Grillo_Parlante
Contributor
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Super long post incoming, will break it into a couple of parts.
I don't know if you guys remember this article, which framed the notion of "midrange" cubes, which our forums' design predominantly consist of.
With a lot of the changes that new sets have released, I was wondering what a really min/maxed midrange cube might look like, as a thought exercise. So much has been released in new sets, what would it be like if everything was just distilled in a list, as purely as possible: no singleton breaks, no ULD, no multi-picks, and a focus on A + B archetype design, rather than thematic sprinkling. Would it be possible to largely get around the problems that give rise to the need for those sorts of invasive changes? Or have the addition of new cards to the population largely solved them?
Here is the list I came up with, trying to be fairly conservative as possible with the card picks. But lets start with the basics.
I. Power Level
We ended up just south of titans in terms of peak power, with the gearhulks and avenger of zendikar being the apex I was comfortable with.
The problem with the titans was that when I went to start working on archetype relationships, they were just the most boring cards ever, and because they were just pure power, offered nothing to tie a color together with its pair.
For example, sun titan was just a good card, while emeria shepherd is similar, but her landfall ability suggests a landfall theme, that can be best exploited via green ramp. Especially in these sorts of powerful formats, its nice to be able to use mechanics to signal relationships.
There still are some fairely high power cards though, the most questionable of which are:
Both of these cards are ridiculous, and surely would be eventually replaced, but they are so common (especially sower for some reason) in these types of formats, and do a reasonably good job at archetype pointing, that I felt compelled to include them. There are also a few odd cards which are really too good, such as control magic, and whose spot on the curve would probably be moved around.
There are a few oddities, however:
I actually think the two bushwhackers have been criminally underrated even in these types of lists, but am aware they aren't established cards, and are more common in lower power formats.
Hammer is a medium card, that would never normally be in a list like this, but we will get to that. Its really the first sign that the list would be happier slightly lower power than it is.
Jori en, I am convinced is not that good here, and would have to be replaced (same with tymaret). Finding good multi-color cards that fit a cube is just very hard, and a process of trial and error.
Saproling burst is actually very good, and i.m.o. a hidden gem. Its still a very strong card that can kill people out of nowhere, even in these types of formats, and the fact that its an enchantment which is graveyard bound (and can go there at will) makes it a great synergy card.
If I had gone a little lower power, I think the archetype relationships would be stronger, but I felt I would be losing too much of the essence of a traditional "Ripetide style midrange cube" if I went much lower. Not running any titans is already a concession of sorts.
A few oddities, I have that niv disk in there because a bunch of you guys were running one (is that to provide an odd colorless sweeper to control decks that might need it?)
The vehicles were a huge help. Usually I like to have 1-2 dumb 4-5cc colorless beaters for random midrange decks on the hunt for that, but obviously in these types of formats those types of cards are terrible due to the poor economy of how they trade with cheap bounce or removal.
The vehicles gave me an odd way around that, while also helping on another avenue with cards at risk of sitting around like mesmeric fiend or grim flayer. Its such a beating at this power level not being able to run toughness upping green buffs in green, as most of the handful of viable equipment only buffs power. That was probably the most clever update.
Have some colorless mana rocks in the list: filling out the artifact section was hard, and I think the control decks (certainly the UR wildfire decks) appreciate some poor way to gain mana superiority. I feel this is right, though the numbers might be off.
My last note, is you will notice an aversion to running planeswalkers in the gold section. This is for two reasons:
1. Running planeswalkers in the gold section usually results in people overly going into 3 color decks, which I dislike. I am trying to focus on guild relationships, not wedge/shard relationships here.
2. The multi-color section has more important things to be doing (as you will see).
II. Mana Base
So, the first big topic, is being singleton based, there is no x2 shock, x2 fetch foundation, and of course no ULD to be found. Instead we have x1 fetch, x1 shock, x1 ABU dual, x1 manland megacycle. The ABU duals can, of course, be almost anything: theros temples, or the new fastlands (probably ideal) until WOTC is so kind to finish the battleland cycle (!!!!!). This would be an interesting way to see how even this fairly minor change in setup would impact things in a Jasonesque cube (WILL MAD PROPHET BE RIGHT!!? STAY TUNED) and the results certainly reverberated throughout the rest of the cube's design. It really is a slight change in posture that changes the entire experience (as will happen when you play with mana bases).
