Dom Harvey
Contributor
I'm going deep in the paint on Cube design again and I'll document that process here, but in the meantime I'll post a series of random observations.
==
Configuring Fixing
Ahadabans had a post a while ago about using variety in manabases to add diversity to gameplay and send signals to drafters. I've been locked in on the double fetch + double shock model for a while and fleshed out those manabases with the creature lands, Temples etc so there wasn't much room to experiment. There shouldn't be any sacred cows, though, and it's worth thinking about what these choices say about your environment.
Some useful cycles of lands:
- Fetches
- Shocks/original duals (might be worth mixing these up; say UR Control is struggling vs aggro, upgrading Steam Vents to Volcanic Island will help a fair bit without demanding other changes)
- Cycling duals (allied colours only, but maybe should proxy the others?)
- Creature lands (near-universally great but fight for space with other CIPT lands)
- Temples (at their best in midrange/control)
- Fastlands (at their best in aggro or decks with cheap gold cards; I know someone here has these edited to have basic land types, which is a very smart change that I'd steal if I ran customs)
- Painlands* (at their best in aggro, at their worst in colour-intensive decks)
- Filter lands* (at their best in colour-intensive decks, at their worst in decks with 1-drops concentrated in one colour)
- Bouncelands (at their best in midrange/control, or in slower environments in general; land count/hand size matters; synergy with Temples and cycling duals; might want to proxy enemy-coloured ones, especially UR)
- Borderposts (help artifact synergies and random stuff like devotion or land count matters; compete with other fixing as well as other CIPT lands)
Also note random singletons like the Future Sight cycle or Murmuring Bosk.
*These add C for Eldrazi, in case that's relevant
Let's start by looking at what kind of lands each colour might want in my current design(s).
White: An aggressive colour with lots of 1-drops and heavy white mana requirements. The Plains land type actually matters because of Tithe/Knight of the White Orchid/Eternal Dragon; land count matters for first two plus Land Tax. The cycling duals are perfect here because turning Plains tutors or bouncelands into cyclers is nice. Artifacts matter so Borderposts gain points. Eldrazi Displacer is a really nice payoff if the mana works but is only a tiebreaker. Temples are also nice for a colour with woefully little card selection. Lands with ETB effects work with Kor Skyfisher/Flickerwisp.
- Lean: shocks/duals, cyclers, bouncelands, Borderposts, filter lands, Temples?
Blue: A combo colour focusing on artifacts and playing lots of instants/sorceries. Card draw/discard is a pushed subtheme (to the point that good old Lonely Sandbar gets a look in), so cyclers gain points; ditto for card manipulation and Temples/fetches. These both suggest bouncelands but - especially with Borderposts as well - that's a lot of tapped lands; blue is fine with that because it has few one-drops, but that won't be ok for all U/X pairs. If I want to support the Familiar-style combo decks, bouncelands are even better.
- Lean: cyclers, Temples, bouncelands, Borderposts, fetchlands
Black: An aggressive colour with lots of 1-drops and heavy black mana requirements. There are lots of Swamps matter cards but idk if I want to play any of them (Crypt Ghast? Lashwrithe?). Bouncelands are nifty as discard outlets for graveyard stuff (black has surprisingly few good ways to pitch cards conveniently) and enablers for cards like Smallpox or Death Cloud that reduce the size of the game.
- Lean: shocks/duals, fastlands, filter lands, bouncelands?
Red: Much more of a midrange/combo colour than in most Cubes. Lots of artifact synergies and Looting/Tormenting Voice effects, which favour Borderposts/bouncelands. Not aggressive by itself but WR and BR both strongly lean aggro.
- Lean: Borderposts, bouncelands, untapped lands
Green: Lands! Green is all about exploiting lands in every way possible. Fetches are great for landfall, Loam, etc., creature lands become sticky threats, cyclers become card draw engines, bouncelands let you do it all again and are combo pieces in their own right.
