Dom Harvey
Contributor
Downsizing
What does old-school Magic mean to you? What comes to mind when you think of Alpha and Beta?
Part of what makes Magic so enriching and important to people after so much time is that there are many possible answers to those questions. But what would a newcomer find when they took their first look at the Alpha or Antiquities spoiler?
One answer is that there are so many cards that just... stop your opponent from playing Magic:
- OTT hosers (Karma/Gloom, Circle of Protection: Red, Island Sanctuary, Blood Moon)
- 'Symmetrical' punishment (Ankh of Mishra, Black Vise/The Rack)
- Resource constriction (Winter Orb, Stasis, Nether Void; Sinkhole, Armageddon, Strip Mine)
Our collective understanding of Magic was much worse back in the day and it was all too common for people to let these effects be even stronger by playing too few lands or too many colours (often at the same time!) without a coherent plan in mind. That said, there's only so much your Mono Red Aggro deck can do against COP: Red even if it's perfectly constructed or so much any deck can do when it literally can't cast its spells any more. This unrefined deckbuilding also stopped some of these cards from being as oppressive as they should have been - if your deck can't press the advantage from an early Strip Mine, your opponent has more time to recover. The various Old School formats offer a look at how strong these effects are when used by seasoned players and deckbuilders.
Magic today looks completely different. You can't buy a Stone Rain, let alone a Sinkhole - and even something relatively tame like Hokori, Dust Drinker looks inconceivable. There are Cataclysms everywhere but none of them let you touch lands. Colour hate comes more in the form of Aether Gust or Noxious Grasp - efficient ways to trade with cards from the target colours but nothing that stops them being played altogether. Modern Magic design is about accumulating resources and using as much of your mana as possible every turn - this formula is a recipe for success in any format younger than Legacy, where cards like Daze and Wasteland that would be unprintable today place severe constraints on what you can do.
I try to shy away from grand unified theories or speculation about what's going on in R&D because it's easy to sound like ~that guy~ from your LGS or Twitter with an exhaustingly certain answer about everything. With that caveat, let's look at the broader context. The success of Arena has brought many new players to the game and introduced them to typical Magic player complaints - first and foremost, mana screw. While the mana system is a crucial feature of Magic that separates it from the ever-growing hordes of competitors, thrusting its blunt form of variance in the face of new players is a good way to drive them away. At the same time, those players are drawn to the big, splashy designs that are just more exciting than an above-rate one-drop for aggro. To make more expensive cards playable, you can run more lands - but this simply relocates that frustration to not drawing your sixth land instead of your third. Instead, we have a holistic approach - firstly, lands do more:
It's much easier to run 28-30+ lands when a good chunk of those replace themselves in a pinch, help you find spells, or have some spell-like effect on demand. Manlands and standouts like Westvale Abbey or Gavony Township are so popular for a reason!
Secondly, and more importantly, early plays now scale very well into the lategame. In the last few sets alone we've seen many cheap 'engine' creatures that shape the game if deployed on curve but also give you a lethal mana sink later:
The result is that most midrange or control decks (it's easier than ever before to slide between those labels) are great at amassing resources and competing in longer games but also at operating on few resources on the rare occasion that happens. I think this trend is fantastic for Magic in general and Cube in particular but it does encourage an arms race where you always have to be doing the biggest thing. In Standard, this has meant Fires of Invention or Wilderness Reclamation effectively bypassing the entire mana system. In every format, this has meant Uro:
The contrast between these two giants is the perfect illustration of this. Uro is the best card in Standard, Pioneer, Modern, and Historic and has prompted calls to delete it from Constructed Magic altogether; Kroxa has seen modest success with zero complaints at all, as far as I can tell. Kroxa attempts to downsize the game in colours that are best at doing that - if we trade resources (with the ample discard and removal in black or burn in red), Kroxa can facilitate those trades while also being the biggest thing on a sparse board. In most Constructed formats, one key plank of that - cheap mana disruption - is off-limits and it's tough to effectively downsize the game in this new world. Meanwhile, Uro gets you more resources, the life buffer to use them, and accelerates you towards your big finish while being that perfect big finish without asking more of you than just playing normal Magic (cf. Treasure Cruise/Dig Through Time).
I love the games where both players have a bunch of mana and a bunch of ways to use it every turn but there's also a unique tension to games where you have to make tough, careful choices about what you can afford to keep or lose and the margins are super-thin. In other words, I want the mission statements of Uro and Kroxa to both be realistic in my environment.
