Interesting article I'm just going to post a link to:
http://mtgcube.blogspot.com/2016/05/the-two-kinds-of-cube.html
For those who want the reader's digest version, it boils down to design philosophy:
1. Midrange cube has power restrictions and all (most) cards are meant to be playable in multiple decks - so a goodstuff cube more or less.
2. Combo cube would likely have much loser limits on power (if any) and midrange as a theatre essentially gets replaced by combo. More out of necessity since midrange loses to everything except aggro so is simply not competitive against enough of the field in a true combo enabled cube.
Most Riptide cubes probably are midrange cubes. I'd argue that most MTGS cubes are combo cubes masquerading as midrange cubes, and that any "midrange" deck that does exist is more creature control (or aggressive midrange) than true midrange. Semantics perhaps, but I think it's important to differentiate. My own experiences with a semi-powered environment inclines me to believe you have to combine broken elements in any deck that isn't hard aggro or you just lose. My recent exploits with this Retro Cube project of mine (absolutely a combo cube) led me to build some "midrange" style decks, which performed very poorly when I went to test them. Primarily because so much of the midrange value pieces had been gutted, but also because there simply isn't any incentive to play a fair deck when you can do unfair things fairly easily with other builds.
Anyway, what is interesting about this is the idea that card evaluation is often very different depending on which cube you are running/building. And it probably would help us with our own cubes to start thinking more in that context (though many probably already do). A lot of cards end up with wildly different opinions in the forums, and part of the reason might be what type of cube environment these people are playing in.
A discussion started up in the Conspiracy thread about goblins. Started with Goblin Matron and sort of dove into what goblins you can fetch and how much support you can or should have in cube. And it occurs to me that the answer is tied to which type of cube you are designing. A midrange cube simply isn't going to want a lot of narrow enablers. A combo cube isn't going to generally want generic midrange cards that can't be broken.
In the case of Goblins, Wort, Boggart Auntie is actually pretty solid with some high powered goblin options (madcap, siege-gang, etc) and things like Nameless Inversion. But in a combo or high powered list, this is probably utter garbage. The only goblin deck that could compete in a combo cube is likely one that went full tilt with lackey, recruiter, ringleader, piledriver, etc - and you'd have to draft all of them to make it work.
http://mtgcube.blogspot.com/2016/05/the-two-kinds-of-cube.html
For those who want the reader's digest version, it boils down to design philosophy:
1. Midrange cube has power restrictions and all (most) cards are meant to be playable in multiple decks - so a goodstuff cube more or less.
2. Combo cube would likely have much loser limits on power (if any) and midrange as a theatre essentially gets replaced by combo. More out of necessity since midrange loses to everything except aggro so is simply not competitive against enough of the field in a true combo enabled cube.
Most Riptide cubes probably are midrange cubes. I'd argue that most MTGS cubes are combo cubes masquerading as midrange cubes, and that any "midrange" deck that does exist is more creature control (or aggressive midrange) than true midrange. Semantics perhaps, but I think it's important to differentiate. My own experiences with a semi-powered environment inclines me to believe you have to combine broken elements in any deck that isn't hard aggro or you just lose. My recent exploits with this Retro Cube project of mine (absolutely a combo cube) led me to build some "midrange" style decks, which performed very poorly when I went to test them. Primarily because so much of the midrange value pieces had been gutted, but also because there simply isn't any incentive to play a fair deck when you can do unfair things fairly easily with other builds.
Anyway, what is interesting about this is the idea that card evaluation is often very different depending on which cube you are running/building. And it probably would help us with our own cubes to start thinking more in that context (though many probably already do). A lot of cards end up with wildly different opinions in the forums, and part of the reason might be what type of cube environment these people are playing in.
A discussion started up in the Conspiracy thread about goblins. Started with Goblin Matron and sort of dove into what goblins you can fetch and how much support you can or should have in cube. And it occurs to me that the answer is tied to which type of cube you are designing. A midrange cube simply isn't going to want a lot of narrow enablers. A combo cube isn't going to generally want generic midrange cards that can't be broken.
In the case of Goblins, Wort, Boggart Auntie is actually pretty solid with some high powered goblin options (madcap, siege-gang, etc) and things like Nameless Inversion. But in a combo or high powered list, this is probably utter garbage. The only goblin deck that could compete in a combo cube is likely one that went full tilt with lackey, recruiter, ringleader, piledriver, etc - and you'd have to draft all of them to make it work.