Cantrippin’ Balls: Doubling up on Cantrips

by: CML

The great thing about multiplayer games — games of incomplete information, specifically — is that no two games are completely the same. This doesn’t mean that some decks don’t try to surmount this. I once built a Standard deck and told Travis Woo that I loved it because ‘every game was different.’ ‘Ah,’ he said, ‘that’s the problem. I like decks where every game is the same.’

This concept is familiar to Constructed players. EDH, whose singleton format promotes diversity of games, has a focus on tutors (you repeatedly ‘tutor’ for your general) that emphasize consistency. Legacy has had its share of linear strategies (Survival, Reanimator) banned or at least castrated. In Modern, Wizards has aggressively banned Ponder and Preordain, which enable combo decks to assemble their wins at the trivial cost of U.

In Cube, there are almost no degenerate combos, the format is heavily singletons (if not strictly Highlander), and linear strategies are hard to put together to the point where I was thinking about how to best promote them. The flattened power level of my build made me ask myself: would doubling up on cantrips be fun?

BrainstormPreordainPonder

This idea has its precedents. Jason Waddell is one of the first Cube designers to break singleton, and I’ve been happy to ‘double up’ on cards like Deathrite Shaman to combat graveyard strategies, and Scalding Tarn to provide an appropriate density of high-power-level fixing. I like making my Cube games resemble Constructed games, so I’ve also gone heavy on card types like mana-dorks and cheap spells, to mimic the fast and interactive nature of modern Magic. Since cantrips fall into all of these categories, and there’s no realistic way to abuse the consistency they grant in Cube, trying out two apiece seemed like a no-brainer.

On Wednesday, I got together a pod of six and drafted this deck:

cube_uwr

The cantrips functioned perfectly in the deck — by which I mean not that they were overpowered, but that they made the games more fun. I had far more decisions per game than usual, and was happy to reintroduce Delver of Secrets, oftentimes a card without a Cube home, to my build. The two cantrips led to more punts and swindles. If a card increases complexity in a format whose entire purpose is to make good players screw up horribly, what’s not to like? The one-mana cost was also non-trivial, especially when facing down a Thalia or needing to dig for a specific answer that would be castable if not for the loss of a blue mana. Also, as Wednesday’s winner showed, you don’t even need cantrips to win with Blue:

cube_rug

I’m happy to include two copies of Ponder, Preordain, and Brainstorm in my Cube for the foreseeable future.

Last thing: lovers of Legacy will find this of interest. In Cube, the best cantrip is Preordain, then Ponder, then Brainstorm.

Thanks for reading!

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Top 8 Most Oppressive Cube Cards

‘Elp! ‘Elp! I’m Being Oppressed!: The Top 8 Most Oppressive Cube Cards of All Time
by: CML

When I was first building my Cube, I presented a raw and massive list to my aesthetic consultant. He eliminated a bunch of cards for power-level concerns, then a bunch of cards that were mechanically dull, but he saved a special epithet for the cards that fell into both categories: ‘Jace, the Mind Sculptor,’ he said, ‘is game-ruining bullshit.’

Badly-designed cards are a ubiquitous part of Magic, as are badly developed cards. As with other rich games, like poker and capitalism, the whole point of Magic is that it’s impossible to do something perfectly, though the extent to which the design team uses this as an excuse for laziness is surely too high.

However! Most badly designed cards are harmless. They are harmless because they are bad. Never will Giant Adephage ruin a Pro Tour. Never will Wood Elemental transcend being the butt of a joke. The worst these cards will do is ruin a small child’s FNM draft.

Real problems arise when a badly designed card is too good. The careful ecosystem of the playables yields to an invasive species. It might be Tolarian Academy in Urza’s Block, Lin Sivvi in Masques Block, Jace and Stoneforge and Batterskull in more recent times, etc. The metagame becomes as flat as baseball or communism. Players leave. Things die out. Magic’s complexity is temporarily ruined.

