CML
Contributor
In the beginning Richard Garfield created Magic, and Richard Garfield created terrible creatures and awesome counterspells. The design success of NWO has been to bring the creature into parity with the non-creature, but -- when you see Standard decks from this season and last season that are nearly 100 percent permanents, and when you consider the extraordinary design success of Cavern of Souls -- you might think things have gone too far. Oddly enough, the Standard format has adapted by running nearly creatureless decks as well, with maybe only a single Aetherling as a win-condition, if that -- and this kind of control deck, a far cry from JTMS decks of a few years ago or Faeries decks a couple years before that, is a throwback to an even weirder extreme.
"Yes means no, and no means Annul."
Anyway, one of the things that sucks about other people's Cubes (especially the holiday cube, a hypoxic, hydrocephalic abortion choking on its own umbilicus) is how interaction is horribly limited. I've talked about how Cubes bias threats over answers, then overcorrect for that, etc. creating game states where the binary "does he have a Wrath?" determines the winner. Jason and I have bucked this trend by building Cubes where aggro can beat a Wrath, increasing the playability of spot removal (as well as its density), adding back in some sweeper effects, and creating a complex web of checks and balances that is more like the healthier Standard formats of a year or two ago, if not Modern or Legacy.
The biggest thing that's missing from this paradigm is an instant-speed control deck. Control mirrors in Constructed are tough and grindy and skill-intensive and interactive (at least when both players hit their land drops) and I want to port that experience into Cube. How?
It's pretty tough to build "straight Control" in any conventional Limited format (excepting M14, see http://riptidelab.com/take-it-part-one/ and http://riptidelab.com/take-it-part-two/) as the card pool tends to skew towards a different kind of deck; this is similar to the difficulty in building a "RUG Delver" deck in Cube, as the cards, principally counterspells, simply aren't there. However! The kinds of counters with flexibility in Cube -- Counterspell and Cryptic Command, for example, rather than RUG's Daze -- are the ones that could slot painlessly in a control deck. Not only would these counters go into several different kinds of blue decks, they'd also be not great against aggro, help curb the power of midrange, and bring about more interesting control mirrors in Cube, while the combo / synergy decks like Reanimator are resilient enough that it won't be like the Modo Cube, where "does he have a Wrath?" turns into "does he have a Counterspell?"
Ergo I wanted to add more counters to my Cube. This also solves the problem of "what do we do with Blue," which was a major headache over here.
After a quick magiccards.info search I compiled the following list:
IN
force spike
spell pierce
spell snare
mana leak
memory lapse
miscalculation
remand
4 rune snag -- hooray
counterspell
complicate
forbid
glen elendra archmage
cryptic command
condescend
force of will
OTHERS
disrupt -- nobody ever took it when i slotted it in, but it might be worth another try
dissipate -- solid but unexciting, U has a million 3-CMC cards already
dissolve -- so i'd rather run this over dissipate
hinder -- and this just seems like a cooler dissipate, too. maybe run one of dissipate, dissolve, hinder
dimir charm -- anyone tried this? it's probably not good enough to justify the tough cost, but, who knows, maybe it's a lot of fun
dromar’s charm -- see above
exclude -- a reasonable inclusion
foil -- for reanimator support, though likely just awful
izzet charm -- gotta throw this back in
muddle the mixture / perplex -- any one of the more combo-oriented cubes try these?
mystic snake / plasm capture -- nah
negate / essence scatter -- solid if unexciting
overrule -- CT, this is the X counterspell you've been looking for (but it's probably severely underpowered)
sage’s dousing -- not sure I have enough wizards
suffocating blast / voidslime / counterflux / absorb / undermine / punish ignorance / countersquall -- not worth the extra color
my current list runs 18/450 = 1/25 counterspells or exactly 4 percent.
itt we will yell about the following:
-how many counterspells?
-which ones? why?
-other stuff more fun than that
chop it up!
"Yes means no, and no means Annul."
Anyway, one of the things that sucks about other people's Cubes (especially the holiday cube, a hypoxic, hydrocephalic abortion choking on its own umbilicus) is how interaction is horribly limited. I've talked about how Cubes bias threats over answers, then overcorrect for that, etc. creating game states where the binary "does he have a Wrath?" determines the winner. Jason and I have bucked this trend by building Cubes where aggro can beat a Wrath, increasing the playability of spot removal (as well as its density), adding back in some sweeper effects, and creating a complex web of checks and balances that is more like the healthier Standard formats of a year or two ago, if not Modern or Legacy.
The biggest thing that's missing from this paradigm is an instant-speed control deck. Control mirrors in Constructed are tough and grindy and skill-intensive and interactive (at least when both players hit their land drops) and I want to port that experience into Cube. How?
It's pretty tough to build "straight Control" in any conventional Limited format (excepting M14, see http://riptidelab.com/take-it-part-one/ and http://riptidelab.com/take-it-part-two/) as the card pool tends to skew towards a different kind of deck; this is similar to the difficulty in building a "RUG Delver" deck in Cube, as the cards, principally counterspells, simply aren't there. However! The kinds of counters with flexibility in Cube -- Counterspell and Cryptic Command, for example, rather than RUG's Daze -- are the ones that could slot painlessly in a control deck. Not only would these counters go into several different kinds of blue decks, they'd also be not great against aggro, help curb the power of midrange, and bring about more interesting control mirrors in Cube, while the combo / synergy decks like Reanimator are resilient enough that it won't be like the Modo Cube, where "does he have a Wrath?" turns into "does he have a Counterspell?"
Ergo I wanted to add more counters to my Cube. This also solves the problem of "what do we do with Blue," which was a major headache over here.
After a quick magiccards.info search I compiled the following list:
IN
force spike
spell pierce
spell snare
mana leak
memory lapse
miscalculation
remand
4 rune snag -- hooray
counterspell
complicate
forbid
glen elendra archmage
cryptic command
condescend
force of will
OTHERS
disrupt -- nobody ever took it when i slotted it in, but it might be worth another try
dissipate -- solid but unexciting, U has a million 3-CMC cards already
dissolve -- so i'd rather run this over dissipate
hinder -- and this just seems like a cooler dissipate, too. maybe run one of dissipate, dissolve, hinder
dimir charm -- anyone tried this? it's probably not good enough to justify the tough cost, but, who knows, maybe it's a lot of fun
dromar’s charm -- see above
exclude -- a reasonable inclusion
foil -- for reanimator support, though likely just awful
izzet charm -- gotta throw this back in
muddle the mixture / perplex -- any one of the more combo-oriented cubes try these?
mystic snake / plasm capture -- nah
negate / essence scatter -- solid if unexciting
overrule -- CT, this is the X counterspell you've been looking for (but it's probably severely underpowered)
sage’s dousing -- not sure I have enough wizards
suffocating blast / voidslime / counterflux / absorb / undermine / punish ignorance / countersquall -- not worth the extra color
my current list runs 18/450 = 1/25 counterspells or exactly 4 percent.
itt we will yell about the following:
-how many counterspells?
-which ones? why?
-other stuff more fun than that
chop it up!