If we will remember, while there was a lot going on behind the x2 fetch, x2 shock structure, one of those things was the notion that aggro decks needed excellent mana because they would inevitably be a three color affair, hunting for rakdos cacklers from the bottom of the packs, the decks ultimately the cobbled together shells of whatever low cc dainties the midrange or control players deemed them worthy of having. The aggro player would bravely rush across the board in the early turns, their little army doomed to ultimate obsolescence, in dire need of consistent, powerful curve outs, before assembling burn for a (hopeful) kill procured by their parasitic little armies of 2/1s eating up a little under a 1/5 of any given color they inhabited.
And of course, once you grant aggro decks such superb mana, this translates into what control or midrange players can build, making it easier for them to run 3-4 color mana bases, which makes it somewhat challenging to keep archetypes feeling distinct if you haven't planned shard/wedge identities, making the entire thing overly susceptible to good stuffing. Not that this has to happen, but its the challenge posed to the designer, which they sometimes fail, sometimes pass.
And of course, because of the amount of space pure fixing takes up, it means there are only 10 slots for everything else, which means you don't have enough room for utility lands, which is solved by the innovation of an entire second draft. The whole thing was actually much more of a mess 3 years ago, since the manland megacycle had not yet been completed, and the theory was to include 3ish wastelands in those remaining 10 slots, but needless to say there was not much room for good solid utility lands in the original structure.
Another major effect is that very smooth mana means that the format has an easier time getting to that expande selection of powerful cards capable of threatening to win the game on their own, speeding game pacing up, and obseleting slightly less efficient synergy cards. In some spots this largely unravels color pairings (the second hint the list probably wants to be slightly lower power).
But if the aggro concerns can be largely fixed, and we're ok of having more color pair rooted decks, and since we have the manland cycle completed, than maybe we can compact things down somewhat.
And that worked out really quite well--better than I expected. I'll address aggro in a bit, but to summerize:
1. By working out A + B archetypes pairings (and no singleton breaks), the 50 card colored sections actually become much more reasonable to design in terms of space at 360. It was actually quite easy to find room for 1-3 good colored mana requiring utility lands in those sections, and when you think of it, that organization actually makes a ton of sense: when is volrath's stronghold not going to go into a black deck, for instance. This is also beneficial with some of the better colors (blue) as it changes the focus from the usual array of good stuff draw/counters/bounce into something different; as well as helping with some of the more exasperating colors to fill out (white), resulting in more balance and less chaff overall (I felt).
2. In addition, as I've said before, its rather difficult to find even 3 solid gold cards that support a good A + B archetype design. As a result, this was another solid place to tuck away utility lands, which again, makes a lot of sense: in what world is gavony township not going to go into a selesnya deck?
In total I have 7 solid utility lands tucked into the colored or multi-colored sections of the cube, which both makes more sense as regards they end up in and how they are used, while also largely eliminating the need to have an entire secondary draft to ensure the existence of appropriate mana sinks. I also feel that the 7 utility lands present, represent some of the best, and most fun.
Finally, you have 10 additional slots to work with in the lands section proper. After some drafts proper, I turned these into ubiquitous fixers until I achieved a density I was comfortable with, as well as the LD trio of ghost quarter, wasteland, and tec. edge.
From the perspective of a functioning, congruent cube, I felt it eliminated the major argument for a ULD, as the mana sink utility lands and manlands were present in the density needed to prevent dead turns.
Their are some cons, however, for the more eccentric:
1. Overly narrow or low power utility lands didn't make the cut: no room for cathedral of war, for example.
2. Obviously, multi-pick setups for cards that can't exist naturally in the format go dead (e.g. cloudpost).
3. Redundant fixing goes away. While I feel the 5-7 extra slots in the lands section brings the format more than up to functioning, if you have your heart set on running an additional megacycle of lands (bounce, tri-lands, or temples) this is going to be disappointing.
As for the decks themselves, I feel that it became overall much harder to run three colors. I'm normally pretty conservative with my mana bases when I first draft a format, so I'm sure three color decks are easier than I am giving them credit, but I feel the format would be rooted in 2 color decks with a splash. Aggro decks are almost always going to have to be two colors, unless you are splashing for some higher end 4 drop.
Also, its worth noting that in draft the shock and ABU duals do feel more parasitic than they normally do, as they are no longer able to rely on fetchs to enable odd 3rd or 4th color splashes.
I feel this is a pretty significant take away, given some of the recent conversation we've had on the forum.
This is good as regards combating good stuff, great if you want to make the format more accessible and streamlined, but raises some challenges in aggro design, as welll as heightend demands on color intergration.
I came up with a few solutions, that I think overall were reasonable.
Super long post incoming, will break it into a couple of parts.
I don't know if you guys remember this article, which framed the notion of "midrange" cubes, which our forums' design predominantly consist of.