Everyone who’s Cubed has had the experience of playing a haymaker and apologizing as a game, which once held the promise of decisions, depth, and interaction, degenerates into a one-sided slugfest. I usually take these cards out at the end of the evening. The following list is for the cards I take out immediately. Here are the top 8 instances of ‘game-ruining bullshit’ that every curator should consider cutting from their Cubes:

bomb

Now then, Dmitri, you know how we’ve always talked about the possibility of something going wrong with the bomb.

8. Black Vise
Black Vise
It’s a common myth that ‘RDW is good in Cube.’ What people really mean when they say this is: ‘Control decks can be counted on to do nothing half the time, because their curves are too high and their mana sucks, so RDW will get all those free wins, and even if the control decks do have decent draws, sometimes RDW has Sulfuric Vortex or Black Vise.’ This brilliant card is so fun to play with and against that it’s banned in Legacy. It often does ten damage by turn three, which is the laziest imaginable way to bridge the power gap between Jace, the Mind Sculptor and Jackal Pup.

7. Wurmcoil Engine
Wurmcoil Engine

The colorless Titan is good in most every deck, leading to easy draft decisions and easier games, once the lottery winner can tap six mana. Flexible to a fault and difficult to interact with, Wurmcoil Engine is what I have in mind when I rail against certain failures of NWO.

6. Balance
Balance

Don’t you love it when you start off with a t1 dork into t2 Cultivate into a t3 five-drop, then your opponent untaps and plays Balance? It’s just so exciting. Certain commentators have said Balance is ‘hard to set up,’ which is true in the sense that JtMS is ‘hard to play’ — sure, extracting every ounce of value is hard, but does it really matter when they’re fighting with Zeroes and you just dropped a bomb on Hiroshima?

5. Maze of Ith
Maze of Ith

One of NWO’s successes (though one that’s been pushed a little too far) has been the emphasis on creatures. The game is richer with a meaningful combat step. Dropping a Maze is a terrific way to make sure this never happens. I tell novice designers: ‘Maze is a Legacy-legal card. It does nothing against half the decks. The other half have some number of Wastelands to deal with it. It’s still insane against them. It’s still main-decked in that format. Why are you running it?’

4. Umezawa’s Jitte
Umezawa's Jitte

As a Merfolk player, I know the best answer to Jitte is (editor’s note: was) another Jitte . There are no other Jittes in Cube. (See also: creatures, meaningful combat, hard to play optimally but impossible not to play well)

3. Recurring Nightmare
Recurring Nightmare

Once I was playing a friend here. He’d drafted the carefully supported red deck, and I’d just gotten one of his dudes with a Bone Shredder. I untapped, failed to pay the Echo, bashed for three with Kitchen Finks, played Recurring Nightmare, gained two life, got a 2/1, and killed his other dude. ‘Scoop,’ he said. Recurring Nightmare is no longer in my Cube. (Honorable mention goes to No Mercy and Parallax Wave in the ‘stupid enchantment’ category.)

2. Skullclamp
Skullclamp
Letting a friend draft this is like leaking nuclear secrets to Israel — you’re still friends, but you have certain reservations about what they’re going to do with it.

1. Moat
Moat

As impregnable as the Eyrie. The bad designs of the last seven cards all come together in Moat: it hoses creatures, it hoses aggro, it demands a specific answer that Cube decks typically have a hard time finding, and it can end the game on the spot. There is a place for cards like Moat — four-mana permanents that may do nothing or may end the game. That place is called Legacy. That place is not Cube. Plus, it has ugly art. I hate Moat.

strangelove

The whole point of the doomsday machine…is lost if you keep it a secret!

There’s nothing that makes a format intrinsically playable. Vintage would suck without a Restricted list. Legacy would suck without a Banned list. Over the last couple of years, Wizards has been pushing Modern. To ensure a healthy diversity of decks, Wizards has not been afraid to use the banhammer. Why should Cube be any different?

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[M14] Chandra, Pyromaster Preview

By: Chris Taylor

chandra pyromaster preview m14 cube

Getting past the double take on her new moniker (seriously guys, pyromaster? That one’s gonna take me a while to remember not to mess up), a new Chandra has been previewed for the upcoming core set, and while it’s not the three mana red walker we were all hoping for (in vain), she does indeed look promising:

Chandra, Pyromaster 2RR
Planeswalker – Chandra

+1: Chandra, Pyromaster deals 1 damage to target player and 1 damage to up to one target creature that player controls. That creature can’t block this turn.

