Grillo_Parlante
Contributor
{Edit: Building the Cube: As its been brought to my attention some people don't feel comfortable just doing this, if you want to build the penny pincher cube thats fine.
I would just ask that credit be given to me, and that you at least try it as is.
There has been hundreds of hours worth of cube tutor drafts, forums posts, real life drafts (across three limited format styles), from dozens of contributors. The vast majority of the cards are in the lists for a reason, and shouldn't just be cut haphazardly. Thank you!}
Hello!
Since I've completed the project, I am updating here. The spoilers below contain the original post.
The cube tutor link is here.
To recap, this is lower power environment, drawing inspiration from my experiences in pauper, VMA, MMA, III, RGD, and KTK. Its designed to be an affordable, accessible, draft format at 360, that still has rich sophisticated interactions.
Originally, this was to be a singleton format, but during the building process we realized that this was holding back some of the more interesting aspects of the cube. Some of the original themes didn't come to fruition either due to narrowness or a lack of space.
I would like to take a moment to thank everyone that participated, either by drafting a deck, or leaving comments or thoughts in the thread. There were several points during the design process where user contributions helped clarify the best way to achieve the format's goals, without which the project would have been a failure (or at least cost me/time money figuring out what went wrong.
The unique gameplay angles that this cube is exploring are two fold:
1. The implications of a bounce land/cantrip based format to smooth out draws and prevent non-games.
2. The implications of a bounce land based format to enable sophisticated decks--in this instance, combo decks.
A theory for why RGD was such a beloved format is that it naturally had a lower % of non-games than other limited formats. You had amble access to cantrip effects,TOL manipulation, to power yourself through miserable draws, and bounce lands to address color/mana screw.
Higher power cubes can easily address color fixing issues with expensive fetch-shock-ABU dual lines, but fetch lands do not adequately address mana screw issues. Cheap bounce lands (unplayable in a higher powered format), however, do.
Another theory is that higher power (re: more expensive cards) allows for richer, deeper interactions than lower power cubes. I am not sure I agree with this, as I believe that lower power formats are uniquely positioned to enable a complex archetype that is generally problematic to design for in higher power environments: combo.
Lower power formats generally feature weaker combo disruption than their higher power brethern, as a natural result of WOTZ's card library. Their is more creative freedom to build from, and less of a need for non-interactive, largely spell-based, combo platforms. Here, I take heavy inspiration from Pauper's creature based, slightly slower, but very robust, familiar combo deck.
This is a bounceland based combo deck. As a result, the cube does not devout slots to narrow ritual effects (which rather jarringly jump the mana curve) the primary means of mana acc. (and color fixing) is provided for by the mana base itself. Bouncelands are a bit slower; and this is a win-win for everyone, as it allows for a complex archetype that a lot of people would enjoy, but dosen't ruin the fun of everyone else.
A final theory states that bouncelands are not really cubeable, since it creates an unfair disadvantage for aggro decks. I'm not sure I agree (at lower power level). KTK used CIPT lands to create a split in drafting strategies, with slower, greedy 4-5 color decks going down a strategic route of multi-color haymakers, while aggro decks use simplier mana bases to capitalize on the tempo loss inherient in CIPT lands. RGD had a similar (though perhaps not as pronounced) relationship with its multi-color haymaker strategies and its aggro strategies. I think this relationship is replicable here, and adds depth to the draft. I also have a few other strategic splits regarding the issue of mana fixing, represented by artifact eggs and green enchantments.
In sum, I think this limitation can result in interesting decisions, both in draft and in game.
Note: Since the gold section is intended to consist of "nudge" cards, I encourage a lot of experimentation in that area.
I would just ask that credit be given to me, and that you at least try it as is.
There has been hundreds of hours worth of cube tutor drafts, forums posts, real life drafts (across three limited format styles), from dozens of contributors. The vast majority of the cards are in the lists for a reason, and shouldn't just be cut haphazardly. Thank you!}
Hello!
