I'm gonna start with the premise: the die roll matters in cube, and it matters quite a bit. Without any hard statistical evidence in my back pocket, I can't tell you exactly how much it matters. But I've seen enough anecdotal evidence over the years to tell me that it's not an insignificant factor. If your cube is like mine - where aggro decks frequently have the other player within lethal range by turn four, even if they then take a little while longer to actually close out the game - then going first is pretty durned important. Running your Loyal Cathar into a Rune Snag is pretty disheartening; on the flip side, knowing your Bitterblossom is all but immune to countermagic because you're a master at rolling sixes is a great feeling.
How much your actual match win percentage is increased by your winning the die roll, I couldn't tell you. It could be 2%; it could be 5%. It can and almost certainly varies by cube. But I'm just going to move forward with the assumption that, with the speed of cubes in the here and now, you want to win the roll and you want to be on the play.
So, having said all that: is there a way we can compensate the player on the draw for their disadvantage in tempo, aside from handing them one extra pity card?
I've been thinking about this topic for quite a while, and I'm not really a design wizard like Mr. Waddell, so it's a nut I've never been able to crack. But then last week, Hearthstone came out on the iPad. I installed it and dicked around with it for a bit, and while the actual merit of the game itself remains in question, I'm intrigued by how they chose to handle the die roll situation. It's clear that Blizzard has been thinking about this problem for a while, too, as they address it with two creative rules.
I'm wondering if one or both of these rules could be applied to cube. The main downside is probably one of complexity creep; both of these kind of fall outside of the realm of typical house rules, and might be easy to forget, or to misinterpret. I can see the first rule being confusing if players are forced to peek at the top of their decks. I suppose I could just tell the player on the draw to always draw up to eight cards, and then to skip their first draw step as well. The second rule feels like it has a greater chance to 'break' something fundamental about Magic - WHAT DO YOU MEAN HE GETS A FREE LOTUS PETAL?! - but I also feel like it directly addresses the problem better than any harebrained scheme I've ever come up with. I could print out a bunch of those new Gold tokens, and have one available for each match.
So this is where you guys tell me if I'm off my rocker. Is this a problem you've ever thought needs addressing? How far-fetched do these gimmicks sound? Lay it on me, I can take it.
How much your actual match win percentage is increased by your winning the die roll, I couldn't tell you. It could be 2%; it could be 5%. It can and almost certainly varies by cube. But I'm just going to move forward with the assumption that, with the speed of cubes in the here and now, you want to win the roll and you want to be on the play.
So, having said all that: is there a way we can compensate the player on the draw for their disadvantage in tempo, aside from handing them one extra pity card?
I've been thinking about this topic for quite a while, and I'm not really a design wizard like Mr. Waddell, so it's a nut I've never been able to crack. But then last week, Hearthstone came out on the iPad. I installed it and dicked around with it for a bit, and while the actual merit of the game itself remains in question, I'm intrigued by how they chose to handle the die roll situation. It's clear that Blizzard has been thinking about this problem for a while, too, as they address it with two creative rules.
- The player on the draw gets to see their extra card before they make mulligan decisions.
- The player on the draw starts with a Lotus Petal in hand. (The game doesn't enforce a maximum hand size.)
I'm wondering if one or both of these rules could be applied to cube. The main downside is probably one of complexity creep; both of these kind of fall outside of the realm of typical house rules, and might be easy to forget, or to misinterpret. I can see the first rule being confusing if players are forced to peek at the top of their decks. I suppose I could just tell the player on the draw to always draw up to eight cards, and then to skip their first draw step as well. The second rule feels like it has a greater chance to 'break' something fundamental about Magic - WHAT DO YOU MEAN HE GETS A FREE LOTUS PETAL?! - but I also feel like it directly addresses the problem better than any harebrained scheme I've ever come up with. I could print out a bunch of those new Gold tokens, and have one available for each match.
So this is where you guys tell me if I'm off my rocker. Is this a problem you've ever thought needs addressing? How far-fetched do these gimmicks sound? Lay it on me, I can take it.