Archive for: June 2013

In a Strange Land: Words with Adversaries

By: Jason Waddell

RiptideLab is the first website I’ve ever created, and as with any new venture, there are surprises involved. Sure, you and I may think of ol’ RiptideLab as a hub of cube drafting discussion. Even a cursory glance at our page might confirm this hypothesis. But most of the people who find their way to this site via Google search don’t come for the games. They come for the fur.
anthrocon

Last month I wrote a blog post about my accidental visit to the world’s largest furry convention. Since then, web searchers have been visiting in droves. I can’t imagine these people are finding what they’re looking for. In a satistfying bit of symmetry, the furry enthusiasts are searching for furries but find a gaming site. What do they think of what they find here? Do they immediately high-tail it for greener pastures? Did they leave furrious and feeling ostrichsized?

My experience at Anthrocon was simply Part 1 in a trio of Pittsburgh tales. During my formative years I developed the regrettable habit of stumbling into gaming situations where I didn’t quite belong.

Today’s story started at the grocery store, of all places. Pittsburgh shopping trips were a “cooperative” venture in the loosest sense of the word. My wife came armed with a meticulously prepared list, and I did my best to implement lessons from my civil engineering course by placing myself and the shopping cart as to minimize the reduction of laminar flow of customers through the store. Translation: I stayed out of the way. Which sounds easy (and is, in fact, easy), but if you’ve ever set foot in a supermarket*, you’ve discovered that at least half the populace spreads their carts throughout the aisles as if they’re setting up a goddamn Maginot Line.

While wedged between the lemons and the bananas near the entrance of our local Giant Eagle, I spotted a sign for a weekly Scrabble night in the area. “Wednesday evenings, 7:00, Imperial House, Room 323”

The following Wednesday evening I arrived at Room 323 of the Imperial House at 7:15, along with my wife and our friend Jess. In tow we carried a tray of cookies and a copy of Pandemic in hand, in case anybody wanted to play something other than Scabble. We had grossly mis-assessed the situation.

“You’re late.”

The room smelled of mothballs and denture cream, and was host to a couple-dozen retirees silently laying tiles at two-person card tables. A couple dozen retirees and Stan, our host and director of the Pittsburgh Scrabble Club. The first round had already started, but with 17 players that evening, Stan had been the odd man out.

What happened next is rather foggy in my memory. The three of us (myself, my wife, and Jess. sorry Stan) were not allowed to play in a game together, as sanctioned Scrabble games are between a man and a woman strictly two-player affairs. We were issued official regulation scorecards and “digital Scrabble® clocks”. I was paired against Stan. Across the room players complained that neither Jess nor my wife were using the timers correctly. Shortly thereafter the girls decided it was time to go home.

Our time at Imperial House was abrupt and jarring. We came looking for a social gathering, but had wandered into the Scrabble equivalent of a geriatric PTQ. It’s apparently a common occurrence. A Pittsburgh blogger visited the club and wrote the following:

Every player was focused and serious – there were no smiles or jokes, and certainly not any laughter. One women told us how joining the Scrabble club has completely ruined recreational play for her – she can’t stand the conversation and lighthearted nature of it all. Those of you who know me will agree that this is not for me.

This is a fascinating testimonial. I always assumed that the grumpy grognards who frequented our local PTQs had always been that way. Bristly, unsociable. Were they, too, once filled with smiles and jokes and laughter?

Still curious, I turned to the internet to find out more about this club I had encountered. Would there even be information online? Did these people know how to make or use a website? Maybe Google could find the answers. ‘Pittsburgh scrabble club’.

scrabble

Oh. Easy! Let’s dig around.

Their welcome page is an exercise in tautology.

You have found the website of the Pittsburgh Scrabble® Club (North American Scrabble® Players Association Club #352) in Pittsburgh, PA. We are one of 11 clubs in Pennsylvania. Feel free to explore the site by way of the links above and read on to learn about us.

