thoughts on the 'showdown turn'
it's probably worth talking about "combo", and what i mean when i'm talking about it! two-card combos are boring (my very first pauper cube game i got presence of gonded out and it was just such bullshit, the deck went 3-0 and sucked) and are a rough proposition in big cubes so i'm gonna exclude them briefly. If anyone wants to drop some thoughts on those I'd be into it though! Also gonna try to draw a (faint, vague) line between "combo" and "synergy" decks, and I think the best way to do that is to look at engine combo.
Looking at some of the cards I think of as "combo" spells (lab man, cataclysm, dread return/rites, dampen thought, natural order, tolarian academy, pod, dredge cards) the common threads become clearer. These cards ask things of your deck's contents, leverage hidden info, and make you care about novel things during the draft. Dedicated gravecrawlers, pod, cataclysm, these incentivize drafters to care about type lines in a way that isn't super poisonous.
Other combo decks are about resource accumulation. Make a billion mana and USZ you for 61, infinity pestermites, whatever that myr combo deck was, the goal is to find a thing that bends a fundamental rule of the game (things cost appropriate amounts of mana, you can only cast spells once, 37c373r4)
laboratory maniac decks are sweet, because the lab man is an alternate wincon that doesn't suck (inasmuch as grey ogres don't suck). One thing lab man decks are pretty fun for, imo, is the "showdown turn" - i'm outta cards, gonna win this draw step, but maybe you'll bolt him on my upkeep? I have a counterspell but you might have two pieces of removal, I can brainstorm in response, etc...
This phenomenom, I think, more broadly applies to creature-based combo decks (and maybe non creature ones? Cards that take creatures off the board in the labman case act as a check on the combo, and even though i tried Mimic Vat as a sort of less stupid recur engine the lack of ubiquitous interaction made for some nongames of the kind that really piss me off). I'm looking for an engine that's either creature-based or sublime and that can be interacted with beyond counters and discard (let's not talk about storm here) .
Whichever combo is in your environment can push and pull aggro, midrange and control decks both to and against it. Aggro-control is neat but kinda hard to make work sometimes. I'm fine supplementing it with aggro-combo (and vice versa), but really most excited about combo-control (think Tight Sight, or Vintage control decks like slaver). Cubes in general push the combat step as a means of interaction, and cubes here specifically tend to magnify that (15-dude control decks whaaaattttt) and combo-control or control-combo decks might make for Aetherking-style permission-heavy builds.
I'm worried about the problem this poses vis a vis the poison principle, which is why my cube barely supports what I'd call combo even though it drips with synergy. I'm looking for more TES than ANT, if that makes sense? A deck that does a single thing really well is cool but tbh emergent synergy (esp. the subtle kind) gives me such a boner
wizards has put deliberate combos in limited formats before (devoted druid / quillspike, dampen thought, the 5DN Stations) but nobody has made Cube engine combo work in a way that doesn't seriously hurt the draft process. I have tried, and failed, a few times. So have a lot of other people! It might be possible, it might not. But a methodological view can maybe tell us why.
Anyway this is the point where I use my cube thread to free-associate about design (god, what's the rest of this post been, then?)
SINGLETON FORMAT
-card advantage is an important part of combo plans. The traditional punishment of mulling to six because your first hand is total jank sucks, there has to be a way for combo decks to find what they need when they need it.
-at the same time, a combo deck should be able to win without ever using its combo. the carefully-managed redundancy levels are gonna fail at some point and snapcaster beats are legit
-not sure if investing a ton of resources into your combo and fizzling should lose you the game or just suck
-I think the connections need to be made at a mechanical level for engine combo. Not entirely sure why but it feels more investigative (because it mimics cards in play and not in decks?)
-Will look into cards that move other cards to other zones, briefly categorize, see where my cube's current strengths are, and design a combo archetype that nestles within them.
-guessing it'll be graveyard based, with flashback and mill filling in for other formats' tutors and serious card draw
QUESTIONS
How does engine combo work in your format? the Pincher cube is an inspiration but my karoos are staying in the land binder.