Since I've completed the project, I am updating here. The spoilers below contain the original post.
The cube tutor link is here.
To recap, this is lower power environment, drawing inspiration from my experiences in pauper, VMA, MMA, III, RGD, and KTK. Its designed to be an affordable, accessible, draft format at 360, that still has rich sophisticated interactions.
Originally, this was to be a singleton format, but during the building process we realized that this was holding back some of the more interesting aspects of the cube. Some of the original themes didn't come to fruition either due to narrowness or a lack of space.
I would like to take a moment to thank everyone that participated, either by drafting a deck, or leaving comments or thoughts in the thread. There were several points during the design process where user contributions helped clarify the best way to achieve the format's goals, without which the project would have been a failure (or at least cost me/time money figuring out what went wrong.
Game Play
The unique gameplay angles that this cube is exploring are two fold:
1. The implications of a bounce land/cantrip based format to smooth out draws and prevent non-games.
2. The implications of a bounce land based format to enable sophisticated decks--in this instance, combo decks.
A theory for why RGD was such a beloved format is that it naturally had a lower % of non-games than other limited formats. You had amble access to cantrip effects,TOL manipulation, to power yourself through miserable draws, and bounce lands to address color/mana screw.
Higher power cubes can easily address color fixing issues with expensive fetch-shock-ABU dual lines, but fetch lands do not adequately address mana screw issues. Cheap bounce lands (unplayable in a higher powered format), however, do.
Another theory is that higher power (re: more expensive cards) allows for richer, deeper interactions than lower power cubes. I am not sure I agree with this, as I believe that lower power formats are uniquely positioned to enable a complex archetype that is generally problematic to design for in higher power environments: combo.
Lower power formats generally feature weaker combo disruption than their higher power brethern, as a natural result of WOTZ's card library. Their is more creative freedom to build from, and less of a need for non-interactive, largely spell-based, combo platforms. Here, I take heavy inspiration from Pauper's creature based, slightly slower, but very robust, familiar combo deck.
This is a bounceland based combo deck. As a result, the cube does not devout slots to narrow ritual effects (which rather jarringly jump the mana curve) the primary means of mana acc. (and color fixing) is provided for by the mana base itself. Bouncelands are a bit slower; and this is a win-win for everyone, as it allows for a complex archetype that a lot of people would enjoy, but dosen't ruin the fun of everyone else.
A final theory states that bouncelands are not really cubeable, since it creates an unfair disadvantage for aggro decks. I'm not sure I agree (at lower power level). KTK used CIPT lands to create a split in drafting strategies, with slower, greedy 4-5 color decks going down a strategic route of multi-color haymakers, while aggro decks use simplier mana bases to capitalize on the tempo loss inherient in CIPT lands. RGD had a similar (though perhaps not as pronounced) relationship with its multi-color haymaker strategies and its aggro strategies. I think this relationship is replicable here, and adds depth to the draft. I also have a few other strategic splits regarding the issue of mana fixing, represented by artifact eggs and green enchantments.
In sum, I think this limitation can result in interesting decisions, both in draft and in game.
Construction
Anyone that follows my posts knows that I favor an approach of writing out all 10 guilds, and developing a theme and sub-theme for each color pairing. This sort of structured design approach helps prevent "cube-designers regret" down the line, when you realize that no one is going into G/R, and now you need to patch in a few G/R decks, hoping that your inclusions/exclusions won't make the cube worse. By having all combinations represented, and a backup sub-theme, you help make sure that you have as broad a gamespace as possible for your drafters to explore, thus preventing (or at least delying) them from solving the format.
Also, people generally don't draft mono-colored decks, so i.m.o it makes little sense to think in terms of "what does my green section do." Your green section will never be played on its own, it will always be supplimented by another color, which will warp whatever it is that its doing. The only exception, I find, is red. Someone will, inevitably, draft a mono-red aggro deck.