- Lean: fetchlands, creature lands, cyclers, bouncelands
Now we can look at how these priorities overlap and compete within colour pairs. Each pair gets its fetchland and shockland, and then we add to those; for now, I'm assuming 6-7 total fixers per pair (should this be variable too?). Where there's no strong preference, shocks/duals (/cyclers) and especially fetchlands are preferred as these can offer indirect fixing to other pairs.
WU: Both want cyclers, Borderposts, bouncelands, maybe Temples. Colonnade is a great creature land but that's a lot of tappy bois; on the other hand, WU is a less aggressive pair than WB or WR.
- Fixing: Hallowed Fountain #2, Irrigated Farmland, Fieldmist Borderpost, Azorius Chancery, Celestial Colonnade/Temple of Enlightenment?
UB: Both want Borderposts and bouncelands but not strongly. The artifact deck doesn't care too much about its lands and black doesn't contribute too much there anyway, other UB decks tend to be graveyard-centric or more controlling (where CIPT lands are fine, if not encouraged). Creeping Tar Pit is very solid but CIPT saturation is still real. Delve and other graveyard stuff make Delta a little better.
- Fixing: Polluted Delta #2, Fetid Pools, Mistvein Borderpost, Sunken Ruins/River of Tears (beautiful and CIP untapped mid-game unlike Darkslick Shores)?, Creeping Tar Pit?
BR: Rakdos Carnarium isn't a common choice but might be what I need? Red wants a Borderpost (ideally UR but ya know...) and BR is better than RG. Unfortunately Lavaclaw Reaches might be the worst creature land, but that's still a high bar. BR tends to be aggressive so that's the default
- Fixing: Bloodstained Mire #2, Canyon Slough, Blackcleave Cliffs, Graven Cairns?
RG: Red doesn't care much and kinda wants bouncelands anyway so green can do what it wants. If I try supporting RG Aggro again (which was shockingly difficult!), more untapped or aggro-friendly lands could come in instead; I found Gruul Turf wasn't doing too much even in decks that looked like they wanted it
- Fixing: Wooded Foothills #2, Sheltered Thicket, Raging Ravine, Gruul Turf, Grove of the Burnwillows (+ Punishing Fire)?
GW: The Plains/land matters stuff and green's love of lands intersect here. GW creature decks don't mind having.
- Fixing: Windswept Heath #2, Scattered Groves, Selesnya Sanctuary, Horizon Canopy, Krosan Verge?
WB: Very aggressive (not much else for WB to do) and colour-intensive, still want Plains and there's no cycler to get. Fetid Heath really shines here. Shambling Vent and Temple of Silence would be good in WB Control if it existed
- Fixing: Marsh Flats #2, Godless Shrine #2, Concealed Courtyard, Fetid Heath
BG: Definitely the most diverse colour pair in my Cubes, supports both B-heavy aggro and G-heavy aggro as well as midrange/control/combo. All possible lands are great here
- Fixing: Verdant Catacombs #2, Overgrown Tomb #2, Blooming Marsh, Twilight Mire, Golgari Rot Farm?
GU: Both want fetchlands, bouncelands, Temples. All about ramp and combo
- Fixing: Misty Rainforest #2, Breeding Pool #2, Temple of Mystery, Simic Growth Chamber
UR: Both want bouncelands, blue wants fetchlands and Temples. Primarily combo-control
- Fixing: Scalding Tarn #2, Steam Vents #2, Temple of Epiphany, Izzet Boilerworks
RW: Everything above about WB applies here though midrangey RW decks are more real so Needle Spires/Temple are more appealing and there's no heavy white vs heavy black tension so filters are less important
- Fixing: Arid Mesa #2, Sacred Foundry #2, Inspiring Vantage, Temple of Triumph
It's worth noting just how useful the cycle lands are as a secondary fetchland target that have a ton of neat interactions elsewhere.