0: Exile the top card of your library. You may play it this turn.

-7: Exile the top ten cards of your library. Choose an instant or sorcery card exiled this way and copy it three times. You may cast the copies without paying their mana costs.

[4]

Now before I even begin to talk about what she does, let me get something straight for you guys here: the odds of Wizards of the Coast printing another good three-mana planeswalker are very low.
Liliana of the Veil is arguably in the top 5 walkers of all time and is seeing a ton of play in Legacy, Modern, and Standard right now. Jace Beleren has been a solid card in standard since his inception and a solid draw engine everywhere, and the blistering speed of modern (and the presence of his older brother in Legacy) are the things keeping him out of more eternal formats.

Both have been really solid and really powerful additions to the planeswalker stable. But they’re definitely on the higher end of what is acceptable in terms of power level. We’re not gonna get them every day because they’re really hard to get right without being either absolutely insane, or downright horrible.

Also seriously guys, Koth is way better than we give him credit for. In terms of a planeswalker to embody the classic RDW deck, nobody does it better than him. That guy hits the board, he needs to be answered yesterday.

Part of the reason we “haven’t seen a good red planeswalker yet” is that ‘walkers by their nature are meant to press incremental advantage, and red (or at least the kind of red deck you guys are talking about when you discuss this hypothetical ‘walker) is interested in ensuring the game is as short as possible, putting these two goals at odds with each other. This is why Koth goes ultimate so quickly: if it took 4 turns for him to threaten a control player, you’d have lost the game by then, even if his ult did 20 to the face. If you want a ‘walker that fits into the traditional red deck wins mold, it’ll very rarely play like a traditional planeswalker does, and more like a high impact sorcery with rebound. It needs to fit with the aggro plan: damagedudes and disruption.

Back to Chandra. 

Chandra hits the table with 4 starting loyalty is rather beefy, and on top of that she can use her +1 to defend herself on occasion.

Her mana cost is non-prohibitive, requiring only two red mana, and she’s not too expensive at only 4. We’re off to a good start.

Her +1 is an interesting one. I feel like they had a few different abilities planned out for her, and some design notes lost a period at some point and they all got put on the same ability. That being said, this is a strong thing to be doing every turn: Eliminating their strongest blocker to clear the way for your troops is something so worth doing we’ve been known to play goblin freeking war drums, and the incremental damage to your opponent that comes along with it is not to be dismissed. For the uninitiated, think of it this way: Remember in control decks back in the day or in Invasion-Planeshift-Apocalypse draft where you’d have all these “cantrips“, cards which did something and drew a card? they’re great for control decks because they advance your game plan while keeping the cards flowing and letting you hit your land drops.

Incidental damage is the cantrip effect aggro decks love: it lets you do something (Like say, kill a creature or disrupt their lands) while advancing your game plan of getting your opponent to zero life as fast as possible.

And don’t dismiss it because it’s “Just 1 damage”. Squadron Hawk won a lot of tournaments in his day. This stuff adds up.

The meat of her abilities lies in her 0. Some other famous planeswalker was heralded for his card advantage generating neutral ability, and he’s kinda good last time I checked, so it’s easy to see why this weird Uba Mask style card draw has replaced the utterly insane brainstorm. That being said, she does still literally draw you a card per turn, and while Staff of Nin and Deadbridge Chant are slightly more resilient than our fiery beauty here, they are both seeing play at a significant markup on mana cost.

Planeswalker ultimates are usually the marketing department of modern planeswalkers, showing off the cool things you can (but probably won’t) do. That being said, she hits threat levels in not too short order (3 turns from when she hits the board), not blazingly fast but not horribly slow either. In cube Chandra’s ultimate can provide some incredible reach, as revealing even the lowly Searing Spear eats about half a player’s life total.

Chandra does things that little to no other red cards do: she draws cards, she provides a ton of flexibility, and she resists damage quite well. Regardless of her overall power level, she’s a unique card, and certainly merits consideration.

I’m excited to give her a go.

