Grillo_Parlante
Contributor
Yeah, I would consider most of those to be good main deck cards.
Expecting drafters to pick sideboard cards consistently is asking a lot of players who are already besieged by options in a cubing session and imho put an unnecessary burden on your drafters that can be avoided by running more flexible cards or less potent artifacts/enchantments. If you have must-answer enchantments in a format, I don't think players should be punished for not knowing that and passing on Naturalize / Disenchant to pick up a more enjoyable-looking card or even (Gods be good) a piece of fixing.
I also don't think it's the same as drafting creature removal and facing against a decks with "(almost) no creatures" because a creatureless deck is rarely viable, and a deck that is creature-light tends to be relying on a few key utility or game-winning creatures, which justify maindecked creature removal just fine.
Of course, of the cards you've listed, the only cards I would seriously consider swapping out would be the least flexible/interesting of the lot: Disenchant, Reckless Reveler, and Naturalize. All your other options seem dandy enough to me! And in those slots you could easily run Cast Out/Forsake the Worldly, Ingot Chewer, and Brutalizer Exarch and wind up with them being more reliably drafted and maindecked, as well as being overall (imho) more interesting and versatile cards. Of course, at the end of the day, it's your format.. but I don't think the power level of your artifacts/enchantments is really so menacing to require such potent and single-minded tools to reign them in.
Well, learning how to sideboard properly is a very valuable skill in retail drafting, and one that I find interesting. There's an interesting moment about halfway through packs 2 and 3 where your deck starts looking pretty fleshed out. Picking a strong but narrow sideboard card during those portions of the draft over a weak card that probably won't even make your main deck means that you get to use more of your pool and grants access to more power.
I think expecting every card in the cube to be maindeckable is both impossible (cards are not created equally, and something is always going to be the 24th card) and not desirable.
You lose texture from the draft when you construct your cube assuming nothing will be sideboarded.
Some of us have taken great pains to come up with formats that have an appropriate power level where everything within it is reasonable maindeckable. I don't think there's a single card in Grillo's lists or mine currently that really says "sideboard chaff only". Your claim that "cards are not created equally, and something is always going to be the 24th card" reads really dishonestly, because of course cards are not created equally, and of course players aren't going to run every card they draft; but this in no way detracts from the fact that it's perfectly possible to make a cube where every card can realistically be maindecked. Cards not being "created equally" has no bearing on that, because what works great in one deck, might not work great in another, and not every deck drafted "gets there" on the plan it set out to execute.
I enjoy the fact that there aren't really archetypes. You just get to draft the best cards and make a synergistic deck with them.
Do you listen to much Limited Resources? It's of course focused on the competitive side of Magic rather than the development side, but learning to be competitive in deckbuilding and card evaluation skills is important to be a good designer. But Marshall Sutcliffe had a whole rant that he went on more than once when talking about Amonkhet because he felt the cards that would normally be put in the sideboard all had Cycling 2 tacked on, and thus they were more often put in the main deck. This actually stifled creativity during drafting because going all in on a card like Sandwurm Convergence or Drake Haven would get punished so much more often in game 1 than it normally would. It lead me to reevaluate how I approach hate cards. There's a balance. You can't make them too oppressive (see Boil), because then the other person just doesn't get to play Magic. But if you make them too general, you remove the cost of having hate cards in your deck. And of course if they're too narrow they never get played. So you have to walk a tightrope. The cards need to be just narrow enough to discourage putting them in the maindeck so build around strategies can work, powerful enough to do their job, but not so powerful that they become stifling.
Back to Magic....
You have fewer meaningful decisions to make where powerful cards just win the game. As much as I dislike retail limited, that is one area where I think the game does often play better - barring some sort of bomb, you generally have a lot of choices and ways to turn games around. Sure, how good of a deck you drafted matters still, but how you play and what choices you make is equally (maybe more?) important. Harkening back to a discussion we had about what sort of meta would be the most competitive, I believe it would be pretty low powered for this reason. Bringing the discussion full circle... the (largely) singleton nature of cube, in addition to the fact that there is very little chaff (and often flat power curves) - all that contributes to a more decision rich in game experience without some of the painfully lower powered grindy nature of traditional limited. And being configurable, you can make SBing as important or unimportant as you want. It's season to taste.
In my initial review of the set, I mentioned how the usual prerelease-day talk of “lost/won with an unbeatable rare/mythic” was replaced with “just beat an overpowered mythic no problem,” and I’ve spent a lot of time wondering why this is. Innistrad’s rares, for the most part, are a lot less straightforwardly powerful than they are an invitation to play a different archetype than what someone is accustomed to drafting. Is Geist-Honored Monk a good card? Unquestionably yes, and it can go into any white deck in the format without issue. But a deck set up specifically to take advantage of the fact that it makes Spirit tokens, or one already geared toward flooding the board, is going to get more mileage from it than other decks. When it comes to more marginal rares like Mindshrieker, things get a lot more ambiguous. Is this a 1st-pick bomb, or a 6th-pick playable? How does it compare to Murder of Crows or Claustrophobia? It depends on what you’re doing with it. And that’s the wonderful aspect of Innistrad’s “bombs.”
At the opposite end of the spectrum lay Innistrad’s unplayable cards. Rosewaterist design philosophy tells us that cards at the end of the pack, the cards that are completely worthless even in limited, are a necessary evil of a large set. Without them, the thinking goes, their place would simply be taken up by the next-worst cards in the set. It is therefore impossible to be rid of unplayable cards.
Innistrad demonstrates that this is wrong. I encourage you, reader, to go through the entire set of Innistrad and find me cards that are completely limited-unplayable, in every archetype, even out of the sideboard. If you find more than three, you’re just evaluating some of them incorrectly.
Having a spectrum of quality does not mean that some cards have to be worthless. It means that some of them have to be worthless for most decks. Those remaining cards can be dedicated toward furthering a certain archetype (or as sideboard fodder against it). Innistrad’s almost slavish devotion toward making all its cards playable is perhaps its most impressive feature, one that goes a great deal toward making its many archetypes and strategies viable. There would be limited decks where I’d routinely side in half a dozen cards; it’s something that can separate the FNM-quality drafter from the professional-quality one (not that I’m as good at Magic as a pro)
What you're doing is tightning the power band to a reasonable level, creating equality of card worth in the abstract, than allowing for the drafter's directionality to provide the context by which the cards should be ranked on a hierarchy. We're taking abstract equality, and turning it into a contexual hierachy (or contextual inequality, if you will).
I enjoy the fact that there aren't really archetypes. You just get to draft the best cards and make a synergistic deck with them.