Right now, I've been getting requests to expand on a few contours of the cube, now thats its really hitting its paces.
1. Removal upgrade. You can kind of see the start of this with the
sulfurous blast, but basically pauper runs excellent removal that can be played around, and I can recreate that feel a little better I feel. In Pauper, for example,
Electrickery is often a 2 mana instant speed
wrath of god, but dosen't completely grief certain decks since it can be played around via vertical growth (or tempo proc. effects), which creates an interesting meta game relationship between aggro and control decks. Despite
languish from magic orgins lookings very good, I think I don't want to run it quite yet, and keep red the mass removal color.
The reason is that I like the defintion this creates in control decks, with U/B decks focusing on reusing value spot removal to establish board dominace and card advantage, in a play pattern not disimilar from the 2006 U/B dralnu decks. Meanwhile, the U/R decks play more like traditional control, with board wipes (here pyroclasm effects), card draw, and the ability to break symmetry on those board wipes by running larger creatures (rather than running no creatures). U/W is more tempo focused, as it has access to white temp. proc. effects and blue counterspells, to disrupt an opponent and ride a few threats to victory.
2. Land Destruction. This is probably going to raise some eyebrows, and I would need to write a lot more as to why this is happening; however, the sum of it is that the format is being meta gamed more by my players. Since there are interested in attacking the
format rather than playing out powerful spells that demand a response. Another way to phrase this is to draw distiction between metagame decks and assertive decks: my players are trying to design decks that are an
answer to the format, rather than decks that simply wish to
assert their will.
The assertive decks are decks largely focusing on a single strategic axis, that get wreaked off of disruption as a result, creating a feel bad. E.g. the all in graveyard deck that has its graveyard wiped out, the fragile storm combo deck that missed critical resources, the ramp deck that has a land blown up etc. This can even apply to more mainstream examples--like the control deck that has to hit four mana to wrath.
On the other hand, if we have more complex decks, functoning on multiple strategic axes (and if there is one thing that is clear at this point, its that this format is very good at producing adaptable decks), than land destruction is less ruining and just a reason for a deck to shift its strategic axis, creating an interesting textual shift in the flavor of the game.
Since there is archetype diversity (but not
too much diversity: when you get to the point where the format is so diverse that there are no commonalities across decks, it becomes impossible to metagame) there is a lot of space to build meta decks. This is supported by a lot of things: interesting conditions on removal, prevelance of artifacts and bouncelands etc. Decks already have to be flexible, willing to attack the format rather than merely being assertive (with the exception of the combo decks I am experimenting with), and in that equation land destruction is hugely desirable. It does the following:
1. Adds complexity to the decision of how many colors to run.
2. How dependent you can be on bouncelands in terms of how you draft and design your deck.
3. How high you can afford to run your curve.
4. Encourages multiple strategic axes rather than a singular one.
It helps solidify a metagame relationship between decks that want to take advantage of these super powered mana sources, and decks that want to take advantage of that appeal. On the other hand, if my format's decks were more narrow and assertive, this would than be a diaster.
3. Enchantment/Artifact Removal. I'll admit I'm a little flummoxed here, since so many cube formats just run the barest artifact/enchantment kill pieces, as they are inheriently poisonous. In this format, they are excellent. I think I would ideally much rather than the cards be dual artifact/enchantment killers, for space efficency, but I could expand this section out tremendously. I probably want to have at least 1-2 more effects. Probably in white or red, and in red I could have them target artifacts or land. I was thinking of some mix of:
-------
Also, we had a few interesting decks last night:
Dredge-reanimator
Really sweet and well built deck.
Marsh Flitter,
skeletal vampire, and
kessig cagebreakers all represent sources of tokens that can be used to flash back
dread return. You can use dread return on vampire to both present a threat and setup for a follow up reanimation. The cagebreakers is a powerful source of pressure that can leveraged in this shell, as well as another potential reanimation target. It has evasive elements with wandering wolf, can play a fair midrange game, a value reanimation game, or can explosively cheat out a big ulamog's crusher.. If the crush play is disrupted, because of the bouncelands, it can just ramp the crusher out if it needs to. Thug and noxious revival give it a lot of control over the graveyard as an extension of the hand.
This is what I mean by decks that shift based on the texture of the game: this deck has a focused strategy on dredge-reanimation, but can shift with the texture of the game to the point where it neither needs to dredge or reanimate.
Goblin Aristocrates
And in the same draft, approaching the graveyard from a different angle, is this goblins based aristocrate deck. Running smoothly on 14 lands (and probably could have gone down to 13, though I think that would be the limit), this deck was capable of making plays revolving around explosive bursts of damage, or could slowly grind out an advantage. Two Goblin bushwhacker, bloodthrone vampire, atog, okibi-gang shinobi, and persecute all provide perceived pressure to warp the game around. Angler, goblin bombardment, bloodthrone vampire, and scavanger provide a way to use expended resources. Meanwhile, a burn suite combined with spikeshot elder, executioner's capsule, young pyromancer, and nightscape familiar provide board control tools. Familiar also made the lower land count easier, and enabled super efficent plays (in conjunction with the delve cards) to get ahead on tempo out of nowhere.
Just a very explosive, adaptable aggro deck, with lots of strategic lines to go down, which made playing against it very challenging.