It’s fortunate they have links. My plan had been to randomly peck URLs into my browser until I landed on another one of their site’s pages.

The Pittsburgh Scrabble® Club is fairly old as you can tell by our club number. However, when a previous director moved west the club fell on hard times. Now, we are in a rebuilding mode.

I’m going to be honest, I didn’t realize it was possible for a Scrabble Club to ‘fall on hard times’. What does that even mean? Were they playing in back alleys just to keep the game going? ‘Previous director moved west’? The whole thing reads like a Dickens novel.

The age range of our players is from about 13 to about 85.

Lies, damned lies, and statistics.

It’s not just your club number that’s old. Sure, it’s feasible that a 13-year old wandered into the club on accident once. But I can tell you from experience this place was not hospitable to the concept of youth. What would happen if they stayed? Would their body start rapidly aging like Robin Williams’ character in ‘Jack’?

I took the liberty of visualizing what their player-age data might look like.

plot2

Let this be a lesson: the range is rarely a very informative statistic.

The skill level in our club is very wide. It ranges from pretty good “kitchen table players” to just below expert level.

Expert level? Is there some sort of Scrabble Pro Tour? I mean, the game, like Magic, is owned by Hasbro, and I doubt there are players shelling out thousands a year on Scrabble product. How much money could there be in such a venture?

Sierra Exif JPEG

Oh.

Unrelated fun fact: The winner of this weekend’s 4500 person Grand Prix Vegas Magic tournament wins $3500.

 

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[M14] Elvish Mystic

By: Jason Waddell

With Modern Masters already on the shelves, the Magic world’s attention turns to the next big landmark: the new MTGO client Magic 2014. If you’re anything like me, nothing quite tickles your fancy like the prospect of new cards. Now, I’m not personally one to dig through the slop of spoiler pages to find the gems in the rough. I let others do the dirty work for me. For my dollar, there’s no better resource than the MTGS Cube “New Card Discussion” forum. There, users have culled the spoilers down to only those deserving of discussion. And at a quick glance, the ruling is clear. The fans are wild about the upcoming Elvish Mystic. Its thread has two-to-three times the number of posts of most other cards. So let’s check out this hot new commodity!

elvish mystic mtg cube drafting

Hmm… that can’t be right. All I’m finding are old cards.

So I dug a little deeper.

eMystic

Aha! There it is!

Now whenever a new card is printed, a common evaluation tool is to compare the new thing to existing known quantities. Due to its casting cost, activated ability, power, toughness, creature type, and second creature type, I’m sure there are those out there that will draw the inevitable comparisons to mana elves of days past. But there are some real substantive differences that should not be overlooked.

Let’s start (and end) with the names. Now, Elvish Mystic is the latest in a long line of cards in Wizards quest to strip the flavor from preexisting cards. Why use evocative names like Kodama, Llanowar and Fyndhorn when we can just slot in words from the English vocabulary? But don’t take that as a dig. While Elvish Mystic’s name may be instantly forgettable, it does evoke a strong pedigree:

mtg mystic cube cards

Cards with the word “Mystic” in them have been restricted and banned from Magic’s most powerful formats! How can the other mana dorks possibly hope to match?

llanowar cube drafting

They can’t. But Rofellos is a pretty cool chap to be waving the banner for your clan. But I have to say, if that’s Llanowar “Reborn”, I’d hate to see how shabby it was in its original state.

mtg fyndhorn

Alas, House Fyndhorn. The above image actually captures all six cards ever printed with the word “Fyndhorn” in their title. Quite a ragtag crew, the Fyndhorns. Their bows are among the most inefficient in the land, and their elders look like Elvish incarnations of Steve Buscemi. Tack on the fact that “Fyndhorn Brownie” sounds like a Dominarian sex act (Fyndhorn Pollen lady knows what I’m talking about), and I think we’ve found our winner.

