Like the others, I was convinced by the argument in favour of lowering a cube's curve to increase decision density, but I'm also not entirely sure that a high power level is necessarily to achieve that. I wish Calvin would get the hell back on these forums, because I suspect his intentionally lower-powered, limited-feel list has a lower curve than most of our cubes here, and there'd still be plenty of decisions and complexity to go around. I've been carefully neutering the power level of my own cube in the last eight or so months, while taking great pains to ensure the mana costs stay roughly where they were, and it doesn't feel like the games are less fulfilling than before.
As for the article, you do way better when you're more specific. There's no way to cover this topic within the scope of a single article, resulting in sentences like "This is a pretty loaded question with a lot to unpack" that even an academic would be ashamed of. Next time!
- High-power Cubes tend to present a different type of decisions to you. In 'Riptide Lab' Cubes you don't often get those exhilarating conclusions to games where you spend three turns setting up the board perfectly so that you deal exactly lethal the turn before his Hero of Bladehold you kill you. The decisions in power max Cubes 'matter more' in that the consequences for getting them right/wrong are often more immediate and more obvious, feeding that base sense of excitement. I always used to hate playing against Hexproof in Standard/Modern, but it did lead to something that you don't see in more fair/tame formats - that feeling of terror as you know that you're under the gun and have to find a way out, and trying to fix your pieces together to make it happen. It's something that's hard to recreate in regular Limited, where the power disparity between bombs and regular cards is very high, but Cube is a great venue for it. I want most of my Cube games to be like chess, but the variety of having occasional blowouts or more fast-paced games is welcome and I don't think that's easy to achieve in a more 'flat', less powerful Cube.
"Better"? For Spike? For everyone?(I) hold pretty strongly that "low curve, strong aggro, high removal density" is a winning formula for much better games of Magic.
This is a great post."Better"? For Spike? For everyone?
I'm honestly asking, since my cube certainly falls into the "criminally untested" camp. But my target audience also doesn't follow the game or buy new cards anymore, and might be overwhelmed by the intensity of something like your primary cube.
Either way, it sounds like we're starting to argue over personal preference, instead of the design tools you laid out in the article. Here's what I see summarizing the decision density discussion: if you want higher density, increase distinct options but limit resources...
Great point, although I think it applies more to balancing strengths of strategies than it does to how "fun" they are. That said, a poorly tuned environment isn't great for casual players either. Just one of the many reasons why WOTC tests Standard so much when probably >90% of their audience never plays in any tournaments.(...) you can appeal to more casual players with the same product that entices tournament players. However, if you have a game that is fundamentally unbalanced or poorly tuned, casual players may still enjoy it but the competitive crowd will, at their core, feel dissatisfied.
I was trying to say that this question has no right or wrong answer. We're just establishing more knobs we can turn as cube designers to get what we want. If you can reach the perfect decision density without pushing aggro or adding power (by just lowering the curve and/or making spells more conditional), then great! WOTC has been doing that for years.To aggro or not to aggro...
Here's the argument I would make. You start with 20 life. If you have a low curve, but low power, you can't always properly incentivize actually playing the one drops. I would offer Hannes' original cube. It had a reasonable curve, but the power level was so low that you could just sit around and start dropping five-drops onto the table and not really worry about dying. Poorly tuned? Perhaps, but I always felt like these games were less about what I decided and more about what I drew.
I'm not sure you can make a coherently interesting environment where playing a low powered offensive threat like raging goblin will ever put pressure on the guy just trying to hit 5 land. Even a Durkwood Boars is probably good enough to turn the game around. 3rd tier one drops just don't get anything done, their is really never any reason to play them over another basic land so you can more reliably hit your "real cards" higher in the curve.That's more a symptom of GRBS than of curve or power level. I mean, the lower your power level gets, the more likely it is that otherwise fair cards end up ruining someone's day. Scars limited was bad for a lot of reasons, not the least of which was the preponderance of six-mana bombs - that were all unplayable in Standard, natch - that killed all your stuff, and then kicked you in the nads while you were down.
If you carefully curate your cube across all points of the mana curve, I'm still convinced that you don't need a high power level to make for interactive, back-and-forth games with lots of decision points from both players, provided that there's plenty of stuff to do starting on turn one.