A midrange cube is one where there are few narrow cards. Not only is every card high power but it is also typically broad in application or at least a mainstay in a tier one archetype. There are some very good reasons to build a cube in this way. It makes drafting much more interesting and much more skillful. Each pack will have more playables and more contested cards, your final pool will have more build options. Further more the midrange cubes tend to give the most interactive games, epic sagas with mental things happening on both sides of the board.
With a lot of the changes that new sets have released, I was wondering what a really min/maxed midrange cube might look like, as a thought exercise. So much has been released in new sets, what would it be like if everything was just distilled in a list, as purely as possible: no singleton breaks, no ULD, no multi-picks, and a focus on A + B archetype design, rather than thematic sprinkling. Would it be possible to largely get around the problems that give rise to the need for those sorts of invasive changes? Or have the addition of new cards to the population largely solved them?
Here is the list I came up with, trying to be fairly conservative as possible with the card picks. But lets start with the basics.
I. Power Level
We ended up just south of titans in terms of peak power, with the gearhulks and avenger of zendikar being the apex I was comfortable with.
The problem with the titans was that when I went to start working on archetype relationships, they were just the most boring cards ever, and because they were just pure power, offered nothing to tie a color together with its pair.
For example, sun titan was just a good card, while emeria shepherd is similar, but her landfall ability suggests a landfall theme, that can be best exploited via green ramp. Especially in these sorts of powerful formats, its nice to be able to use mechanics to signal relationships.
There still are some fairely high power cards though, the most questionable of which are:
Both of these cards are ridiculous, and surely would be eventually replaced, but they are so common (especially sower for some reason) in these types of formats, and do a reasonably good job at archetype pointing, that I felt compelled to include them. There are also a few odd cards which are really too good, such as control magic, and whose spot on the curve would probably be moved around.
There are a few oddities, however:
I actually think the two bushwhackers have been criminally underrated even in these types of lists, but am aware they aren't established cards, and are more common in lower power formats.
Hammer is a medium card, that would never normally be in a list like this, but we will get to that. Its really the first sign that the list would be happier slightly lower power than it is.
Jori en, I am convinced is not that good here, and would have to be replaced (same with tymaret). Finding good multi-color cards that fit a cube is just very hard, and a process of trial and error.
Saproling burst is actually very good, and i.m.o. a hidden gem. Its still a very strong card that can kill people out of nowhere, even in these types of formats, and the fact that its an enchantment which is graveyard bound (and can go there at will) makes it a great synergy card.
If I had gone a little lower power, I think the archetype relationships would be stronger, but I felt I would be losing too much of the essence of a traditional "Ripetide style midrange cube" if I went much lower. Not running any titans is already a concession of sorts.
A few oddities, I have that niv disk in there because a bunch of you guys were running one (is that to provide an odd colorless sweeper to control decks that might need it?)
The vehicles were a huge help. Usually I like to have 1-2 dumb 4-5cc colorless beaters for random midrange decks on the hunt for that, but obviously in these types of formats those types of cards are terrible due to the poor economy of how they trade with cheap bounce or removal.
The vehicles gave me an odd way around that, while also helping on another avenue with cards at risk of sitting around like mesmeric fiend or grim flayer. Its such a beating at this power level not being able to run toughness upping green buffs in green, as most of the handful of viable equipment only buffs power. That was probably the most clever update.
Have some colorless mana rocks in the list: filling out the artifact section was hard, and I think the control decks (certainly the UR wildfire decks) appreciate some poor way to gain mana superiority. I feel this is right, though the numbers might be off.
My last note, is you will notice an aversion to running planeswalkers in the gold section. This is for two reasons:
1. Running planeswalkers in the gold section usually results in people overly going into 3 color decks, which I dislike. I am trying to focus on guild relationships, not wedge/shard relationships here.
2. The multi-color section has more important things to be doing (as you will see).
II. Mana Base
So, the first big topic, is being singleton based, there is no x2 shock, x2 fetch foundation, and of course no ULD to be found. Instead we have x1 fetch, x1 shock, x1 ABU dual, x1 manland megacycle. The ABU duals can, of course, be almost anything: theros temples, or the new fastlands (probably ideal) until WOTC is so kind to finish the battleland cycle (!!!!!). This would be an interesting way to see how even this fairly minor change in setup would impact things in a Jasonesque cube (WILL MAD PROPHET BE RIGHT!!? STAY TUNED) and the results certainly reverberated throughout the rest of the cube's design. It really is a slight change in posture that changes the entire experience (as will happen when you play with mana bases).
