So I mentioned in another thread how I love the method of cube construction that this site is all about. Basically finding fun synergies or themes and putting cards in to support these themes. However, one issue I started having as I made my cube was that I missed an even higher level of design consideration. Namely: archetypes. I know the word archetype is thrown around a lot, and even used to refer to some of the synergies people say they want to include in their cubes on this site. So then what am I even talking about? What exactly is an archetype? Are archetypes things like "control," "aggro," "midrange"? Or are they things like "goblins," "reanimation," or "spells matter" etc. Most people tell you these are all archetypes of different kinds, and maybe they are right. But I think in cube design it is important to differentiate the two types of archetypes. To the point where I have come to using different words. Maybe the words are not the right words, but the point is there are two distinct things we are talking about here. At a high level, you have a decks general strategy. Aggro wins as fast as possible. Control wants to win later so must fight to stabalize early. Midrange does something in between. Meanwhile the other things I mentioned like "goblins" or "reanimation" really just refer to the tactics by which a deck accomplishes its higher level strategic goal(s). They represent more of a theme or specific synergy a deck tries to employ to accomplish its strategy.
The reason why I feel that it is important to separate is because any given higher level strategy (which I am going to reserve the word archetype for) can use a variety of lower level tactics (which I am going to call themes) to succeed. Meanwhile, any given theme can often (not always) be crafted to accomplish more than one archetype. By not properly making a distinction between the two, one or the other could suffer, since they are not necessarily related. From a top down standpoint, the first goal of any cube should be to support the appropriate archetypes. From there, pick themes (synergies) you want to include in your design space to allow people to build fun decks that fit in these archetypes. It is not enough to simply have a lot of cool themes. Some themes are not nearly as flexible as the example I gave with blink. Goblins, for example, are pretty exclusive to aggro (though maybe you could create a nice midrange Goblin deck). However, for the most part, I see themes being able to be constructed in a way to fit into at least 2 or more archetypes.
So at this point it may be worth discussing WHY is it important to support archetypes? This is an opinion of mine and I would appreciate feedback. My belief is that if you fail to support appropriate archetypes, you will wind up with a stale drafting/playing environment. Jason touches on the ideas of this post a bit in his article http://riptidelab.com/cube-academy/why-support-aggro/ (at least I assume Jason wrote this?). His basic point is that, implicit with the idea of a metagame clock which describes a rock-paper-scissors relationship among various deck archetypes, if you fail to support one (say, paper), another archetype (rock) will become a dominant strategy, vis a vi
So Jason makes this point with aggro, but I wanted to talk about it in a more general sense:
-What archetypes do people think exists in Magic as a whole? Obviously this is a very deep topic about which much has been written, but I’d love to hear opinions here. The common three that are first thrown around are aggro, midrange, and control. Others sometimes introduced are cggro-control, combo, possibly ramp (though maybe ramp is just another type of midrange)?
-How do these archetypes interact with each other? Which archetypes have advantages over the others? I.e. how does each archetype fit in the rock-paper-scissors relationship? Basically, the metagame clock.
-Given the existence of certain archetypes in Magic as a whole, what archetypes do you think must or should be supported in Cube? Can you eliminate 1 or more from your cube and still have a good metagame? If combo is not part in your cube will it leave another archetype unchecked, allowing it to become a dominant strategy? Or can you safely not support an archetype and allow the metagame to adjust?
-This gets into more specifics, but how do you define each archetype and how do you support it? For instance, do you consider aggro supported by only direct damage spells and powerful creatures that are 1 or 2 CMC? Or do you consider 3 CMC also within the realm of aggro? Or even 4? Do you consider mass removal control or midrange? Where does aggro start and midrange start? What the heck is midrange even? This question alone could be its own thread, but I think it’s important. It is all well and good to say you want to support aggro, midrange, control, etc. But if you don’t even know what they are or what cards fit into them, it is difficult to construct your cube in a fashion that supports them.
I have lots more to say on the matter and many more questions, but this post is already absurdly long so I’d love to just open it up and get feedback from your guys. I can say more if this discussion takes off. Thanks for any insight you guys can give!
The reason why I feel that it is important to separate is because any given higher level strategy (which I am going to reserve the word archetype for) can use a variety of lower level tactics (which I am going to call themes) to succeed. Meanwhile, any given theme can often (not always) be crafted to accomplish more than one archetype. By not properly making a distinction between the two, one or the other could suffer, since they are not necessarily related. From a top down standpoint, the first goal of any cube should be to support the appropriate archetypes. From there, pick themes (synergies) you want to include in your design space to allow people to build fun decks that fit in these archetypes. It is not enough to simply have a lot of cool themes. Some themes are not nearly as flexible as the example I gave with blink. Goblins, for example, are pretty exclusive to aggro (though maybe you could create a nice midrange Goblin deck). However, for the most part, I see themes being able to be constructed in a way to fit into at least 2 or more archetypes.
So at this point it may be worth discussing WHY is it important to support archetypes? This is an opinion of mine and I would appreciate feedback. My belief is that if you fail to support appropriate archetypes, you will wind up with a stale drafting/playing environment. Jason touches on the ideas of this post a bit in his article http://riptidelab.com/cube-academy/why-support-aggro/ (at least I assume Jason wrote this?). His basic point is that, implicit with the idea of a metagame clock which describes a rock-paper-scissors relationship among various deck archetypes, if you fail to support one (say, paper), another archetype (rock) will become a dominant strategy, vis a vi
So Jason makes this point with aggro, but I wanted to talk about it in a more general sense:
-What archetypes do people think exists in Magic as a whole? Obviously this is a very deep topic about which much has been written, but I’d love to hear opinions here. The common three that are first thrown around are aggro, midrange, and control. Others sometimes introduced are cggro-control, combo, possibly ramp (though maybe ramp is just another type of midrange)?
-How do these archetypes interact with each other? Which archetypes have advantages over the others? I.e. how does each archetype fit in the rock-paper-scissors relationship? Basically, the metagame clock.
-Given the existence of certain archetypes in Magic as a whole, what archetypes do you think must or should be supported in Cube? Can you eliminate 1 or more from your cube and still have a good metagame? If combo is not part in your cube will it leave another archetype unchecked, allowing it to become a dominant strategy? Or can you safely not support an archetype and allow the metagame to adjust?
-This gets into more specifics, but how do you define each archetype and how do you support it? For instance, do you consider aggro supported by only direct damage spells and powerful creatures that are 1 or 2 CMC? Or do you consider 3 CMC also within the realm of aggro? Or even 4? Do you consider mass removal control or midrange? Where does aggro start and midrange start? What the heck is midrange even? This question alone could be its own thread, but I think it’s important. It is all well and good to say you want to support aggro, midrange, control, etc. But if you don’t even know what they are or what cards fit into them, it is difficult to construct your cube in a fashion that supports them.
I have lots more to say on the matter and many more questions, but this post is already absurdly long so I’d love to just open it up and get feedback from your guys. I can say more if this discussion takes off. Thanks for any insight you guys can give!