I feel like people trying to cram in extra blue creatures for the sake of having more dorks in every colour are missing blues point and the point of having great fixing. We don't need to have a dumb attacking creatures deck in every colour, if you really want to have one, do it intentionally with say a really well thought out delver/tokens strategy, graveyard/madness deck, tradewind/ devotion deck. Blue has tonnes of great spells that require support to be strong and other colours have amazing creatures and permanents that would love the support of blue's enablers and disruption.
Making everything even isn't being thoughtful about how different archetypes rely on some colours more than others.
The thing with blue aggro, is thats its not aggro, its aggro disruption. You pretty much never want to be curving out with dudes, but instead relying on bounce and counters to disrupt the opponents game plan, while cracking in for damage. The mono U delver decks in pauper have really no hard permenent removal, but it just dosen't matter when you are beating in with threats while keeping the opponents threats off the board. The old RUG delver decks in legacy were similar, but relied on stifle and wasteland to disrupt the opponent while mongooses and delvers beat them to death. Same with infect, it lacks hard board removal, and just relies on FOW and daze to disrupt enough to kill you.
One of the core problems with the deck in cube, as a blue base strategy, is a lack of sufficent supporting cards. Merfolk themselves are very narrow, faeries as a disruptive strategy is inheriently limited by lack of access to spellstutter sprite and the lack of good faerie density, cloudfin raptor goes against the basic strategy, while delver requires a host of TOL manipulators to be consistent.
That leaves you with phantasmal bear, which is a bad card compared to what every other aggro color can do, and isn't evasive. You need cheap evasive plays or flash creatures so you can keep your counters up while clocking in. Thats why delver, spellstutter sprite, and cursecatcher are good in their respective decks.
The other problem it has is that the more you raise the power level, you start to have an effect where removal has to be ramped up to match the threats, which in turn means that creatures have to have good ETBs to be impactful. At that point, not only does bounce become much worse, but the ETB creatures from other colors begin to compete with blue for meaningful tempo plays.
And the last problem is that people just build the decks wrong, or the designers poorly implement tempo into the cube (I have been guilty of this on both fronts). They want to draft, build, and play the deck like its sligh (disaster, blue can't compete in the direct aggro department); or they focus on spells at the expense of threat density; or the designer starts running cards that have a historical reputation as "tempo cards" but with no real appreciation for how a tempo strategy should be executed within the context of their respective format.
Umm blue more or less has to have more than one deck in it because it's essential for most synergy archetypes and almost essential for tempo and control decks. It does things most colours want but cannot do for themselves.I just want blue to have more than one deck in it. I love the variety that comes from white having control and aggro pieces, and different but overlapping aggro pieces therin. I love that black has pod and sacrifice guys and control guys, and that those all weave into eachother because skinrender is 1) a zombie 2) with an ETB trigger 3) that kills something, and so is a home run for all 3.
Blue doesn't do shit. Every god damn blue deck in your average cube has been the same boring combination of counters/draw/card selection/remand/finishers, or it's been god damn storm or show and tell!
I think it's really really boring when every single card in a given color is aligned to the same goals. There's no draft tension there when that much redundancy exists, you just get the same boring deck each and every time. Same reason my red section has control and midrange elements, and isn't the same pile of 50% burn spells that makes mono red successful in every cube ever that doesn't actively try and break that.
I don't want a "Dumb Attacking Deck" in every color. I blue drafters to be doing something other than draw go.
I don't know, blue is great in tempo (man-o'-war, evasion, bounce), great in control (counterspells, card draw), and great in reanimator (card filtering). All three of those archetypes play differently.
I don't know, blue is great in tempo (man-o'-war, evasion, bounce), great in control (counterspells, card draw), and great in reanimator (card filtering). All three of those archetypes play differently.
Umm blue more or less has to have more than one deck in it because it's essential for most synergy archetypes and almost essential for tempo and control decks. It does things most colours want but cannot do for themselves.
Cramming idiot creatures without really thematically pairing them with other archetypes or a colour wide theme just dillutes those decks and makes it really hard to have more than one at the table.
Deuces.
That's a lot of knobs to turn and adjust when the result is quite often drawing the wrong half of your deck and needing to fall back to being a bad version of control.
... I swear, by 2025 the entire red section in mtgsalvation cubes will be comprised only of variously titled Incinerates. After hacking away at it for over a year, it now stretches comfortably into midrange and has a lot more synergistic interactions with certain archetypes.
There's a lot of problems with this approach though. Blue has a lack of good 1-2 drops, so if you're trying to wasteland/stifle/bounce to keep the game in the early stages, you start out behind, not ahead. You don't wasteland your opponent when their board is stromkirk noble and plateau and yours is island. A full grip of 7 actual copies of counterspell does jack if you have a vaporkin and they have goblin piker: They have more threats then you have counters, and if a single creature, removal spell, manland, or pump spell gets through suddenly you're losing that race. God forbid they have something like ash zealot or tarmogoyf or daring skyjek and you're losing the race already.
The only ways I've found this to work is either if the 1 drop is sometimes better than their next creature anyways (Delver, sometimes), or if everyone's curve is shit, but nobody wants to be playing cube decks that don't do anything worth caring about until turn 3: Nobody gets to play any magic that way.