The design of this cube also really hammered in the importance of having broadly applicable cards. I think I was knocked off track a bit by MMA and VMA, each which use print runs to enable narrow decks in their respective formats. However, in cube, since you can't use a print run to control the availability of certain cards, every card must be broadly applicable. Its a bit like designing a good sideboard for a constructed environment with a broad array of possible matchups: your cards have to be relevent in many places, not just a few. For example, in cube, thirst for knowledge is a better card blue draw spell to run to support an artifact theme, than thoughtcast.
Also, of course, the need to minimize variance caused by:
1. Mana flood (addressed via mana sinks)
2. Color Screw (addressed via the proportional availability of mana fixers)
3. Mana Screw (addressed via bounce lands/cycling/cantrips/cheap TOL manipulation)
4. Poor Hands (addressed via deck building, cycling, cantrips, cheap TOL manipulaton)
Finally, the need to prevent:
1. Board stalls (addressed via evasive creatures, removal, combat tricks, temporary protection)
2. Removal Check/attrition Format (addressed via balanced threats with not too strong/abundent removal)
Archetypes
The archetypes that I arrived at look to be:
GW: Splicers Midrange/Selesnya Kitty/Counter Lords
BW: Lifepay Control/Orzhov Kity reanimator
UR: Artifact themed Control/spell velocity based tempo
RW: Wide Aggro/Artifact themed or boros kitty Midrange
GU: Aura Prowess/Hexproof
There is some flexibility here, of course. The general flavor of each color is:
R: aggro support with flexible burn and card filtering to support control.
W: Value Midrange and control elements.
G: midrange and ramp
U: Tempo support and card draw
B: Tempo-Control and hand disruption
Again, not too heavy of a focus on mono-color, since you will hardly every get a mono-color deck (beyond maybe red). I am ok with three+ color decks being a place of creative exploration, providing that they have a solid 2 color base to build from. Grixis and Esper are natural combo colors though.
Note: Since the gold section is intended to consist of "nudge" cards, I encourage a lot of experimentation in that area.
Original Post below:
Hey everyone,
I have a project I've been toying around with for a while now, based on some of my experiences with my own lower power environment, pauper constructed, and draft formats like VMA, MMA, III, RGD, and KTK. My goal is to create an affordable, accessible, draft environment at 360, with rich sophisticated interactions.
I'm going to provide a general skeleton of what I have in mind below, as well as a cube tutor link: here. I'm not asking you to do most of the work--as you will see I have a fairly good idea where I want to take things--but your input would be greatly appreciated, and help me refine things. I have certain prompts that I will use from time-to-time, to help solicit opinions.
Of course, if any expensive cards slip through, let me know!
But lets start with the cube's general structure. I will provide an outline and list of goals below. As of this first post, I have taken the liberty to fill out what I consider the "guts" of the cube, and will explore various themes in detail later.
But lets dive in!
Where I think a particular theme or sub theme bleeds strongly into another, I have used red type.
I will go into these in more detail, but to remove some of the shorthand confusion, fish refers to a disruptive aggro deck (which will probably be based around a mixture of merfolk and faeries), while grow refers to a deck that either deals damage in bursts via combat tricks, or tries to grow its creatures vertically. The spirit deck is one I have in mind, but haven't really fleshed out.
I realize you are without context for many of the themes; I just want to provide a basic road map or blue print, that will hopefully help spot issues before they develop into real problems.