M14 Previews:
– Garruk, Caller of Beasts
– Archangel of Thune
– Shadowborn Demon
– Elvish Mystic
– Young Pyromancer
– Dark Prophecy
Lifebane Zombie

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[M14] Lifebane Zombie Preview

By: Jason Waddell

There’s a new zombie in town.

lifebane zombie cube m14

Lifebane Zombie is quite the shadowy figure. Let’s say a Zombie came to my house and murdered my pet baloth, I would not be able to pick the guy out of a line-up. Not unless he was still carrying around his two-handed axe. Some interesting artistic choices here. Maybe Min Yum simply isn’t a fan of drawing faces? For all I know he skipped out on face day of art school, and has since been relegated to drawing shadowy figures.

Where’s the light source here? I see some light emanating from behind his ghastly physique, and a single spot of light illuminating his chest. There’s been recent discussion by MJ Scott over at GatheringMagic about the visual portrayal of women on Magic cards. I don’t think we’ve seen that last of cleavage windows or Nin, the Pain Artist style aesthetics from Wizards of the Coast, but maybe this is their way of attempting to level the conversation? I mean, it’s not as overt as the Hawken prankbut as I’m standing there in the police station on the wrong side of town, how am I to pick out the baloth slaughterer? “Have them take off their shirts, I need to see which one has the gnarly pecs.”

Oh, Lifebane Zombie is a Magic card too.

Let’s start with the obvious. He’s a Zombie, the most relevant creature type in my cube. Any card that can help bring Gravecrawlers back online is at least worth consideration. Further, he’s a black three drop. This is perhaps the weakest spot on the curve in all of cubing, so the bar for admission to the cube league is absurdly low. As long as you get to the ball, right Mr. Lifebane? I mean, if I were interested in competing in the UEFA World Cup qualifiers, I’d start by applying for citizenship to the Faroe Islands. Well played Señor Zombie, you found the path of least resistance.

Lifebane Zombie’s stats are passable, considering the fact that Intimidate is functionally Unblockable in most cube games.

Last and possibly least is his enter the battlefield trigger. Lifebane Zombie continues a long heritage of enemy-color hate cards, and as far as effects go, the “exile a creature” clause is far more interesting than something like Protection. Not that since he exiles the card from the hand and not from the battlefield, you don’t gain any tempo the way you might with a hate card like Devout Lightcaster. But, when you’re trying to hold back cards like Thragtusk and Vorapede, a preemptive strike is perhaps the best course of action.

Just how narrow is the trigger? My 360 cube is host to 74 white or green creatures, or about 20.5% of all cards. Of course, many of those creatures will have already hit the board by the time you reach 1BB mana. I expect the trigger to be situationally relevant, but if prodded to name the colors that need extra hate in my current environment, neither white nor green would be at the top of that list.

All in all, Lifebane Zombie looks like one of those marginal cube cards that will enter a list only to be inevitably replaced in the ensuing 12 months. I’ll test Lifebane Zombie, but I don’t expect him to stick around for long.

M14 Previews:
Garruk, Caller of Beasts
– Archangel of Thune
– Shadowborn Demon
– Elvish Mystic
– Young Pyromancer
Dark Prophecy

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Karn Advantage (Playsession Report)

By: Jason Waddell

Some days you’re just not in the mood to play Magic. Cube owners don’t really have the luxury of backing out at the last minute, especially after the weekly ritual of sorting out the attendee list. This week’s ritual was par the course, with several players bailing on the day of the draft, and a couple unannounced regulars joining at the door.

“In terms of like, instant relief, canceling plans is like heroin.”
– John Mulaney

In the end we found ourselves with 7, which as far as odd numbers of players go isn’t the worst. At 9 players I have to turn someone away or sit out. At 5 we struggle to find a format worth playing, and a three-player Magic gathering makes each participant wish they were doing something else. With 7 we simply pretend it’s an 8-man and deal with it and watch the byes get passed on down the bracket.