If you only run one functional reprint this summer, run Fyndhorn Elves.

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ChannelFireball: Declassified Information

By: Jason Waddell

Today my latest ChannelFireball Cube Design article went online, covering a subject that is neither near or dear to my heart: card classification. Far too much ink has been spilled on this topic already, along with other perennial favorites like “why a draft environment should have aggressive cards”. Classification discussions have never been of great interest to me. In the early days of our now decrepit Google Groups page, Eric Chan started a thread on multicolor card classification that I didn’t have a whole lot to contribute to.

Ultimately my ideas on card classification are simply an extension of the Poison Principle. Drafting at its core is a competitive resource acquisition exercise, and to tune this dynamic you need to be acutely aware of the degree of competition that exists for various cards and effects in your environment. Sometimes the right card for the job is a narrower card that is sure to reach the drafter who needs it most. But by and large the bulk of any draft should be filled with cards that are useful to more than one drafter.

The task of tuning the demand for cards in your draft set is of course nuanced with no single right answer. When evaluating my own cube, I look for moments when I intentionally let the card I want most wheel over the cards I think other drafters will want. Am I consistently picking monocolored cards and letting gold cards wheel? Are there cards supporting a certain archetype that nobody else actually wants? If so, how many? Is the entire archetype mechanically isolated from the rest of my set?

This method of evaluation is a useful diagnostic for figuring out where the proportions or dynamics aren’t working as intended. Why is it important? Simple. If your packs are filled with cards that only you want, that means your packs are loaded with “dead cards” for the other drafters. I touched on this briefly in the article, but the corollary to ensuring that there are enough drafters competing for a given card is ensuring that there are enough cards for you the drafter to choose from. Drafting isn’t much fun when you have so few choices that the deck can be built on autopilot.

It’s for this reason that I railed against strongly promoting monocolor strategies in an environment filled with such a high density of multicolor support. To take some numbers, if we had a “core set” style draft with almost all monocolor cards, we would have about 70 cards from each color in a 360 card draft, and even then the standard is for players to build two-color decks. Cubes run in the ballpark of 50 monocolor cards per color. A monored aggro player, for example, has a few artifacts like Tangel Wire and Bonesplitter that they might be interested in, but also have no use for red control cards like Pyroclasm and Slagstorm. The pickings are pretty slim for such a drafter, not to mention the fact that their deck completely falls apart if other players are strongly in their colors.

Why would we promote monored aggro as a Tier 1 strategy in a set with the full ten guilds worth of gold cards. Imagine if one of full-block Ravnica’s top draft strategies was monored aggro. This would be an utter failure in design. As we’ve come to expect, these design flaws are at their most potent in various iterations of the MODO cube. All of which is a source of great frustration, considering how solidly Wizards’ retail draft sets are built. Normally I’d be content to take the easy-going approach and say “it’s fine, I don’t really play much online anyways”, but comically enough the MODO cube has had measurable impact on my paper cube. I’ve asked various local players to join in on the cubing action, only to be categorically denied, with players citing “horrible experiences with the Wizards’ cube” as reason not to join in on the festivities.

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Android: Netrunner Full Review

By: Jason Waddell

Last month I gave my initial impressions of Android: Netrunner, wherein I introduced the basic ideas of Android: Netrunner and gave my thoughts after my inaugural 90 minutes with the game. Since then I’ve had the opportunity to play against a variety of opponents both on- and offline, and can now offer a fuller assessment of the game’s design.

One of Netrunner’s marquee selling points is that it is a non-collectible game. The core set and subsequent expansions come packed with a complete playset of each included card, eliminating the need to reach for your wallet whenever you wish to create a new deck or tinker with an existing one. Although this sounds like a universal positive, it does come with significant design baggage: the same product has to satisfy both beginners and veterans alike.