Guilds:
Azorius Senate: Control, fish/flyers/flicker/token aggro
House Dimir: Fish, TOL combo/reanimator/control/mill/self mill
Cult of Rakdos: reanimator aggro/sacrifice aggro/goblins
Gruul Clans: Grow Aggro, ion storm midrange/Ramp/Midrange, Spirits
Selesnya Conclave: auras aggro, little kid midrange/tokens aggro
Orzhov Syndicate: spirits/tokens, humans/extort midrange
Izzet League: Spells Matter/double strike combo, Control
Golgari Swarm: Dredge, attrition midrange
Boros Legion: Tokens/wide aggro, Control
Simic Combine: Grow fish/Grow Midrange, ramp/bounceland combo, Spirits, self-mill
Mono Colored:
U: Fish
R: goblins aggro
G: Grow Aggro
W: Tokens aggro
B: Mono Black Control
Shards:
GWU Bant: Affinity
WUB Esper: Bounceland combo
UBR Grixes: Bounceland combo, Spirits Combo
BRG Jund: Attrition Midrange
GWR Naya: hexproof aggro
Wedges:
URW Jestai: Double Strike combo
BUG Sultai: TOL/graveyard combo
RWB Mardu: Tokens sacrifice
RUG Temur: Affinity
WBG Abzan: Attrition Midrange
4-5 Colors: Control, Affinity, Spirit Combo
1. What do you think of the mana base?
2. How do the themes and sub themes seem to you at first glance?
3. Are there any obvious cards that seem to be missing from the cube's guts?
4. Does the casting cost of any of the spells seem to wave a red flag (too high ortoo low)?
5. What are some good non-blue sources of card advantage that would fit here?
6. Any other misc. thoughts you might have.
I am most focused on the mana base. I opted to go with 10 bouncelands, 10 gain lands, and 10 gates. I know I want the 10 bouncelands, but I'm not sure about the rest. In the past, I would just go for great fixing, so this balancing is new for me.
Is that too few sets of fixers or too many? I'm also not really deeply invested in the idea of a multi-color format, but traditionally those types of formats ran a bunch of powerful gold cards and great land fixing, while I want to have part of the land fixing problem covered by disposable artifacts, and don't care too strongly about gold cards (which might be a mistake).
Thanks in advance!
I have a project I've been toying around with for a while now, based on some of my experiences with my own lower power environment, pauper constructed, and draft formats like VMA, MMA, III, RGD, and KTK. My goal is to create an affordable, accessible, draft environment at 360, with rich sophisticated interactions.
I'm going to provide a general skeleton of what I have in mind below, as well as a cube tutor link: here. I'm not asking you to do most of the work--as you will see I have a fairly good idea where I want to take things--but your input would be greatly appreciated, and help me refine things. I have certain prompts that I will use from time-to-time, to help solicit opinions.
Of course, if any expensive cards slip through, let me know!
But lets start with the cube's general structure. I will provide an outline and list of goals below. As of this first post, I have taken the liberty to fill out what I consider the "guts" of the cube, and will explore various themes in detail later.
But lets dive in!
Goals
To restate: create an affordable, accessible, draft environment at 360, with rich sophisticated interactions.
At lower power level, both the relative brokeness of combos and the the availability of combo disruption plumments drastically, so this seems like a safe place to explore that area of cube space, without resulting in bad games.
Due to the scale of the print run that we have available to use at this power level, I feel their is no need to break singlton. Some people also have huge problems with breaking singleton, so this should make the cube more accessable.
I would also like to see mono colored, guild based, wedge/shard, and 4-5 color decks.
Ways the the Format Challenges the Drafter
The chief challenges that a drafter must overcome are:
1. Mana fixing: I would like to limit the availability of good, smooth mana fixing. This slows the format down, allowing for people to creatively explore the game space, and create a tension between 1-2 color aggro decks looking to rush under or disrupt, and powerful multi-colored decks trying to abuse bouncelands or eggs (chromatic star ect.).
2. Deck Manipulation: To put together game winning interactions in a singlton format, you need to manipulate your deck. I've decided to lean heavily on top-of-library tutors (TOL tutors) to do this.
We had a thread about how cycling and cantrip effects smooth out and improve games, and in conjunction with TOL tutors, cantrips also serve an important role as a way to immediatly gain access to your tutor target. This adds a lot of decision making as to how best to use cycling or cantrip effects. TOL tutors also complicate milling, self-milling, and shuffling interactions, either setting up your plays, or making them vulnerable to disruption.
This also intersects nicely with the way mana eggs address fixing issues, as many of those cards cantrip.