If we will remember, while there was a lot going on behind the x2 fetch, x2 shock structure, one of those things was the notion that aggro decks needed excellent mana because they would inevitably be a three color affair, hunting for rakdos cacklers from the bottom of the packs, the decks ultimately the cobbled together shells of whatever low cc dainties the midrange or control players deemed them worthy of having. The aggro player would bravely rush across the board in the early turns, their little army doomed to ultimate obsolescence, in dire need of consistent, powerful curve outs, before assembling burn for a (hopeful) kill procured by their parasitic little armies of 2/1s eating up a little under a 1/5 of any given color they inhabited.
And of course, once you grant aggro decks such superb mana, this translates into what control or midrange players can build, making it easier for them to run 3-4 color mana bases, which makes it somewhat challenging to keep archetypes feeling distinct if you haven't planned shard/wedge identities, making the entire thing overly susceptible to good stuffing. Not that this has to happen, but its the challenge posed to the designer, which they sometimes fail, sometimes pass.
And of course, because of the amount of space pure fixing takes up, it means there are only 10 slots for everything else, which means you don't have enough room for utility lands, which is solved by the innovation of an entire second draft. The whole thing was actually much more of a mess 3 years ago, since the manland megacycle had not yet been completed, and the theory was to include 3ish wastelands in those remaining 10 slots, but needless to say there was not much room for good solid utility lands in the original structure.
Another major effect is that very smooth mana means that the format has an easier time getting to that expande selection of powerful cards capable of threatening to win the game on their own, speeding game pacing up, and obseleting slightly less efficient synergy cards. In some spots this largely unravels color pairings (the second hint the list probably wants to be slightly lower power).
But if the aggro concerns can be largely fixed, and we're ok of having more color pair rooted decks, and since we have the manland cycle completed, than maybe we can compact things down somewhat.
And that worked out really quite well--better than I expected. I'll address aggro in a bit, but to summerize:
1. By working out A + B archetypes pairings (and no singleton breaks), the 50 card colored sections actually become much more reasonable to design in terms of space at 360. It was actually quite easy to find room for 1-3 good colored mana requiring utility lands in those sections, and when you think of it, that organization actually makes a ton of sense: when is volrath's stronghold not going to go into a black deck, for instance. This is also beneficial with some of the better colors (blue) as it changes the focus from the usual array of good stuff draw/counters/bounce into something different; as well as helping with some of the more exasperating colors to fill out (white), resulting in more balance and less chaff overall (I felt).
2. In addition, as I've said before, its rather difficult to find even 3 solid gold cards that support a good A + B archetype design. As a result, this was another solid place to tuck away utility lands, which again, makes a lot of sense: in what world is gavony township not going to go into a selesnya deck?
In total I have 7 solid utility lands tucked into the colored or multi-colored sections of the cube, which both makes more sense as regards they end up in and how they are used, while also largely eliminating the need to have an entire secondary draft to ensure the existence of appropriate mana sinks. I also feel that the 7 utility lands present, represent some of the best, and most fun.
Finally, you have 10 additional slots to work with in the lands section proper. After some drafts proper, I turned these into ubiquitous fixers until I achieved a density I was comfortable with, as well as the LD trio of ghost quarter, wasteland, and tec. edge.
From the perspective of a functioning, congruent cube, I felt it eliminated the major argument for a ULD, as the mana sink utility lands and manlands were present in the density needed to prevent dead turns.
Their are some cons, however, for the more eccentric:
1. Overly narrow or low power utility lands didn't make the cut: no room for cathedral of war, for example.
2. Obviously, multi-pick setups for cards that can't exist naturally in the format go dead (e.g. cloudpost).
3. Redundant fixing goes away. While I feel the 5-7 extra slots in the lands section brings the format more than up to functioning, if you have your heart set on running an additional megacycle of lands (bounce, tri-lands, or temples) this is going to be disappointing.
As for the decks themselves, I feel that it became overall much harder to run three colors. I'm normally pretty conservative with my mana bases when I first draft a format, so I'm sure three color decks are easier than I am giving them credit, but I feel the format would be rooted in 2 color decks with a splash. Aggro decks are almost always going to have to be two colors, unless you are splashing for some higher end 4 drop.
Also, its worth noting that in draft the shock and ABU duals do feel more parasitic than they normally do, as they are no longer able to rely on fetchs to enable odd 3rd or 4th color splashes.
I feel this is a pretty significant take away, given some of the recent conversation we've had on the forum.
This is good as regards combating good stuff, great if you want to make the format more accessible and streamlined, but raises some challenges in aggro design, as welll as heightend demands on color intergration.
I came up with a few solutions, that I think overall were reasonable.