sigh's post about a balanced format crystallizes some of my own thoughts about my own format. If you want to encourage creativity in deckbuilding, there are two major factors as a designer, imo:
1) make sure that there is no 'correct' Platonic build of an archetype, only competing builds with different strengths and weaknesses
2) reduce or eliminate GRBS cards (Good Rare Bad Slot) and false depth ('traps')
These mean that:
a) the strongest synergies available to each drafter will determine the strength of any particular build of an archetype
a2) these synergies are in a sense determined by your Cube design and the drafting process, which randomizes the strength of your archetypes so that Any Given Sunday Prowess will be stronger than Pod or vice versa
b) drafters aren't punished for following 'incorrect' design decisions (oops you played a creature deck, gonna Oath you out; nice Savannah Lions but I'm running x/3s BRUH; you thought incremental creature damage would work but I am storming you out behind a Moat) but are still punished for ignoring the goals of your environment (you can't take those turns off and not die to aggro; you should hold up a counterspell if you think your opponent is on combo; you chose not to draft Skullclamp / assorted GRBS (Gamers Really Buy Shit) and lose to it)
b2) the flatter your power band is the more impressive the extra power from synergistic plays is; the, if you'll pardon me,
spikier your power band is the less synergy matters
c) as a designer you need to actively purge your cube of 'traps' that inexperienced drafters will try to build around, or they'll invalidate your carefully seeded archetypes/synergy
Speaking to Grillo's argument that Spikes are interested in balanced games because it allows edge-case planning to swing games: um, yes, obviously? This is why most people are interested in balanced games.
An anecdote: my brother and I both like to play cards, especially iterative hand games like poker, euchre, and cribbage. I like to be good enough at cards that I don't have to expend significant effort to win sometimes. He's much better than I am and becomes actively uncomfortable when people play suboptimally, because it disrupts his mental picture of how the game will go, and invalidates his edge-case strategic planning. He has more fun when people play optimally - and I do, too - than when people are just screwing around. This is not only because he likes to
win (and since when is that a bad thing? winning feels nice) but because he likes to
succeed.
Success is far more rewarding than winning is, in my opinion. I'm defining 'success' as gambling in such a way that your gamble pays off and is worth the costs incurred. A Cube built to optimize successful play over game-winning play will be one where edge case planning ('playing to your outs', gestalt/synergistic swing plays, knowing which mode of a spell is correct for your matchup) both has a real effect on win% and is not invalidated by elements of Cube design (game-ending combo, GRBS (Grillo Rejects Big Swings) cards, critical toughness and average power/burn damage).
I don't think it's possible to perfect Cube design, but we mustn't let the perfect be the enemy of the good. I will never stop trying to capture that nostalgic high from the first time I Cubed or played Legacy and everything felt possible, and ahadabans and Meltyman won't stop trying to capture an idealized version of early Magic, and I don't think even Grillo will ever find the El Dorado of a static Innistrad-themed format that improves on the original in every way with no faults. We're all chasing that Shivan Dragon and that's okay. It's a striving.
finally:
how do you maximize drama?
Invite Michelle but not her boyfriend, and then get
crunk