This really hits home with me. I know this is an idea thread for Jason, but rant incoming...
It's perfectly cool to debate in this thread. If anything it will generate more ideas and shine light on other perspectives.
This really hits home with me. I know this is an idea thread for Jason, but rant incoming...
Downgrading Lightning Bolt to Burst Lightning, EChan style.
I don't know if it is a cause for debate, but has anyone considering including/excluding 'pure' sweepers from cube (terminus, wrath, supreme v. etc).
I'm constantly shocked that the magic community accepts wraths as 'a thing' since they generate 2 3 and 4 for 1s while changing the aggro players entire game.
I don't know if it is a cause for debate, but has anyone considering including/excluding 'pure' sweepers from cube (terminus, wrath, supreme v. etc).
I'm constantly shocked that the magic community accepts wraths as 'a thing' since they generate 2 3 and 4 for 1s while changing the aggro players entire game.
It may sound strange to say this, but as an aggro player, I love playing against Wrath of God decks.
It's gotten to the point in my environment where control can't buy a win, and I've just added a fourth white sweeper in my 380 list to try and give the deck a little juice.
The only problem to adding stronger finishers is you generally tend to make midrange better against aggro (since midrange can cast those cards too, not just control) and you potentially wind up with just a different problem (aggro getting stomped by midrange). It's a delicate balance.
Yup, back when I had Titans, the default best strategy was to ramp Birds of Paradise into Farseek into Inferno Titan, and then follow that up with Grave Titan. Adding large finishers and planeswalkers can easily buff midrange moreso than control. I figure that adding sweepers is the only surefire way to boost control without inadvertently making Good Stuff the best deck.
And aggro's best matchup isn't control; it's aggro-control (or tempo, or what Wizards wants to label "disruptive aggro"). If you play that matchup ten times with two traditional decks from each archetype, you'd be hard pressed to lose twice from the aggro side. Control, when built well, isn't typically a favourable matchup for aggro. At best, you can hope for maybe a 45% win rate or so; after all, their decks should be packed with walls, removal, and sweepers. If your win rate approaches 50% or more, chances are that the control deck is built incorrectly.
i've played enough cubes where that model just isnt true, i don't think it is a good model to just default to
Magic IMO at its core is a much simpler game that than. Each game really boils down to one guy being the beat down and one guy playing the role of the control player. And it doesn't honestly matter what deck you built when you went into the game either. At the end of the day, one guy has the better CA engine and/or better card quality. The longer the game goes, the better that guys odds become. He should be the control player if he wants to win. And following that, the other guy really has to use tempo to win. He has to pay the beat down. And if he made a super slow ass control deck with zero early game or he tries to slow play just because, he will get 3-0'd.
It may sound strange to say this, but as an aggro player, I love playing against Wrath of God decks. It feels like the ultimate test to measure your deck up against - the impossible wall that you have to scale, as it were. Though, as ahadabans mentions, a lost has changed in the last seven years or so, and the pendulum has swung far enough that facing down a Wrath of God deck now isn't quite the challenge it used to be. Between hasty beaters, three-power one drops, pesky removal-proof creatures, bodies that generate card advantage, ginormous flash dudes, and cards that really stick it to you for killing things, I would say that a four-mana board wipe is merely fair now, as opposed to backbreaking. It's gotten to the point in my environment where control can't buy a win, and I've just added a fourth white sweeper in my 380 list to try and give the deck a little juice.
Not to keep sounding like a broken record here but back in the day you couldn't play a single card that acted as a 5 or 6 power beater while also simultaneously fogging your opponent every turn.
This is something I can identify with. I remember testing the Alternate Standard format that Jason invented a short while ago against Calvin, where we both had super fast aggressive decks. Every time I was on the draw, I was the control player, and played as such, removing his bodies one by one, using my medium-sized dorks to defend rather than attack, and trying to lock up the long game. Meanwhile, when I was on the play, I aggressively pointed burn directly at his face and tried as much as possible to ignore his board state, focusing only on reducing his life total. It was delightful how clearly our roles were defined from the outset, despite both of us packing what, in theory, should have been aggro decks.
To address your earlier point, I try and run defenders and other low power, high toughness creatures that control would be more interested in than midrange. I don't want to go as far as packing dedicated hate like Timely Reinforcements, which would be like taking a sledgehammer to this delicate problem. Seraph of Dawn seems to be my calling card around here, and I'm going as far as to experiment with Nyx-Fleece Ram now. Anything to slow down aggro enough to buy time to stabilize with a board sweeper or two.
The line between midrange and control is pretty thin
Skeletal Vampire
Timely Reinforcements has a fair bit of play to it though. In Modern the aggro decks can try to neutralize it by paring down their own life total via fetchlands/shocklands, which is obviously much easier in Constructed but doable here if you have 2x fetches/shocks. Three tokens from one card is also highly exploitable in a lot of fun ways.
Your approach is solid I think. And I agree about the hosers. I did run Pulse of the Fields and Timely Reinfocements at one time, but they can be oppressive against certain strategies and I just didn't like that. They felt really narrow and almost side board only type cards. I do not like playing with side boards so I really try to limit the number of those types of cards I run in my cube. It's probably not a popular opinion but I see side boards as a hacked way of fixing an inherent balance problem in the game. If matchup is that much of a problem to where the only way to make things competitive is to have a side board with hate cards in it, IMO your format is broken (specifically what I hate about constructed right here). My aim is to make it so matchup is a minor piece of the puzzle (as small as I can make it) so that the need for side board only cards simply isn't there. How realistic that goal is is certainly up for debate though (and I don't believe I've gotten there yet).
On sideboarding, though, is where our opinions differ. I'm of the school of thought that sideboarding is a very fun and dynamic part of cube draft, especially because you have so many quality, powerful cards that don't make your maindeck. Building an aggressive blue tempo deck, but aren't really sure how you're going to approach the actual aggro decks? Remove your Vapor Snags, Remands, and Riftwing Cloudskates, and bring in the Frostburn Weirds, Sea Gate Oracles, and perhaps even the Spreading Seas. Changing up your deck configuration so that you can better fit your prescribed role in any given matchup is, I feel, a vastly under-utilized tactic of sideboarding. Even when you're drafting, when you've reached the point where you've hit your requisite number of playables, you should be looking for cards that let you transform your deck makeup rather than just grabbing additional decent spells that won't make the cut.