I've been browsing and reading and I've identified what appear to be two main schools of thought on cubing, here, and I'm curious what their core tenets are. I can sorta infer these things from all the mini-opinions that people post, but I'd love to hear some summaries.
The Cantankerous School is certain that MaRo is an idiot, and NWO design has generally ruined Magic. For this school of thought, a good cube lets you play with tons of high-complexity cards in order to assemble a crazy contraption each time you play. Because older cards are generally considered awesome, I don't know how they feel about using tutors to make your unholy deck contraptions come together. On the one hand, tutors are old and powerful cards, and Cranky-School loves old powerful cards. On the other hand, tutors make it much easier to find the most straightforward wincon in your deck and attempt to execute it, which can diminish the deck's variety and "look at this crazy deck go"-ness, which are things Cranky School loves.
When you draft these cubes, you're guaranteed an exciting game, although sometimes short ones.
I believe CML is the leader of this faction, but he might just be its most prolific poster. Lucre might be the real king.
The Bonsai Gardeners know that MaRo drinks a little too much of his own KoolAid, but feel that NWO design has lead to some fun draft environments that are worth emulating. They like to carefully sculpt as fair an environment as possible with as many archetypes squeezed in as possible. They really like the word "tempo" but none of them use the word in the same way, so it might not be a useful word. You'll typically see more Modern cards than non-Modern cards in these cubes, but that's not a hard rule.
When you draft these cubes, victory (in theory) is attained with incremental small advantages, so it might not be as exciting but it's harder to accidentally draft a bad deck.
I might be lumping too many people together in the Gardener school, because it seems to be the bigger school by far. Onderzeebot and Grilla_Parlante are certainly members of it, but Eric Chan might belong in a separate school or he might belong here.
So here are my questions to you:
The Cantankerous School is certain that MaRo is an idiot, and NWO design has generally ruined Magic. For this school of thought, a good cube lets you play with tons of high-complexity cards in order to assemble a crazy contraption each time you play. Because older cards are generally considered awesome, I don't know how they feel about using tutors to make your unholy deck contraptions come together. On the one hand, tutors are old and powerful cards, and Cranky-School loves old powerful cards. On the other hand, tutors make it much easier to find the most straightforward wincon in your deck and attempt to execute it, which can diminish the deck's variety and "look at this crazy deck go"-ness, which are things Cranky School loves.
When you draft these cubes, you're guaranteed an exciting game, although sometimes short ones.
I believe CML is the leader of this faction, but he might just be its most prolific poster. Lucre might be the real king.
The Bonsai Gardeners know that MaRo drinks a little too much of his own KoolAid, but feel that NWO design has lead to some fun draft environments that are worth emulating. They like to carefully sculpt as fair an environment as possible with as many archetypes squeezed in as possible. They really like the word "tempo" but none of them use the word in the same way, so it might not be a useful word. You'll typically see more Modern cards than non-Modern cards in these cubes, but that's not a hard rule.
When you draft these cubes, victory (in theory) is attained with incremental small advantages, so it might not be as exciting but it's harder to accidentally draft a bad deck.
I might be lumping too many people together in the Gardener school, because it seems to be the bigger school by far. Onderzeebot and Grilla_Parlante are certainly members of it, but Eric Chan might belong in a separate school or he might belong here.
So here are my questions to you:
- Are there more schools of thought that I'm not accounting for?
- It's easy to see folks' opinions on individual cards or even whole sets, but what are their core tenets for cube design?
- What are some of the best Manifestos on cube design? It's easy to find and read the articles that get posted to blogs, but there's a couple problems with that. First, like old MaRo posts, an article will often wax poetic about a new experiment, but then on the forums here the author will be like "Oh yeah that didn't really work out." Second, reading only the articles will tend to feed me only the thoughts of Waddell and people who generally agree with him, and I think the forums are somewhat more diverse than that.