These lock cards or mass destruction effects that I previously dismissed as GRBS are the cleanest way to enable that. A card like Winter Orb not just sweeps the legs out from under resource-intensive decks, suggesting an angle of attack that isn't 'deal 20 damage or combo off ASAP', but can also change the dynamics of big mana mirrors. Instead of casting the biggest and baddest Hydroid Krasis, I can use Winter Orb to ice the game and turn my temporary advantage into a permanent one - or I can do that with cards that explicitly work well with Orb like Urza, Lord High Artificer or Gaea's Cradle. Jockeying to set up the perfect Cataclysm can be interesting enough that ending the game on the spot with it doesn't have to feel so bad.
Black has a wide range of these cards if you're willing to pay the price:
These go mostly overlooked but Smallpox in particular is a realistic and appealing versions of this effect - it can reset the game (and swing it in your favour if you have recursive threats or a cheap follow-up) and has the distinction of being even stronger on the draw. Their grouchy older uncle, Death Cloud, fits more neatly into another popular category of cards:
These break the symmetry by encouraging you to amass resources first - equality over equity. For that reason they are worse candidates for the lower curve decks that I've discussed here, but the artifact- and planeswalker-heavy shells that love these cards are popular with drafters and open up 'Big Red' as a different direction for red than one-drops and burn spells.
Two personal favourites:
I've sung the praises of Devastating Dreams many times around these parts. Its main virtue is how well it scales - it's a highly tactical card that's as suited to the RG Aggro deck with big creatures as it is to the RG Midrange deck with planeswalkers or land recursion effects.
Rare-B-Gone is an outstanding card if you're in any position to build around it - it wreaks such havoc on the board that even just a Scrapheap Scrounger or something ready to come back is worth firing it off.
This is the card you want against someone going too big too fast; it definitely is swingier than most cards even in the Legacy Cube but I've found it to be much more reasonable than its reputation would suggest.
The old-school Stax contingent hasn't aged all that well but Braids is still brutal (even with stiff competition for similar cards at the exact same mana cost) and Rankle is one of the best designs of the past few years as well as a home-run curve-topper for black aggro of any kind.
The symmetrical resource denial card that's had the most success in Constructed, Liliana is less obnoxious to me than most generic value planeswalkers because it does the exact opposite. Liliana creates deep subgames in a way few other cards can
What does old-school Magic mean to you? What comes to mind when you think of Alpha and Beta?
Part of what makes Magic so enriching and important to people after so much time is that there are many possible answers to those questions. But what would a newcomer find when they took their first look at the Alpha or Antiquities spoiler?
One answer is that there are so many cards that just... stop your opponent from playing Magic:
- OTT hosers (Karma/Gloom, Circle of Protection: Red, Island Sanctuary, Blood Moon)
- 'Symmetrical' punishment (Ankh of Mishra, Black Vise/The Rack)
- Resource constriction (Winter Orb, Stasis, Nether Void; Sinkhole, Armageddon, Strip Mine)
Our collective understanding of Magic was much worse back in the day and it was all too common for people to let these effects be even stronger by playing too few lands or too many colours (often at the same time!) without a coherent plan in mind. That said, there's only so much your Mono Red Aggro deck can do against COP: Red even if it's perfectly constructed or so much any deck can do when it literally can't cast its spells any more. This unrefined deckbuilding also stopped some of these cards from being as oppressive as they should have been - if your deck can't press the advantage from an early Strip Mine, your opponent has more time to recover. The various Old School formats offer a look at how strong these effects are when used by seasoned players and deckbuilders.
Magic today looks completely different. You can't buy a Stone Rain, let alone a Sinkhole - and even something relatively tame like Hokori, Dust Drinker looks inconceivable. There are Cataclysms everywhere but none of them let you touch lands. Colour hate comes more in the form of Aether Gust or Noxious Grasp - efficient ways to trade with cards from the target colours but nothing that stops them being played altogether. Modern Magic design is about accumulating resources and using as much of your mana as possible every turn - this formula is a recipe for success in any format younger than Legacy, where cards like Daze and Wasteland that would be unprintable today place severe constraints on what you can do.