Android: Netrunner is a deep and complex game, often to the point of being intimidating for a beginner. Several cards were either misplayed or misinterpreted in my early matches, and I found myself ending each playsession to scour Google for clarifications on cards or plays that didn’t quite make sense to me. The problem is apparently widespread, as despite a rather lengthy rulebook and supplemental online FAQ from Fantasy Flight Games, many gameplay elements remained unclear.

wyrm netrunneraccount siphon netrunner card

By contrast, a game like Magic: the Gathering is both more complex than Netrunner yet simultaneously more accessible. Wizards of the Coast have spent years lowering Magic’s barrier to entry, from the beginner-friendly “Duels of the Planeswalkers” recruitment program, to a pipeline of products designed to ease players into the more fully-fledged environments. I spend my days playing and writing about one of Magic’s most advanced formats, but I started with low-power decks that practically played themselves.

Netrunner is certainly better suited for learning under the tutelage of an experienced player, but for those without the luxury, I do hope you’ll power through, as Netrunner’s gameplay is both deep and rewarding.

The primary gameplay mechanics used in Android: Netrunner are resource management and bluffing via hidden information. The two mechanics blend to form an experience that is simultaneously tense and playful. Rather than sell you on the concept myself, I turn to the words of Richard Garfield, Netrunner’s original designer:

When one player knows something that another player doesn’t a world of game opportunity opens up. This opens the door to game theory – where there is bluffing and misdirection, and the play of the game can leap from the dry statistics of the rules into things like reading the opponents and smelling fear. At its best it allows a heady mix of intuition and reason that is hard to match. Hidden information is not appropriate for all games, but I never design any game without considering it long and hard.

Like luck in games, hidden information can increase the breadth of players that will play it. Whenever I learn a new game with no hidden (or inconsequential) information I know there are some players in my playgroup that will make that game a misery to play. They are not doing it to be abusive – but they can’t help themselves when the optimum line of play is there to be calculated. Even the luck of dice may not reduce their calculation – because they can always seek the probabilistically best move. But if there is meaningful hidden information they can’t overcalculate because they know that other people might be misleading them. And they also can make more arbitrary moves because they know that this may mislead the opponent.

– Richard Garfield, “Design Lessons from Poker

I’m a statistician by trade, and people are often surprised to discover that I don’t enjoy games with complete information. If a game state can be solved, my brain yearns to solve it. The wheels turn and turn looking for an answer, and I can’t turn them off. This is immensely dissatisfying. I don’t play games to solve problems. I play games to play.

As Richard Garfield notes, one of the secret benefits of hidden information is that it can cut down on analysis paralysis. You can only process things for so long before you shove your chips in one direction or another.

snare netrunner cardaccelerated beta test netrunner deckaggressive secretary netrunner

A key element of the design is that the card types Assets, Agendas and Upgrades are all played the same way: face-down on the table. With exception to depleting the Runner’s hand of cards, the Corporation’s only path to victory is “advancing” 7 points worth of Agendas. To advance an Agenda, the corporation spends one credit and one click (action) to place an advancement token on a face-down agenda. The above “Accelerated Beta Test” is worth 2 points and requires 3 advancement tokens to be scored. In total, scoring this agenda requires 4 actions: one to play the card from your hand onto the table, and three to advance it. By design, the corporation only has three actions per turn. Fully advancing an agenda almost always requires passing the turn back to the Runner with an Agenda on the table.

Such, the “safe” play is to first build up a defense of “ICE” to guard the agenda before playing one to the table. On the runner’s turn, he or she can make a “run” at one of your servers, which may or may not be home to an agenda. If they survive the gauntlet of ICE you have placed in front of them, the runner steals the Agenda and scores it for themselves. Of course, as the corporation, you can’t simply hold your Agendas in hand until there’s a well-guarded server waiting for them. No, Netrunner’s design is far too clever for that.

