Rob Dennis
Developer
How This Started
It started with this tweet:
I also thought it was sad, and I was looking for a new project, so I started brainstorming some ideas.
I talked this idea over with a few folks, and "in demand" has been heard as anything from p1p1-windmill to "not sideboarded" so I've refined that down to this target:
This has a few implications:
We're at 425 cards now, and the build was complicated enough I put in a bunch of extra work on Lambic (see signature) because there's no chance of making sense of this on a spreadsheet:
(showing how the 458 cards I had at that moment broke down into a bunch of different buckets)
Let's go over how we got to the cards we chose:
General Design Philosophies
in a multi-color cube, your fixing is an important consideration. Here's where I landed
I added a second full cycle of the tri-lands due to consistent feedback from folks in this thread that they weren't able to find fixing after they were already in their colors. After some additional testing, it felt right without empowering a T1 5-color goodstuff deck.
Morphs
I'm following the KTK guidelines on morph costs. This means a morph can't just eat another morph until 5 mana. Additionally, cards that unmorph for multiples of a single color are under strong scrutiny.
Removal
Modern draft sets have been defined by the quality and types of removal being calibrated to support the set's themes. No more having a common Doom Blade in every set just because that's what's expected. For this cube, I'm taking some cues from KTK, because morph is such a big part of the format, and provided us with some good heuristics to follow:
It started with this tweet:
@klug_alters said:If Shards taught me anything, it's that no matter how good the Charms in #mtgktk are, none of them with be good enough in cube. Sort of sad.
2014-11-08
I also thought it was sad, and I was looking for a new project, so I started brainstorming some ideas.
@cuesbey said:I think I'm making a new cube based around a single design experiment: What would be needed for all the shards/khans charms to be in demand?
2014-11-10
I talked this idea over with a few folks, and "in demand" has been heard as anything from p1p1-windmill to "not sideboarded" so I've refined that down to this target:
"You'd feel happy to take 'your' charm pack 3, pick 1"
This has a few implications:
- if it's "your" charm, that implies that there were already incentives to be in that shard/wedge instead of a 2-color build
- if you're in a shard/wedge, not only were there incentives, but mana fixing should be "good enough" but not so good that you can go 5-color "stuff"
- charms are flexible, not rawly powerful, so the mean powerlevel of the rest of the pool has a maximum before flexibility stops mattering
We're at 425 cards now, and the build was complicated enough I put in a bunch of extra work on Lambic (see signature) because there's no chance of making sense of this on a spreadsheet:
(showing how the 458 cards I had at that moment broke down into a bunch of different buckets)
Let's go over how we got to the cards we chose:
General Design Philosophies
- Multiples of a color (e.g. ) discouraged unless it's a unique effect and excellent late game topdeck
- No Planeswalkers, and similar repetive play pattern things (e.g. Merfolk Looter or Recurring Nightmare) are under suspicion
- As singleton as possible, but not when the cost is too high
- An easy to cast p1p1 "to stay open" shouldn't always be the correct play
- A step farther, going all-in on a p1p1 should be rewarded and not easily cut off
- Prioritizing 5-6 pieces of fixing in your shard wedge should be enough
- curve/creature size balanced around morph, which I wanted to keep as a fun way to subtly mana-fix and play to the board as consistently as possible. Morphs have been leaving over time, but there's still a sense that "2/3 for 3 with marginal upside is a C+"
in a multi-color cube, your fixing is an important consideration. Here's where I landed
- 10x Dual Lands
- 20x Shock Lands
- 20x Tri lands
- 10x Fetch lands
- 5x Double landcyclers
- 5x landcyclers
- 5x Basic Landcyclers
I added a second full cycle of the tri-lands due to consistent feedback from folks in this thread that they weren't able to find fixing after they were already in their colors. After some additional testing, it felt right without empowering a T1 5-color goodstuff deck.
Morphs
I'm following the KTK guidelines on morph costs. This means a morph can't just eat another morph until 5 mana. Additionally, cards that unmorph for multiples of a single color are under strong scrutiny.
Removal
Modern draft sets have been defined by the quality and types of removal being calibrated to support the set's themes. No more having a common Doom Blade in every set just because that's what's expected. For this cube, I'm taking some cues from KTK, because morph is such a big part of the format, and provided us with some good heuristics to follow:
- 1 or 2 mana instants shouldn't be able to reach out and kill morphs
- A toughness of 4 or greater is "pretty safe" and 5 or greater is "as safe as can be"
- Better / full-value removal is generally multicolor (consistent with overall goals)
- A larger than normal percentage of removal is enchantment based, to give the Naturalize modes of the charms a good chance at getting value and interact with bounce/blink/sacrifice effects.
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