drafted my friend's power cube last night. postmortem with another CML's cube hadji:
B: that cube is so bad
My deck was so good bad
I won 1/3 of my games easily, lost 1/3 without doing anything, and 1/3 were really, really6 good games
CML: "huh ancestral recall"
"guess ill draft it"
B: even my 4 wildfire deck turned out that way
what a fun deck btw
4 wildfires
awesome
CML: yeah i couldnt get it to work in my cube
always wanted it to
B: it didn't work and sucjked
I prefer 80% good games 20% bad to 30% great games 70% terrible
the deckbuilding also sucks
Half of my deck obviously fit together and the other half was off-curve, unsynergistic "good cards"
I complained loudly
i hate moxen in packs
I already hate picking fixing instead of fun cards
I hate choosing between a fun archetype enabler and a card which breaks the fundamental rules of the game as it currently stands
hmmm do I take the card which is always good in every circumstance?
or the card I want to play in my fun cube deck
I mean the good games were very good
B: The game I had to triple geddon / wildfire shawn [ed.: SmugAsianMan] and his recurring nightmare indrik stomphowler derenged hermit loops while also managing a trading post and a welder several artifacts coming in and out was among the best games I ever played
To finally win with a 14/14 blightsteel against his 11/11
15/15
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so I wonder the extent to which the point of powered Cube is to have one of those rare games where you each trade outrageous blows that somehow line up perfectly to produce a memorable game, even if it's only one game per draft or whatever and the decision trees were 'pruned' compared to a typical game in a Cube here. indeed, "the stories" is a common trope among the BDM and other Cube mongoloid cabal on social media, though anyone who's read anything with hashtag MTGstories will already be skeptical of that end, especially if "80 percent" of Cube games have been sacrificed to it.