Two mechanics introduce an interesting tension to this dynamic. Firstly, the runner can make a run at just about anything. They can make a run at the corporation’s hand to access a random card from the corporation player’s hand. The runner can make a run at the corporation’s deck (to access the top card) or discard pile (to access all cards there) too. Secondly, the corporation player is required to include a certain number of agendas in their deck.

The Runner will run at anything that isn’t nailed down. As the corporation, a valuable tool against this constant assault is the power of misinformation. The inclusion of assets like Aggressive Secretary and Snare! in your deck allows you to disguise your intentions and slows the runner down by forcing the runner to prepare for the worst before attempting a run.

breaking news netrunner
An Agenda that can be played and fully advanced in one turn. However, its benefit (giving the runner 2 tags) expires at the end of turn. Well designed tension all on one card. 

This system of mechanics allows the player to imbue their play with an incredible degree of style. Like Poker, Netrunner is less a game of mistakes than it is a game of opportunities. Two players with different temperaments can attack the game with different strategies, even with the same deck.  An aggressive player bears more risk, but can get away with certain gambles that a conservative player cannot. And like poker, sometimes it’s best to randomize your playstyle as to not give your opponent the gift of free information.

Like all card games, Netrunner is host to its fair share of randomness. Netrunner takes a novel approach to variance management. The corporation and runner players get 3 and 4 “clicks” (actions) per turn respectively, and clicks can be used in a number of ways. At any point, you can spend one of your actions to draw a card or a credit from the bank. This is not the most efficient way to draw cards or earn credits, but the availability of these options smooths out the game enough to prevent the “pointless” games that can occur in other card games like Magic while still ensuring that duels play out differently from game to game.

noise identity netrunnerkate mccaffrey identity netrunner

Best of all, Fantasy Flight Games has managed to create a game whose play is both diverse and consistently interactive. The game’s 7 factions (3 runners, 4 corporations) attack the game from very different angles, but the fundamentals of the game’s beautifully designed rules system holds it all together. The corporation must include Agendas in their deck, and the runner must find a way to steal said Agendas.

Android: Netrunner comes together to form an experience that is far more than the sum of its parts, and is hands down the most innovative and engaging new game I’ve played in the last decade. For a heady mixture of hidden information, bluffing and interactive resource management, look no further.

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Rethinking Red

By: Dom Harvey

Recently I’ve been exploring various ideas for new Cubes, and as part of that I wanted to rethink the assumptions we often make about each colour to see what interesting options are available. In a lot of Cubes, Red is probably the colour with the least variety: you can make a R/X aggro deck, you can sprinkle a few burn spells in your control deck, and – if your Cube supports it (and not many do) – you can once in a while draft the Wildfire ramp deck. Meanwhile, every other colour has both more things and more interesting things going on; only white really has the same problem, but it still manages to exhibit greater diversity. I wanted to try revamping red by pushing a bunch of themes and staying true to the design philosophy of prioritizing interesting cards/game states over cards which are powerful in a vacuum, without crippling the red aggro decks that help maintain that end of the spectrum in Cube. I don’t expect all of these changes to hold up, but hopefully some of these ideas will be useful.

My main objectives:

  • Move away from ‘mindless’ aggro decks by including cards that enable aggro-control or aggro-combo.
  • Let red play a bigger role in control and combo decks.
  • Find – and if needed/possible, double up on – cards that bridge multiple archetypes and/or colours.

So:
Burning-Tree EmissaryPriest of Urabrask

My first move was to triple up on a card that I’ve been drawn to ever since I first entertained the idea of duplication: Burning-Tree Emissary. It does everything I want to do with this project: it works in multiple archetypes (Storm, aggro) and colours (fits perfectly well in G/X aggro or midrange) while being a good card in its own right, and creates interesting decisions in design, draft, and gameplay. If you draft two of these, for instance, weaker cards that can be played off RG start to become more appealing than objectively stronger cards; and in-game, there’s often a tension between deploying your board as fast as possible as Emissary wants you to do and playing around sweepers/reserving spells for storm cards; and Emissary by itself is very weak, so there’s a trade-off between the fast starts it enables and its weakness later in the game. In design, you have to balance the distribution of 2-drops between those that can be cast of RG, those that can’t, and the Emissaries themselves. For a card that has such a damaging effect on Standard, it’s surprisingly interesting in Cube.