I do want to say: Phantasmal Bear is literally blue Isamaru unless your opponent has cards like Giant Growth, Cunning Sparkmage, or Harm's Way. Trust me: Anything else would have killed him anyways, or worse.
The two exceptions to this are bounce spells (which you should be the one drafting) and threaten effects, where the downside is also half upside.
You know what makes green really great though? Birthing pod.
Yeah, I'm not disputing any of those situations would be problems. I'm just saying that these decks thrive on presenting a combination of early pressure and disruption, and to be viable you need to give them disruptive tools and cheap threats porportional to the environment they inhabit.
You shouldn't be racing with these decks, and having a blue Isamaru isn't something they should really be in the market for. If you find yourself in the position where you are racing than you (by definition) don't have a tempo advantage, which means you are not executing your strategy effectively.
With the goyf example above, these types of decks would be more interested in generating tokens with a young pyromancer to stall the goyf, growing a swiftspear or seeker to kill it, vapor snaging it to waste their next turn while hitting with delver, casting a treasure cruise to shrink it, dropping a dungeon geist to tap it than swinging with your team, or brainstorming to grow a lorescale coatl that eats it in combat.
Counters are not for hitting everything; they are there to disrupt: hitting key spells that setback the opponents game plan while advancing yours.
KTK has provided a number of great cheap prowess threats in red and white that work amazingly with blues cheap counters and cantrips, and its only going to get better in this next set.
The problem then arises when everything your opponent does demands this kind of attention. Dungeon geists is well and good, but those kind of 2-for-1 creatures don't exist at all mana costs, and spending turns 1-3 on the back foot followed by trying to claw your way back in usually ends up not working, since (on average) your creatures are worse than theirs.
I don't know what to tell you, if you are playing a tempo deck and reacting to your opponent constantly, you are not really playing a tempo deck, at least not well, and you should expect to lose at that point.
I generally would expect an aggro-tempo deck to struggle a bit against another equal-speed aggro deck. They really shine against midrange where regular aggro would have some trouble.
Nobody's going to spend their turn doing something worth ignoring, or not doing anything at all: they're either spending it killing your sparse ammount of creatures or outclassing them....This might sadly be the heart of it. A lot of what I'm hearing about blue tempo-y things are about capitalizing on your opponent stumbling, and if the curve of the format is low, that doesn't really happen. (FSR's whole 80% of every color but green costs 3 or less idea)
White/Blue Heroic has been one of the most consistently successful decks in my cube. Your creatures are way more mana efficient and big then your opponent's thanks to auras so you are basically always the aggressor and then your blue disruption keeps you in the lead. Blue is vital to the deck and gives it unique character: this deck plays completely from the white/red version which relies on pure speed or the black/white version which banks on efficiency.
I know this isn't the answer you are looking for at all because its "just a variant of white aggro", but it has been a satisfactory solution for me. Red/blue and black/blue aggressive decks opportunistically pop up here and there when the draft pool falls right (and I expect that to increase with more prowess including PROWESS FLYING MAN coming next update) which is more then enough variety for me.
hmmm...I feel like we are talking past each other here.
Are we having a productive discussion about implementing blue aggro-disruption strategies in cube, or is this about venting over past difficulties getting those strategies to work?
If this is about justifying a bad experience in cube design, there is nothing really constructive I can see coming out of this. It seems like every suggestion or insight provided is just being shot down. Personally, I feel the crux of the argument (lack of cheap blue beaters) was nixed many posts ago when multiple people pointed out that blue has a rich selection of cheap threats it can take from the other colors to compliment its already deep selection of disruptive counters and bounce.
I'm still not sure you're understanding the archetype either (and please don't take that as an ad hominem). Its not about "capitalizing on your opponent stumbling" (though it can certaintly do that) its about proactively making them stumble and capitalizing on it. That is why I keep on talking about cheap threats and disruption. Think stifle on a fetchland in legacy, spellstutter on a ponder in pauper, or cursecatcher and wasterland crippling an opponent in vintage. It really has nothing to do with how low the curve is. These also aren't threat light decks. Think of the threat density of RUG delver in legacy, merfolk in vintage (or delver for that matter), the old UW delver decks in standard, standard UB faeries, or mono U in pauper.
Now, its possible that a tempo deck might not be viable in your format as is. I don't know how your decks play out or what would constitute effective disruption, but it is certainly an achievable goal. Between being able to break singleton, running multi-picks, or just coming up with custom cards, you should be able to craft a combination of cheap threats--porportional to your formats power level--and effective disruption.
This is just a much more difficult archetype to design for, because its so ingrained with what the format is doing, and effective disruption can take many different forms: thoughtseize, mesmeric fiend, mystic snake, ninja of the deep hours, counterspell, snap, dungeon geists, young pyromancer, man-o'-war, stifle, daze. However, if you run too many ETBs, suddenly bounce is bad; too many mana accelerents, daze is dead; no fetchlands, stifle does nothing; fast curve, mystic snake is terrible, etc.
At any rate I don't want to argue. I've been down this design hole before, and if you want to talk about the archetype in cube, I'm open to that discussion. With your level of open-mindedness towards design I'm sure there are a lot of great creative solutions to be found.