What have you already tried and why didn't it work?
it's probably worth talking about "combo", and what i mean when i'm talking about it! two-card combos are boring (my very first pauper cube game i got presence of gonded out and it was just such bullshit, the deck went 3-0 and sucked) and are a rough proposition in big cubes so i'm gonna exclude them briefly. If anyone wants to drop some thoughts on those I'd be into it though! Also gonna try to draw a (faint, vague) line between "combo" and "synergy" decks, and I think the best way to do that is to look at engine combo.
Looking at some of the cards I think of as "combo" spells (lab man, cataclysm, dread return/rites, dampen thought, natural order, tolarian academy, pod, dredge cards) the common threads become clearer. These cards ask things of your deck's contents, leverage hidden info, and make you care about novel things during the draft. Dedicated gravecrawlers, pod, cataclysm, these incentivize drafters to care about type lines in a way that isn't super poisonous.
Other combo decks are about resource accumulation. Make a billion mana and USZ you for 61, infinity pestermites, whatever that myr combo deck was, the goal is to find a thing that bends a fundamental rule of the game (things cost appropriate amounts of mana, you can only cast spells once, 37c373r4)
laboratory maniac decks are sweet, because the lab man is an alternate wincon that doesn't suck (inasmuch as grey ogres don't suck). One thing lab man decks are pretty fun for, imo, is the "showdown turn" - i'm outta cards, gonna win this draw step, but maybe you'll bolt him on my upkeep? I have a counterspell but you might have two pieces of removal, I can brainstorm in response, etc...
This phenomenom, I think, more broadly applies to creature-based combo decks (and maybe non creature ones? Cards that take creatures off the board in the labman case act as a check on the combo, and even though i tried Mimic Vat as a sort of less stupid recur engine the lack of ubiquitous interaction made for some nongames of the kind that really piss me off). I'm looking for an engine that's either creature-based or sublime and that can be interacted with beyond counters and discard (let's not talk about storm here) .
Whichever combo is in your environment can push and pull aggro, midrange and control decks both to and against it. Aggro-control is neat but kinda hard to make work sometimes. I'm fine supplementing it with aggro-combo (and vice versa), but really most excited about combo-control (think Tight Sight, or Vintage control decks like slaver). Cubes in general push the combat step as a means of interaction, and cubes here specifically tend to magnify that (15-dude control decks whaaaattttt) and combo-control or control-combo decks might make for Aetherking-style permission-heavy builds.
I'm worried about the problem this poses vis a vis the poison principle, which is why my cube barely supports what I'd call combo even though it drips with synergy. I'm looking for more TES than ANT, if that makes sense? A deck that does a single thing really well is cool but tbh emergent synergy (esp. the subtle kind) gives me such a boner
wizards has put deliberate combos in limited formats before (devoted druid / quillspike, dampen thought, the 5DN Stations) but nobody has made Cube engine combo work in a way that doesn't seriously hurt the draft process. I have tried, and failed, a few times. So have a lot of other people! It might be possible, it might not. But a methodological view can maybe tell us why.
Anyway this is the point where I use my cube thread to free-associate about design (god, what's the rest of this post been, then?)
SINGLETON FORMAT
-card advantage is an important part of combo plans. The traditional punishment of mulling to six because your first hand is total jank sucks, there has to be a way for combo decks to find what they need when they need it.
-at the same time, a combo deck should be able to win without ever using its combo. the carefully-managed redundancy levels are gonna fail at some point and snapcaster beats are legit
-not sure if investing a ton of resources into your combo and fizzling should lose you the game or just suck
-I think the connections need to be made at a mechanical level for engine combo. Not entirely sure why but it feels more investigative (because it mimics cards in play and not in decks?)
-Will look into cards that move other cards to other zones, briefly categorize, see where my cube's current strengths are, and design a combo archetype that nestles within them.
-guessing it'll be graveyard based, with flashback and mill filling in for other formats' tutors and serious card draw
QUESTIONS
How does engine combo work in your format? the Pincher cube is an inspiration but my karoos are staying in the land binder.
What have you already tried and why didn't it work?