My current cube design slowly comes to an end, so I hopefully am able to give it beta status soon.
I designed it with tetra archetypes in mind, and while four of them are 'finished', the last one, which is still pretty undefined, gives me headache.
It's the green-less one
and I already have Graveyard (Selfmill/Madness), Tokens/Aristocrats/Growers, Flash/'Blink'/Saboteurs and Spellslingers/Heroic as the other four. Those are mainly aggressive/midrange archetypes, with only some graveyard-based strategies being able to drive the value train.
Since I want some controlling strategies to be viable, too, and I just couldn't find anything interesting/fitting for that green-less tetra, I just thought I'd support control strategies in general, since those are also the typical control colours (yes, green fits control with good fixing and value, but I toned down on fixing a lot, so green usually ends up pretty aggressive).
I already looked up all the threads on riptide forums that discuss control in general. I want to support control with cards that other strategies also want, which can be reduced to removal, card draw/advantage and disruption (especially counters). This already makes up a lot of the cube, and other strategies want those cards, too, so I guess there isn't
too much to be done to make this work.
Since my cube is very combat-centric and creature-heavy since I don't like having must-handle enchantments/artifacts on the battlefield that need narrow removal to be answered (so I don't include enchantments/artifacts like that in general, which also means I don't have any of those narrow answers in my list), and I also don't have permanent hexproof/shroud/protection/indestructible for reasons of interactivity, I guess my environment is pretty control-friendly in general. But if you want a control deck to come together, it needs some tools that draw you into the archetype, since those other strategies depend heavily on synergies, of which some are obvious and some reward 'going deep', which could make it hard for some people to actively see a 'control archetype' while drafting in the first place.
So, here's what I thought I'd need to come up with to make control not only viable, but interesting:
- Sweepers
In a combat-heavy environment, control (as the name tells) needs especially to be able to take control over the board. Those sweepers shouldn't be too effective and also not too plenty, as this will resualt in an archetype that is strong vs 3/5 of the cube and is therefore oppressing.
Same is true for other control elements like removal and disruption.
- Defensive cards
Some Lifegain always helps vs aggressive decks, but also cards that act as pseudo-lifegain and pseudo-removal alike: early blockers with big butts and maybe even some value attached to them like
Omenspeaker, which is especially good vs tokens, and
Ludevic's Test Subject, which is also a mana sink and finisher.
- Finishers
Now the question is: how do your control decks want to end games? Boy, riptide delivered on this one.
One big, maybe evasive, creature you protect until it has beaten the shit out of opponent?
Incidental mill on a lot of spells? Or going infinite with
Elixir of Immortality and
Psychic Spiral where the latter also functions as a finisher?
Returning
Demonic Pact to your hand or through
Dralnu, Lich Lord to bury your enemies in card advantage?
Drawing and drawing and drawing cards until you drop
Laboratory Maniac?
Approach of the Second Sun?
I even thought about adding expensive, 'weak' planeswalkers like
Dovin, Architect of Law,
Ral, Caller of Storms,
Sorin, Grim Nemesis and
Angrath, the Flame-Chained (obv multicolour so not very splashable and especially attractive for this slower archetype). I don't run PWs since I hate them, they're usually op for their mana and either maximum snowbally or just biggest value over time without doing anything for it than just dropping the goddamn card to the board. Those I listed look like weaker versions that are still potentially great but not as strong as most others. I even thought about adding just one single planeswalker to give a control win condition to red in the form of
Chandra, Pyrogenius. I still hesitate, since I really despise PWs, although they're like more interactive enchantments and, like I said, my cube is pretty board-centric.
Any suggestions, comments, feelings about my thoughts?
There's one possibility for my green-less tetra of which I think people will suggest right away, and I'll hide it in spoilers. Personally, I'm not a fan of that one, that's why I go with 'control' for the moment.