So,
skeletal vampire is going to go, driven by an epiphany about how the game is supposed to work and what makes it fun (and kirblinx's subtle suggestions).
I've been reading e. hustle's not particularly well written, but at times insightful articles about deckbuilding in pauper, and came across this exert which I found interesting
Another mistake deckbuilders commonly make is constructing a deck that fails to execute a game plan. A deckbuilder may have a solid concept for a deck, but, for one reason or another, their deck fails to deliver. In general, the power level of individual common cards is much lower than that of higher rarity cards. There are very few cards in Pauper that can individually compete with the power level of Mythic Rare creatures, planeswalkers and equipment, and their ability to single handedly win you the game. Therefore in Pauper you’re generally going have to put some effort into winning, often involving sculpting a game plan over multiple turns.
I think he did hit about a key difference between low power and high power formats, that formats compromised mostly of commons and uncommons trend towards one end of a spectrum, and power max formats trend towards another end, as far as strategic pacing is concerned. It also provides more of a guiding hand in understanding how power variances should actually work (which
skeletal vampire is currently violating).
I have a love hate relationship with those low power formats; because the games are very much about sculpting a focused strategy, which means the games can feel quite deep, however, the effects of an unfavorable turn is just brutal. When you are losing, you tend to just keep on losing, as individual cards do little to help you catch pace in these little wars of incremental strategy, and there is not much in the way of tempo recouping devices to help you out of the hole. In addition, there is a
huge emphasis on meta knowledge, which is awesome for the depth it adds, but results in a heightened learning curve that can be off-putting. Finally, because there aren't power spikes, the games can lack the excitement players want, since the pleasure of a low power format comes from subtle micro interactions managed over time, and there isn't much flash.
Rare/mythic formats tend to have a lot of high power tempo recouping plays, but at times this can overtake the practice of drafting focused decks and sculpting a focused gameplan over multiple turns.
I suppose this also provides some insights into why certain casual formats function the way they do, as sometimes formats become just about doing powerful things, and strategic planning is largely left at the wayside. It also provides insight into why control decks can start to vanish in certain formats, since control decks are more about crafting game states than doing powerful things; as well as part of the problem aggro has in these formats, since aggro decks generally struggle to do exciting things, and are more about crafting a certain gamestate by turn four. Really, its a blue print for where midrange dominated formats come from.
Ultimately, this is probably an area where the idea of magic being dumbed down can have some merit, because the more you focus your format on bomby powerful plays, the less the games deep strategic interactions matter.
So I think there is something of a needle to thread here, which I ended up inadvertently doing, since I sprinkled some miscellaneous rares throughout the cube at the onset, no mythics, and tried to keep the rares more modest in power level. The way game pacing works out, you have predominately weaker cards that can't win the game on their own, and require a player to draft a focused deck and develop a strategy over multiple turns. I think this is why mulldrifter decks haven't been doing very well, because mulldrifter isn't actually an individually swingy card, but is being mis-evaluated as such. This is also probably why drafters new to the format find it quite challenging, as it emphasizes meta knowledge (which they don't have yet), and demands that they approach the game heavily from an angle they may be unaccustomed to doing so from.
I do have something of a safety value though, to prevent the games from being determined too much by minutia, with reasonably powered, fun rares, like
draining whelk,
ink-eyes, servant of oni and
moltensteel dragon. If you imagine the games being paced in a way where each player is trying to craft a certain game state over many turns, these rares have to serve a function of address what happens when a player falls behind in that strategic progression (which can happen for many different reasons) and offer just enough power for them to catch up that lost tempo. This prevents the sort of weird "zombie-games" you get in pauper, where a single misstep on turn 2 means that a player effectively can't win, but the game goes on for seven more turns. However, the rares can't be so powerful, that when cast when even or ahead they completely close out the game because they put a player so far ahead.
I do have some pushed cards (
jor kadeen), but they usually require some support to really shine, and are in the multi-color section, which makes you vulnerable to the natural instabilities of a CIPT manabase, and the policing tools available in the format to punish greed, so I feel this is a nice balance.
Skeletal is a rare that has no multi-color restrictions, requires no support, and if resolved creates a much larger swing than any other rare in the single color sections or even really the multi-color sections. For those reasons, its excelling way to well as a tempo recouping rare, and is too good.
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In
I've not really found a replacement I'm happy with for
stenchskipper. I'm thinking
plagued rusalka or
dimir house guard.
In addition, I want to make the following swaps
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Acolyte is just a very good aggro card, while iguanar encourages aggro players to play towards certain gamestates, offers sweeper protection, and has a sort of fun combo feel to it with a bunch of decks.