Hull Breach
- Decimate
- Savage Twister
- Rhys the Redeemed
- Qasali Pridemage
- Voice of Resurgence
- Selvala, Explorer Returned
- Armada Wurm
- Woodvine Elemental
- Selesnya Charm
- Collective Blessing
- Ayli, Eternal Pilgrim
- Vizkopa Guildmage
- Restoration Gearsmith
- Ashen Rider
- Mortify
- Utter End
- Vindicate
- Merciless Eviction
- Debt to the Deathless
- Deathrite Shaman
- Glissa, the Traitor
- Meren of Clan Nel Toth
- Nath of the Gilt-Leaf
- Golgari Charm
- Putrefy
- Gaze of Granite
- Nyx Weaver
- Trygon Predator
- Kydele, Chosen of Kruphix
- Mystic Snake
- Rashmi, Eternities Crafter
- Progenitor Mimic
- Altered Ego
- Kiora, the Crashing Wave
- Urban Evolution
- Goblin Electromancer
- Nivix Guildmage
- Mizzix of the Izmagnus
- Spellbound Dragon
- Melek, Izzet Paragon
- Niv-Mizzet, Dracogenius
- Steam Augury
- Invoke the Firemind
- Brion Stoutarm
- Tajic, Blade of the Legion
- Anya, Merciless Angel
- Jor Kadeen, the Prevailer
- Aurelia, the Warleader
- Gisela, Blade of Goldnight
- Wear // Tear
- Boros Charm
- Shattergang Brothers
- Prossh, Skyraider of Kher
- Karrthus, Tyrant of Jund
- Violent Ultimatum
- Marath, Will of the Wild
- Tamanoa
- Naya Charm
- Trace of Abundance
- Jenara, Asura of War
- Rubinia Soulsinger
- Tamiyo, Field Researcher
- Bant Charm
- Ertai, the Corrupted
- Oloro, Ageless Ascetic
- Sharuum the Hegemon
- Magister Sphinx
- Nekusar, the Mindrazer
- Sedris, the Traitor King
- Nicol Bolas, Planeswalker
- Cruel Ultimatum
- Zedruu the Greathearted
- Narset, Enlightened Master
- Jeskai Charm
- Jeskai Ascendancy
- Butcher of the Horde
- Zurgo Helmsmasher
- Tariel, Reckoner of Souls
- Crackling Doom
- Ghave, Guru of Spores
- Teneb, the Harvester
- Karador, Ghost Chieftain
- Abzan Charm
- Sidisi, Brood Tyrant
- The Mimeoplasm
- Sultai Charm
- Villainous Wealth
- Animar, Soul of Elements
- Riku of Two Reflections
- Maelstrom Wanderer
- Temur Charm
- Horde of Notions
- Progenitus
- Chromanticore
Colorless / Artifacts
- Artisan of Kozilek
- Kozilek, Butcher of Truth
- Ulamog, the Infinite Gyre
- It That Betrays
- Emrakul, the Promised End
- Karn Liberated
- Ugin, the Spirit Dragon
- Duplicant
- Soul of New Phyrexia
- Steel Hellkite
- Triskelion
- Memnarch
- Myr Battlesphere
- Hangarback Walker
- Mana Crypt
- Aether Spellbomb
- Mana Vault
- Nihil Spellbomb
- Pithing Needle
- Relic of Progenitus
- Skullclamp
- Sol Ring
- Altar Of Dementia
- Azorius Signet
- Blade of Selves
- Boros Signet
- Contagion Clasp
- Dimir Signet
- Golgari Signet
- Grim Monolith
- Gruul Signet
- Illusionist's Bracers
- Izzet Signet
- Lightning Greaves
- Mind Stone
- Nim Deathmantle
- Orzhov Signet
- Prophetic Prism
- Rakdos Signet
- Selesnya Signet
- Simic Signet
- Swiftfoot Boots
- Ashnod's Altar
- Azorius Cluestone
- Boros Cluestone
- Commander's Sphere
- Crystal Ball
- Crystal Shard
- Dimir Cluestone
- Golgari Cluestone
- Gruul Cluestone
- Izzet Cluestone
- Mimic Vat
- Oblivion Stone
- Orzhov Cluestone
- Phyrexian Altar
- Quietus Spike
- Rakdos Cluestone
- Selesnya Cluestone
- Simic Cluestone
- Sword of Feast and Famine
- Sword of Fire and Ice
- Sword of Light and Shadow
- Aetherflux Reservoir
- Bonehoard
- Nevinyrral's Disk
- Perilous Vault
- Phyrexian Processor
- Trading Post
- Vedalken Orrery
- Batterskull
- Gilded Lotus
- Mind's Eye
- Scytheclaw
- Argentum Armor
- Spine of Ish Sah
- Scour from Existence
Shout-Outs
It’s time for one of my favorite parts of the article. I only have one for today but it’s a big one!
The Command Zone Podcast — Jimmy (@jfwong) and Josh (@JoshLeeKwai) make some of the best Magic content on YouTube. I can’t speak highly enough about their podcast and gameplay videos “Game Knights”. I listened to over 20 hours of these guys while designing this list. It’s like I had Jimmy on my right shoulder and Josh on my left helping me design this box.
Thanks for reading!
Jonathan Medina
*Editor’s Note: Not a chance.