Dom Harvey
Contributor
We've had a lot of debates recently about how much fixing to run and what it should look like, as well as the problems with certain colour pairs.
A long time ago we complained about the Gravecrawler-Griselbrand problem - most Cube designers assign the same number of cards to each colour as if that's the natural dividing line, even though many of those cards rarely go in the same decks. This new Chandra looks sweet - do I cut Jackal Pup or Wildfire? How is that a sensible question?
We've largely accepted that's a bad way to look at things, but I'd argue the same applies to gold cards. Let's say I have 5 slots for each guild. Do I want my BG section to be aggressive? If so, do I play Putrid Leech? Lotleth Troll? Grim Flayer? These are all great in their own ways but each does different things and sends different signals. If I run all of them, I can't also support a more controlling BG deck with Pernicious Deed/Meren or find space for BG's good generic removal in Abrupt Decay/Maelstrom Pulse. Maybe I make this easier by only supporting half the guilds, but that only opens up a few more slots and the problem remains.
I've seen opposite ways to handle this. Either you accept that gold cards are narrow, and fill those slots with cards that were narrow anyway, or you aim for balance by playing gold cards that everyone in that colour pair wants and others might splash for.
In a seemingly unrelated problem, it's hard to push aggro in colour pairs where the pool of good 2-drops (or 3-drops, or...) is shallow or those cards only work in specific archetypes. When they are good, that doesn't make them interesting. Gold 2-drops tend to have a lot more depth as a reward for the restrictive mana costs: compare Borderland Marauder to Voltaic Brawler. Many are less restrictive because they can star in other theatres - Abzan Control decks in Standard and Block happily played Fleecemane Lion when Kalonian Tusker would be booed off stage. The aggressive Delirium deck in Standard plays Grim Flayer, but it's a big draw to the controlling version too.
We've also learned the hard way that fixing is crucial for aggro decks. If your cards lose relevance quickly, being unable to cast them on time is brutal. So we want to play lots of fixing and, as il duce taught us long ago, AB cards are less taxing on a two-colour manabase than AA or BB. By shifting some of the aggro focus into the gold sections, we take two areas of Cube that are largely self-contained and have them overlap, creating more space for less narrow cards and making those aggro decks more powerful/interesting. Meanwhile, between equipment, Vehicles, and good artifact creatures, there are lots of universally playable aggro cards to alleviate concerns about gold cards being siloed.
This approach also lets you explore multiple decks that all require (or would like) support from gold cards. If I get to expand my gold section, GB can support +1/+1 counters and Delirium at the same time, or...
(This can inform control decks too. The pushed gold cards in the various multicoloured blocks led to some really sweet control decks in their time, and control faces the same dilemma as above: why should I choose between Fire // Ice, Izzet Charm, Electrolyze, and Prophetic Bolt?)
TL;DR:
- Aggro is narrow and requires fixing
- Gold cards are narrow but sweet and make aggro better; they also require fixing
- Play lots of fixing and gold aggro cards
A long time ago we complained about the Gravecrawler-Griselbrand problem - most Cube designers assign the same number of cards to each colour as if that's the natural dividing line, even though many of those cards rarely go in the same decks. This new Chandra looks sweet - do I cut Jackal Pup or Wildfire? How is that a sensible question?
We've largely accepted that's a bad way to look at things, but I'd argue the same applies to gold cards. Let's say I have 5 slots for each guild. Do I want my BG section to be aggressive? If so, do I play Putrid Leech? Lotleth Troll? Grim Flayer? These are all great in their own ways but each does different things and sends different signals. If I run all of them, I can't also support a more controlling BG deck with Pernicious Deed/Meren or find space for BG's good generic removal in Abrupt Decay/Maelstrom Pulse. Maybe I make this easier by only supporting half the guilds, but that only opens up a few more slots and the problem remains.
I've seen opposite ways to handle this. Either you accept that gold cards are narrow, and fill those slots with cards that were narrow anyway, or you aim for balance by playing gold cards that everyone in that colour pair wants and others might splash for.
In a seemingly unrelated problem, it's hard to push aggro in colour pairs where the pool of good 2-drops (or 3-drops, or...) is shallow or those cards only work in specific archetypes. When they are good, that doesn't make them interesting. Gold 2-drops tend to have a lot more depth as a reward for the restrictive mana costs: compare Borderland Marauder to Voltaic Brawler. Many are less restrictive because they can star in other theatres - Abzan Control decks in Standard and Block happily played Fleecemane Lion when Kalonian Tusker would be booed off stage. The aggressive Delirium deck in Standard plays Grim Flayer, but it's a big draw to the controlling version too.
We've also learned the hard way that fixing is crucial for aggro decks. If your cards lose relevance quickly, being unable to cast them on time is brutal. So we want to play lots of fixing and, as il duce taught us long ago, AB cards are less taxing on a two-colour manabase than AA or BB. By shifting some of the aggro focus into the gold sections, we take two areas of Cube that are largely self-contained and have them overlap, creating more space for less narrow cards and making those aggro decks more powerful/interesting. Meanwhile, between equipment, Vehicles, and good artifact creatures, there are lots of universally playable aggro cards to alleviate concerns about gold cards being siloed.
This approach also lets you explore multiple decks that all require (or would like) support from gold cards. If I get to expand my gold section, GB can support +1/+1 counters and Delirium at the same time, or...
(This can inform control decks too. The pushed gold cards in the various multicoloured blocks led to some really sweet control decks in their time, and control faces the same dilemma as above: why should I choose between Fire // Ice, Izzet Charm, Electrolyze, and Prophetic Bolt?)
TL;DR:
- Aggro is narrow and requires fixing
- Gold cards are narrow but sweet and make aggro better; they also require fixing
- Play lots of fixing and gold aggro cards