Key Mechanics
Many of these haven't been actually established as keyword mechanics, but they represent the sort of mechanics I would like to have the cube enviornment warped around:
1. Top of Library (TOL) manipulation: To solve the resource scarcity resulting from limited copies of key cards.
2. Cantrip: Both to smooth out draws and improve the quality of games, as well as to help connect the above two mechanics.
Major Brewing Pieces
To facilitate people exploring the game space, I at least want to have a denisty of certain effects that they can base decks around:
1. Eggs: Mana fixing eggs opening up multi-color strategies, acting as a card draw engine, and discounting or powering up certain spells.
2. TOL tutors: Setting up TOL based or graveyard based combos, as well as facilitating powerful land untapping effects.
3. Land Untap Effects: Their exists a host of spells in blue and green that allow you to untap lands. Used in conjunction with ravinca's bounce lands, it allows for you to feed complex ramp strategies as well as infinite combos.
4. Token Makers: Tokens as disposable bodies to hold the ground and be milked for value from death or enters the battlefield triggers.
Themes and Sub-Themes
Where I think a particular theme or sub theme bleeds strongly into another, I have used red type.
I will go into these in more detail, but to remove some of the shorthand confusion, fish refers to a disruptive aggro deck (which will probably be based around a mixture of merfolk and faeries), while grow refers to a deck that either deals damage in bursts via combat tricks, or tries to grow its creatures vertically. The spirit deck is one I have in mind, but haven't really fleshed out.
I realize you are without context for many of the themes; I just want to provide a basic road map or blue print, that will hopefully help spot issues before they develop into real problems.
Guilds:
Azorius Senate: Control, fish/flyers/flicker/token aggro
House Dimir: Fish, TOL combo/reanimator/control/mill/self mill
Cult of Rakdos: reanimator aggro/sacrifice aggro/goblins
Gruul Clans: Grow Aggro, ion storm midrange/Ramp/Midrange, Spirits
Selesnya Conclave: auras aggro, little kid midrange/tokens aggro
Orzhov Syndicate: spirits/tokens, humans/extort midrange
Izzet League: Spells Matter/double strike combo, Control
Golgari Swarm: Dredge, attrition midrange
Boros Legion: Tokens/wide aggro, Control
Simic Combine: Grow fish/Grow Midrange, ramp/bounceland combo, Spirits, self-mill
Mono Colored:
U: Fish
R: goblins aggro
G: Grow Aggro
W: Tokens aggro
B: Mono Black Control
Shards:
GWU Bant: Affinity
WUB Esper: Bounceland combo
UBR Grixes: Bounceland combo, Spirits Combo
BRG Jund: Attrition Midrange
GWR Naya: hexproof aggro
Wedges:
URW Jestai: Double Strike combo
BUG Sultai: TOL/graveyard combo
RWB Mardu: Tokens sacrifice
RUG Temur: Affinity
WBG Abzan: Attrition Midrange
4-5 Colors: Control, Affinity, Spirit Combo
Issues
So, to provide something concrete to respond to at this point, these are the things I am concerned with:
1. What do you think of the mana base?
2. How do the themes and sub themes seem to you at first glance?
3. Are there any obvious cards that seem to be missing from the cube's guts?
4. Does the casting cost of any of the spells seem to wave a red flag (too high ortoo low)?
5. What are some good non-blue sources of card advantage that would fit here?
6. Any other misc. thoughts you might have.
I am most focused on the mana base. I opted to go with 10 bouncelands, 10 gain lands, and 10 gates. I know I want the 10 bouncelands, but I'm not sure about the rest. In the past, I would just go for great fixing, so this balancing is new for me.
Is that too few sets of fixers or too many? I'm also not really deeply invested in the idea of a multi-color format, but traditionally those types of formats ran a bunch of powerful gold cards and great land fixing, while I want to have part of the land fixing problem covered by disposable artifacts, and don't care too strongly about gold cards (which might be a mistake).
Thanks in advance!