I can't guarantee this will play out better than double fetch + double shock + creature lands etc but I'm excited to try it.
==
Configuring Fixing
Ahadabans had a post a while ago about using variety in manabases to add diversity to gameplay and send signals to drafters. I've been locked in on the double fetch + double shock model for a while and fleshed out those manabases with the creature lands, Temples etc so there wasn't much room to experiment. There shouldn't be any sacred cows, though, and it's worth thinking about what these choices say about your environment.
Some useful cycles of lands:
- Fetches
- Shocks/original duals (might be worth mixing these up; say UR Control is struggling vs aggro, upgrading Steam Vents to Volcanic Island will help a fair bit without demanding other changes)
- Cycling duals (allied colours only, but maybe should proxy the others?)
- Creature lands (near-universally great but fight for space with other CIPT lands)
- Temples (at their best in midrange/control)
- Fastlands (at their best in aggro or decks with cheap gold cards; I know someone here has these edited to have basic land types, which is a very smart change that I'd steal if I ran customs)
- Painlands* (at their best in aggro, at their worst in colour-intensive decks)
- Filter lands* (at their best in colour-intensive decks, at their worst in decks with 1-drops concentrated in one colour)
- Bouncelands (at their best in midrange/control, or in slower environments in general; land count/hand size matters; synergy with Temples and cycling duals; might want to proxy enemy-coloured ones, especially UR)
- Borderposts (help artifact synergies and random stuff like devotion or land count matters; compete with other fixing as well as other CIPT lands)
Also note random singletons like the Future Sight cycle or Murmuring Bosk.
*These add C for Eldrazi, in case that's relevant
Let's start by looking at what kind of lands each colour might want in my current design(s).
White: An aggressive colour with lots of 1-drops and heavy white mana requirements. The Plains land type actually matters because of Tithe/Knight of the White Orchid/Eternal Dragon; land count matters for first two plus Land Tax. The cycling duals are perfect here because turning Plains tutors or bouncelands into cyclers is nice. Artifacts matter so Borderposts gain points. Eldrazi Displacer is a really nice payoff if the mana works but is only a tiebreaker. Temples are also nice for a colour with woefully little card selection. Lands with ETB effects work with Kor Skyfisher/Flickerwisp.
- Lean: shocks/duals, cyclers, bouncelands, Borderposts, filter lands, Temples?
Blue: A combo colour focusing on artifacts and playing lots of instants/sorceries. Card draw/discard is a pushed subtheme (to the point that good old Lonely Sandbar gets a look in), so cyclers gain points; ditto for card manipulation and Temples/fetches. These both suggest bouncelands but - especially with Borderposts as well - that's a lot of tapped lands; blue is fine with that because it has few one-drops, but that won't be ok for all U/X pairs. If I want to support the Familiar-style combo decks, bouncelands are even better.
- Lean: cyclers, Temples, bouncelands, Borderposts, fetchlands
Black: An aggressive colour with lots of 1-drops and heavy black mana requirements. There are lots of Swamps matter cards but idk if I want to play any of them (Crypt Ghast? Lashwrithe?). Bouncelands are nifty as discard outlets for graveyard stuff (black has surprisingly few good ways to pitch cards conveniently) and enablers for cards like Smallpox or Death Cloud that reduce the size of the game.
- Lean: shocks/duals, fastlands, filter lands, bouncelands?
Red: Much more of a midrange/combo colour than in most Cubes. Lots of artifact synergies and Looting/Tormenting Voice effects, which favour Borderposts/bouncelands. Not aggressive by itself but WR and BR both strongly lean aggro.
- Lean: Borderposts, bouncelands, untapped lands
Green: Lands! Green is all about exploiting lands in every way possible. Fetches are great for landfall, Loam, etc., creature lands become sticky threats, cyclers become card draw engines, bouncelands let you do it all again and are combo pieces in their own right.
