What’s a tight play?
Can you give maybe two examples? It sounds very interesting and maybe it’s something I should think more about in my cube.
I think good examples are give in
this article, though the term is older. Basically tight play is when your technical game is on point, i.e. you don't make suboptimal plays. For example, saving your counterspell for the real threat, instead of the first feasible target that presents itself, or keeping that
Lightning Bolt in hand instead of aiming it at a creature, because your only out to winning the game is dealing enough damage to the face, and pointing it at a creature would just have you die to the next one your opponent draws. I think
this Reddit article is interesting as well, and
this one by Mike Flores.
Edit: Expanding on the idea in the context of cube, I would say a lot of tight play involves interaction, or rather the opportunity for interaction, and knowing when to seize that opportunity, and when to bide your time. A cube that is rich in interaction and low on uninteractive elements (like
True-Name Nemesis,
Creeping Tar Pit,
Invisible Stalker,
Sword of Fire and Ice, or
storm) naturally lends itself better to "tight play", I think. Also, a flat power band vastly increases the opportunity for tight play, because there is no bomb to just run away with the game, and players have to get the most out of roughly equal decks.