Funny you bring up 2009 Quirk, as I was just looking at a related thread. As I run a cube that is trying to be largely nostalgic, data from 2009 is often more useful to me than data from 2015 simply because of how much cube has changed and how detached I'm becoming from modern cube. I have many thoughts on that, but first check out the power rankings from MTGS from 2009. You'll all enjoy this I think.
http://www.mtgsalvation.com/forums/...9-official-cube-power-rankings-results-thread
I find this list fascinating because it is still 100% power-max mindset but the dynamic of cube back 6 years ago was so vastly different from today it's almost unrecognizable. The green section in particular is extremely telling.
In the top 20 most powerful green cards in all of Magic according to a good portion of the cube community, you have
Harmonize at 13 and
Krosan Tusker at 18. Two cards that Riptiders don't even run anymore, cards that the current MTGS crowd would LOL at I think if you showed up today and asked about them (people here I feel know better).
I don't call these out as bad cards, but more to illustrate how much lower the average power level was 6 years ago. And how that fact alone completely changes the game in ways I'm not sure people really appreciate. Harmonize is NOT a bad card. Even today. It's a 3 for 1 for 4 mana. That is totally decent (more than decent in fact). You could play it in a current list and not feel like an idiot if it weren't for the fact that you can now instead play things like
Polukranos, World Eater for the same mana cost (and there are now enough busted cards a 4 CMC for green that there is zero reason to run harmonize). The game is also so much more tempo driven. Why do I need pure CA cards when something like the hydra can generate CA with mana and/or just win the game by itself? More importantly, do I have time anymore to draw cards when my opponent just dropped
Hero of Bladehold and that will take the game out of reach if I don't respond immediately. Power max lists have nothing but cards like this in it now. Even your average Riptide list is full of value cards like this.
The effect all this power creep has had on the game IMO is net negative. Even in my cube, I've kept out a lot of the power and I still have found that I just don't have time to do things I used to be able to do. Even my beloved
Genesis is starting to show his age. There are plenty of games where there is simply too much pressure on me to get to 6 mana, spend 3 to get back
boneshredder all to kill a single threat. In my first cube, this was a frighteningly powerful play. Today? Eh. You kind of need to do more with 6 mana. And I'm really unhappy with that honestly. At least for me, the game didn't get better as a result of this dynamic shift. It just made it harder to experiment with less efficient yet interesting card combinations.
I feel like the creative space I once had is shrinking. The bar is being set too high on your average good stuff list. And we combat that (here at Riptide) by removing many of those cards and replacing them with complex interatctions. This is generally a positive thing, but you know what? It also has an alienating effect on more casual players. A lot of what I've done to my cube over the last year is going over the heads of people. And cards require too much effort to unlock. This is contrary to how the cube used to work and it isn't something everyone likes. But going full good stuff today isn't like before. It just squeezes out too many fringe deck lists.
This is where I absolutely love the direction Grillo has taken his cube projects. Penny Pincher in particular is so much lower power than the average cube but still maintains some of that rare broken feel that existed with early cubes. Incidentally, this was specifically the comparison I was trying to make several pages ago - that the feel of something on the power level of Penny Pincher is more in line with 2009 power max (just for different design reasons). Regardless, that is the type of environment I want to foster, but it is very very difficult to manage all the new power that keeps getting printed and reconcile that with an environment where you can draw Harmonize and be happy casting it on turn 4. I've seriously debated on just making my cube on contain cards <=2009 and calling it a day, but I enjoy adding new stuff and some NWO designs are really solid and it's dumb not to at least consider them.
To me, it's like the old Taco Bell 59/79/99 menu. It was appealing, elegant. I liked it. But over time, the value of a dollar kept going down and eventually you simply couldn't offer food at those prices. So that menu concept could not longer exist. Weird analogy I know (I think I'm hungry), but that I feel is where cube design is going. It used to be this highly interactive environment that was sort of clunky in a way because it had variable power levels and random cards and was singleton and things fit together but didn't really (if that makes sense), but to some extent it was elegant in how all these things drafted and it was supremely fun. It was broken and powerful and yet there was time too in these games to experiment and do cute nonsense like
Wrath of God,
karmic guide,
reveillark. As soon as cube became this highly competitive thing where people didn't have time to play do-nothing 3 drops (somebody actually said that on MTGS), all that made cube great started to drain away for me. I might be alone on my feelings about this though. So if this just comes off as an old man ranting about how the world went to hell in a handbasket, please ignore and I apologize.
If there's one thing I'd really love to start and get out of threads like this is some feedback mechanism on which cards impact environments the most and how you can take that information and bypass a lot of the iterative testing process. I just don't have time to figure most of this out on my own. If you look at the cards I run in my list, its not super outside the box. And that's not because I have no imagination, it's because embarking on a radical cube design with tons of unconventional cards (as appealing as that might be) requires way more time and play testing than I can do. It's simply not practical. I have to make the most of my cube experiences and running
Fatesticher (because it's a zombie and combos with Birthing Pod and untaps bounce lands and combos with random fringe deck X) IMO is not the best way for me to do that. I applaud those taking the road less traveled, and I certainly steal all I can from those experiences. So by all means, you guys keep doing that and I'll take the things you figure out and apply them wherever possible.
But here is where I'm at, and I feel like this applies to more than just me. For someone with limited time to do this, I am ultimately better off avoiding all this extreme meta dissection and instead taking a power max list like WtWlf's, looking at the power rankings for 2015, removing the top 10 from each color and artifacts. Then cull more cards based on logical conclusions I can make (like how
Manic Vandal actually sucks if you are not facing swords/moxen in every match-up), then replace the cards at each CC I removed with cards that are highly rated by people on this forum in unconventional lists. That theoretical cube I just described would take a day or two to design and it would produce a rich and fun experience AT LEAST 80% as good as the most painstakingly designed cube that took 50 times as long.