Storm EntityGrapeshotHaze of RagePast in FlamesReforge the SoulMana Flare

Storm is a controversial subtheme; even some of the people most open-minded about experimenting in Cube are reluctant to try Storm, on the grounds that it’s unreliable, doesn’t lead to interactive games, and requires loading up on cards that have no use outside of that one archetype (thereby also letting people go on auto-pilot in the draft). I think some of those concerns are unfounded, and in any case they can be addressed by approaching the topic carefully. Burning-Tree Emissary, for instance, is fantastic with both Storm Entity and Grapeshot, and there’s an interesting tension between it and Haze of Rage – do I play out all my guys to maximize the power spread, or do I hold some back to boost storm? The fact that these cards can be played in aggro decks stops them being narrow and makes those decks more complex. The best Storm card, however, is undoubtedly:

Empty the Warrens

Empty the Warrens is good enough that I want multiple copies. Not only is it a good Storm finishes that nonetheless encourages interaction (a small or medium-sized Empty can be fended off by blockers, and there are enough sweepers to make it risky), but it’s also a nice curve-topper in an aggro-combo R/X deck. It also has a lot of incidental synergies and crossover with other archetypes. Consider a turn 4 of unsuspend Rift Bolt, Emissary, Empty; now consider it with a Carrion Feeder/Goblin Bombardment, cards that boost power (battle cry, Anthems) or anything that cares about having multiple creatures (battalion, Hellrider). It’s also rather nice with:

Greater Gargadon

Greater Gargadon is another card that does a ton of things well without getting boring. It’s a 1-drop for the red aggro decks that isn’t a dumb animal like Jackal Pup or Goblin Patrol (the dynamic a Gargadon ticking down introduces to a game is fascinating, and from both sides no less), it’s a sac outlet for various shenanigans, it’s the perfect finisher for the Wildfire ramp decks and in concert with sweepers in general (to say nothing of Upheaval and Balance), it can get people out of nowhere, and the 10 CMC can be surprisingly relevant.

Heretic's PunishmentBlazing ShoalBlast of GeniusRiddle of LightningErratic Explosion

This is one of the more outlandish twists I want to try. It’s more shallow than some of the other subthemes I’m trying, but it slots nicely into place alongside them: the miracle/library manipulation subtheme (giving targets for these cards – e.g. Thunderous Wrath – and setting them up respectively), the Sneak Attack/Through the Breach/Show and Tell/Eureka/Flash/reanimator package that wants high-CMC fatties, cycling/evoke cards, Blasphemous Act (more on that soon) and so on. It creates some awesome games at little cost: even Blazing Shoal, the card with most blowout potential, forces decisions: showing it once puts the fear of God into the opponent in future games, making combat a nightmare, and the investment required to ‘go for it’ is substantial enough that it requires setup and good timing.

Boros ReckonerBlasphemous Act

Boros Reckoner is exactly the type of card I’m looking for. It’s an excellent card in its own right, and it’s best against the type of decks that would want a Boros Reckoner, meaning that doubling or tripling up on it doesn’t make red aggro decks much more powerful at the expense of other strategies. In addition, the combos with the card are all nice against control decks as well, meaning that there are multiple dimensions to the card depending on how you want to use it. Its mana cost is one of the subtle things that makes the card so interesting: it rewards people for committing to red or white (or both) while being flexible enough to see play in other decks (in particular, the fact that it’s good at most stages of the game, especially if you’re using it to do silly things, means that it isn’t as much of a hindrance). The card is also just a ton of fun – it’s inexplicably satisfying to One-Hit KO your opponent by loading damage onto a Boros Reckoner.