I try to shy away from grand unified theories or speculation about what's going on in R&D because it's easy to sound like ~that guy~ from your LGS or Twitter with an exhaustingly certain answer about everything. With that caveat, let's look at the broader context. The success of Arena has brought many new players to the game and introduced them to typical Magic player complaints - first and foremost, mana screw. While the mana system is a crucial feature of Magic that separates it from the ever-growing hordes of competitors, thrusting its blunt form of variance in the face of new players is a good way to drive them away. At the same time, those players are drawn to the big, splashy designs that are just more exciting than an above-rate one-drop for aggro. To make more expensive cards playable, you can run more lands - but this simply relocates that frustration to not drawing your sixth land instead of your third. Instead, we have a holistic approach - firstly, lands do more:
It's much easier to run 28-30+ lands when a good chunk of those replace themselves in a pinch, help you find spells, or have some spell-like effect on demand. Manlands and standouts like Westvale Abbey or Gavony Township are so popular for a reason!
Secondly, and more importantly, early plays now scale very well into the lategame. In the last few sets alone we've seen many cheap 'engine' creatures that shape the game if deployed on curve but also give you a lethal mana sink later:
The result is that most midrange or control decks (it's easier than ever before to slide between those labels) are great at amassing resources and competing in longer games but also at operating on few resources on the rare occasion that happens. I think this trend is fantastic for Magic in general and Cube in particular but it does encourage an arms race where you always have to be doing the biggest thing. In Standard, this has meant Fires of Invention or Wilderness Reclamation effectively bypassing the entire mana system. In every format, this has meant Uro:
The contrast between these two giants is the perfect illustration of this. Uro is the best card in Standard, Pioneer, Modern, and Historic and has prompted calls to delete it from Constructed Magic altogether; Kroxa has seen modest success with zero complaints at all, as far as I can tell. Kroxa attempts to downsize the game in colours that are best at doing that - if we trade resources (with the ample discard and removal in black or burn in red), Kroxa can facilitate those trades while also being the biggest thing on a sparse board. In most Constructed formats, one key plank of that - cheap mana disruption - is off-limits and it's tough to effectively downsize the game in this new world. Meanwhile, Uro gets you more resources, the life buffer to use them, and accelerates you towards your big finish while being that perfect big finish without asking more of you than just playing normal Magic (cf. Treasure Cruise/Dig Through Time).
I love the games where both players have a bunch of mana and a bunch of ways to use it every turn but there's also a unique tension to games where you have to make tough, careful choices about what you can afford to keep or lose and the margins are super-thin. In other words, I want the mission statements of Uro and Kroxa to both be realistic in my environment.
These lock cards or mass destruction effects that I previously dismissed as GRBS are the cleanest way to enable that. A card like Winter Orb not just sweeps the legs out from under resource-intensive decks, suggesting an angle of attack that isn't 'deal 20 damage or combo off ASAP', but can also change the dynamics of big mana mirrors. Instead of casting the biggest and baddest Hydroid Krasis, I can use Winter Orb to ice the game and turn my temporary advantage into a permanent one - or I can do that with cards that explicitly work well with Orb like Urza, Lord High Artificer or Gaea's Cradle. Jockeying to set up the perfect Cataclysm can be interesting enough that ending the game on the spot with it doesn't have to feel so bad.
Black has a wide range of these cards if you're willing to pay the price:
These go mostly overlooked but Smallpox in particular is a realistic and appealing versions of this effect - it can reset the game (and swing it in your favour if you have recursive threats or a cheap follow-up) and has the distinction of being even stronger on the draw. Their grouchy older uncle, Death Cloud, fits more neatly into another popular category of cards:
These break the symmetry by encouraging you to amass resources first - equality over equity. For that reason they are worse candidates for the lower curve decks that I've discussed here, but the artifact- and planeswalker-heavy shells that love these cards are popular with drafters and open up 'Big Red' as a different direction for red than one-drops and burn spells.
Two personal favourites:
I've sung the praises of Devastating Dreams many times around these parts. Its main virtue is how well it scales - it's a highly tactical card that's as suited to the RG Aggro deck with big creatures as it is to the RG Midrange deck with planeswalkers or land recursion effects.
Rare-B-Gone is an outstanding card if you're in any position to build around it - it wreaks such havoc on the board that even just a Scrapheap Scrounger or something ready to come back is worth firing it off.
This is the card you want against someone going too big too fast; it definitely is swingier than most cards even in the Legacy Cube but I've found it to be much more reasonable than its reputation would suggest.
The old-school Stax contingent hasn't aged all that well but Braids is still brutal (even with stiff competition for similar cards at the exact same mana cost) and Rankle is one of the best designs of the past few years as well as a home-run curve-topper for black aggro of any kind.
The symmetrical resource denial card that's had the most success in Constructed, Liliana is less obnoxious to me than most generic value planeswalkers because it does the exact opposite. Liliana creates deep subgames in a way few other cards can