On days when I’m not in the mood to draft adventurously, I have the habit of preordaining a pair of archetypes I’m in the mood to play and forcing one of them based on the first pack’s contents. I’ve been nursing a theory that one of the stronger decks in the format is a GB Primeval Titan and Volrath’s Stronghold inevitability engine. I’ve 3 – 0’d with the archetype once before with a supporting cast that included Green Sun’s Zenith, Demonic TutorThragtusk and Vorapede.

The other deck I had in mind is my all-time favorite UWR American Tempo (or Russian Tempo, if Yevgeny is around). Red-White-Blue tempo decks are my Magic equivalent of comfort food, and are my go-to when I don’t feel like thinking about the nuances of other archetypes. My first pack gave me a strong push in that direction with a P1P1 Ral Zarek. After four picks I had grabbed the following:

Ral ZarekGeist of Saint TraftPolluted DeltaLightning Helix

The deck came together quite well, and I sleeved up this concoction:
cube draft deck UWR blue white red
(click to enlarge)

It’s perhaps the most beautiful curve I’ve ever presented, with a rather pristine mana base to boot, including:
Hallowed Fountain
Steam Vents
Sacred Foundry
Scalding Tarn
Scalding Tarn
Polluted Delta

I’d also add that Moorland Haunt and Umezawa’s Jitte are a ridiculously strong pairing. Overpowered equipment and small evasive bodies have long been a winning formula, and I think the entire Magic community should be thankful that Stoneforge Mystic and Moorland Haunt never occupied the same standard environment.

Halimar Depths into Fetchland is the undisputed best durdle opening.

To the matches!

Round 1, Hannes, Naya Aggro Pod (?)

Hannes sleeved a three-color aggro deck with six colorless lands.

1 – 0 (2 – 0)

Round 2, Tom, GW Landfall

Tom mulliganned to 5 and kept a 1-lander with Undiscovered Paradise as his only land. He hit a Turn 2 Lotus Cobra and nearly won the game. Nearly.

2 – 0 (4 – 0)

Finals, Tobi, Jund Karn Advantage

My games against Tobi were some of the most fun and intricate I have played in a while. I watched parts of Tobi’s earlier matches and his deck was capable of some really strong lines, despite looking like a turd pile.

cube draft deck karn jund
(click to enlarge)

Observed highlights of Tobi’s deck:
– Winning after cascading Bloodbraid Elf into Green Sun’s Zenith for 0, fetching Dryad Arbor.

– Playing a pre-combat Zealous Conscripts to steal his opponents Vendilion Clique. His opponent let it resolve then tapped down the army with Cryptic Command. Post combat Tobi sacrificed two Eldrazi spawn tokens and tapped his remaining 5 lands for Karn.

Phyrexian Arena in play. Draw Karn and Zealous Conscripts. Play Conscripts stealing Sword of Feast and Famine. Equip. Swing. Untap all lands. Karn advantage.

Game 1

On the draw I open with a Turn 2 Augur of Bolas. Tobi plays a Turn 3 Call of the Herd. I rip a Stonecloaker off the top to exile Call of the Herd and return Augur of Bolas to my hand.

Tobi plays a Falkenrath Aristocrat and swing. I block.

“Is elephant a human?”

This may or may not have been a jab at another player asking for the Oracle creature-types of Nekrataal during the previous round, hoping against hope that it might be a Wizard for Riptide Laboratory (hey, that’s the name of the show).

Falkenrath survives. I announce “play of the day”, and call the table’s attention to my impending Thundermaw Hellkite. Oops, only one red mana. I suppose Gideon will do.

Tobi starts to mount a comeback, and I am still sitting on a single red source. I defend my Gideon with a Moorland Haunt token, and before damage cast Path to Exile on the spirit token to fetch up a mountain.

Thundermaw finally hits the board. Tobi then steals it with Zealous Conscripts, and kills my Gideon. After combat Tobi taps Gaea’s Cradle for three mana and casts Consuming Vapors targeting himself, with two untapped lands left. Evasive Action provides the blowout with a timely Mana Leak impression. Thundermaw swings for exactly lethal the next turn.

Game 2

Tobi has a decent draw, but after some dancing I eventually get there with Geist of Saint Traft, Eiganjo Castle and Umezawa’s Jitte.

3 – 0 (6 – 0)

UWR delivers again. Old faithful.

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