Cards that combine well with Boros Reckoner include include Devastating Dreams, Sickening Dreams, Firestorm, Kindle the Carnage, Blasphemous Act, Chandra Nalaar, Spitebellows andRolling Earthquake.

Faithless Looting

The final red card I want in multiples is Faithless Looting. This is what ties all of these loose ends together. It’s unremarkable in the sense that everyone knows how good it is, but it performs a much-needed function and does it as efficiently as you could ask for. Having Looting gives you the freedom to take chances with some of the niche cards listed here, as you can dig for them when they’re wanted and cash them in when they aren’t.

Seismic Assault

Lastly, Seismic Assault. I don’t need to go into how good it is with Life from the Loam, but it’s easy to overlook its interactions with cards like Land Tax, Meloku, the Clouded Mirror, UpheavalSunder and Memory Jar. By itself, it’s a recurring source of uncounterable, instant-speed damage that allows you to get value out of dead lands. Flame Jab  is a neat card in the same vein that also helps build up a storm count.

Assorted Cards:
Flamekin Harbinger sets up Changeling Berserker/Titan, Vengevine, Avenger of Zendikar, Wolfbriar Elemental, Mulldrifter, Shriekmaw, Spitebellows, Mirror Entity, Reveillark and more.

Changeling Berserker fits into any tribal sub-theme you’re pushing, is great with 187 creatures, lets you tuck things away to insure against sweepers.

Devastating Summons  is a cool top-end card that’s cheap enough to be incorporated into a storm chain and to set up a Summons-sweeper turn. The fact that it scales at will makes it very skill-intensive.

Chandra, the Firebrand gets a bad rap, but can be used to set up some truly sick plays.

This is just the tip of the iceberg. There’s an obvious tribal theme waiting to be explored in the form of Goblins, and less obvious ones like Elementals or Giants, and I’m sure there are many ideas I haven’t even considered yet. As I started tinkering with my Cube’s red section, one obvious problem arose: how can I properly support these themes without diluting the pool of cards necessary for red aggro or swelling the size of the Cube? To a degree this can be done by cutting some ‘redundant’ burn spells or some of the weaker creatures, but this will only go so far. There is a solution, however: give those cards to other colours!

Figure of DestinyRakdos CacklerFigure of Destiny

By doing this you improve not only aggressive decks in those other colours, but red aggro as well! The downsides of this approach also don’t apply as much to aggro: the problem, if you want to call it that, is that duplicating cards decreases variety, but aggressive creatures in Cube are largely interchangeable. Sure, you don’t want to switch out Grim Lavamancer for another vanilla 1-drop, but is your play experience really enhanced by having a Rakdos Cackler and a Jackal Pup instead of two Cacklers? The other worry is that the red section becomes bloated, taking up a disproportionate amount of space in the Cube. This is a legitimate concern, but it’s just as relevant for ordinary colour organization: we should adhere to colour balance in Cube construction not for its own sake, but because we think that it’s likely to ensure that all colours are draftable and no one colour dominates.

This may be an intuitive method of grouping cards, but it doesn’t acknowledge basic principles of deck construction. Are Carnophage and Griselbrand ever likely to be in your deck together? Not if your deck has a prayer of winning a match. A Swamp that just cast a Carnophage is about as likely to cast Griselbrand as it is to cast the 12th-pick Qasali Pridemage in your sideboard. How does it make sense to treat the two as the same in an important way when building your Cube? If very different red cards are each being put to their own ends in a wide range of decks, the fact that they have the same mana symbol in the corner is irrelevant. This is a larger topic best saved for another time, but I think it’s worth mentioning now so that we can consider these ideas free from ingrained prejudices.

I hope some of these ideas prove useful for you; even if you don’t end up adopting any of them for your own Cubes, the main take-away from this is that there is a lot of largely unexplored design space to play around in, both for red and in general. Thanks for reading!

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