- Lean: fetchlands, creature lands, cyclers, bouncelands
Now we can look at how these priorities overlap and compete within colour pairs. Each pair gets its fetchland and shockland, and then we add to those; for now, I'm assuming 6-7 total fixers per pair (should this be variable too?). Where there's no strong preference, shocks/duals (/cyclers) and especially fetchlands are preferred as these can offer indirect fixing to other pairs.
WU: Both want cyclers, Borderposts, bouncelands, maybe Temples. Colonnade is a great creature land but that's a lot of tappy bois; on the other hand, WU is a less aggressive pair than WB or WR.
- Fixing: Hallowed Fountain #2, Irrigated Farmland, Fieldmist Borderpost, Azorius Chancery, Celestial Colonnade/Temple of Enlightenment?
UB: Both want Borderposts and bouncelands but not strongly. The artifact deck doesn't care too much about its lands and black doesn't contribute too much there anyway, other UB decks tend to be graveyard-centric or more controlling (where CIPT lands are fine, if not encouraged). Creeping Tar Pit is very solid but CIPT saturation is still real. Delve and other graveyard stuff make Delta a little better.
- Fixing: Polluted Delta #2, Fetid Pools, Mistvein Borderpost, Sunken Ruins/River of Tears (beautiful and CIP untapped mid-game unlike Darkslick Shores)?, Creeping Tar Pit?
BR: Rakdos Carnarium isn't a common choice but might be what I need? Red wants a Borderpost (ideally UR but ya know...) and BR is better than RG. Unfortunately Lavaclaw Reaches might be the worst creature land, but that's still a high bar. BR tends to be aggressive so that's the default
- Fixing: Bloodstained Mire #2, Canyon Slough, Blackcleave Cliffs, Graven Cairns?
RG: Red doesn't care much and kinda wants bouncelands anyway so green can do what it wants. If I try supporting RG Aggro again (which was shockingly difficult!), more untapped or aggro-friendly lands could come in instead; I found Gruul Turf wasn't doing too much even in decks that looked like they wanted it
- Fixing: Wooded Foothills #2, Sheltered Thicket, Raging Ravine, Gruul Turf, Grove of the Burnwillows (+ Punishing Fire)?
GW: The Plains/land matters stuff and green's love of lands intersect here. GW creature decks don't mind having.
- Fixing: Windswept Heath #2, Scattered Groves, Selesnya Sanctuary, Horizon Canopy, Krosan Verge?
WB: Very aggressive (not much else for WB to do) and colour-intensive, still want Plains and there's no cycler to get. Fetid Heath really shines here. Shambling Vent and Temple of Silence would be good in WB Control if it existed
- Fixing: Marsh Flats #2, Godless Shrine #2, Concealed Courtyard, Fetid Heath
BG: Definitely the most diverse colour pair in my Cubes, supports both B-heavy aggro and G-heavy aggro as well as midrange/control/combo. All possible lands are great here
- Fixing: Verdant Catacombs #2, Overgrown Tomb #2, Blooming Marsh, Twilight Mire, Golgari Rot Farm?
GU: Both want fetchlands, bouncelands, Temples. All about ramp and combo
- Fixing: Misty Rainforest #2, Breeding Pool #2, Temple of Mystery, Simic Growth Chamber
UR: Both want bouncelands, blue wants fetchlands and Temples. Primarily combo-control
- Fixing: Scalding Tarn #2, Steam Vents #2, Temple of Epiphany, Izzet Boilerworks
RW: Everything above about WB applies here though midrangey RW decks are more real so Needle Spires/Temple are more appealing and there's no heavy white vs heavy black tension so filters are less important
- Fixing: Arid Mesa #2, Sacred Foundry #2, Inspiring Vantage, Temple of Triumph
It's worth noting just how useful the cycle lands are as a secondary fetchland target that have a ton of neat interactions elsewhere.
I can't guarantee this will play out better than double fetch + double shock + creature lands etc but I'm excited to try it.