Imagine that I have a fairly balanced cube when draws go right, but sometimes there are non-games due to mana/color-screw and/or flooding. It is also the case that higher-curve decks face proportionately more variance in that they are more likely to be mana/color-screwed or flooded, although it's still a universal problem.
Next, suppose this hypothetical cube intentionally does not run much fixing -- let's say a couple of Terminal Moraine. There's a strong focus on two-color decks while 3-color is encouraged only as a very light splash (and even then would be atypical). Finally, double-color spells should still incur a risk of color-screw, so that 1MM != 2M.
Are there any good ways to help smooth this experience and significantly reduce non-games due to screw/flood while at the same time not making it significantly easier to run decks across a broader spectrum of colors? Put another way: can we reduce mana variance in a specific situation and do so without side-effects?
Cycling seems like a good place to start. Maybe a generous helping of monocolor cycling lands could solve flooding, but it seems a bunch of taplands would cause other issues, nor does it really help a two-lander opening hand. Maybe scry effects and scrylands? Maybe add "cycling M" to basic lands and add a free mulligan for every game?
Or maybe it's better to come at this question from the other direction: suppose I want to design a cube from scratch which binds tightly to two-color identities as a function of the mana base, while maintaining strong out-of-guild interactions which can only be "bought" at the price of adding risk to that mana base. Thus a two-color choice is "safe" -- ideally zero chance of non-games -- while three-color is perhaps more powerful but riskier, and four-color would be impossible to pull off reliably (both due to higher chance of color-screw).
Does anyone have any thoughts on how this might be accomplished? Even out-of-the-box solutions are welcome. This is mostly a brainstorming exercise and something I'm curious about.
Next, suppose this hypothetical cube intentionally does not run much fixing -- let's say a couple of Terminal Moraine. There's a strong focus on two-color decks while 3-color is encouraged only as a very light splash (and even then would be atypical). Finally, double-color spells should still incur a risk of color-screw, so that 1MM != 2M.
Are there any good ways to help smooth this experience and significantly reduce non-games due to screw/flood while at the same time not making it significantly easier to run decks across a broader spectrum of colors? Put another way: can we reduce mana variance in a specific situation and do so without side-effects?
Cycling seems like a good place to start. Maybe a generous helping of monocolor cycling lands could solve flooding, but it seems a bunch of taplands would cause other issues, nor does it really help a two-lander opening hand. Maybe scry effects and scrylands? Maybe add "cycling M" to basic lands and add a free mulligan for every game?
Or maybe it's better to come at this question from the other direction: suppose I want to design a cube from scratch which binds tightly to two-color identities as a function of the mana base, while maintaining strong out-of-guild interactions which can only be "bought" at the price of adding risk to that mana base. Thus a two-color choice is "safe" -- ideally zero chance of non-games -- while three-color is perhaps more powerful but riskier, and four-color would be impossible to pull off reliably (both due to higher chance of color-screw).
Does anyone have any thoughts on how this might be accomplished? Even out-of-the-box solutions are welcome. This is mostly a brainstorming exercise and something I'm curious about.