GRb Ramp
I tried to run Myr Superion but apparently Arbor Elf is a massive nonbo there. But they were really sweet with Zhur Taa Ancient. Not sure what to do about them. Maybe one should be a Birds of Paradise?
Okay, this was suuuuper interesting. A lot of memorable stuff I tied in the finals (well, tied it in Game 4 of a Best of 3) with a RGb ramp deck. I have many thing to say.
But mostly I discovered something really fundamental and really obvious about the game of Magic. Your decision density is inversely related to the cost of your cards. I don't think it's possible to make a high CMC environment with the same decision density as a low CMC one. The source of fun needs to come from elsewhere.
I don't know if design can compensate or if competitive Magic simply isn't well suited to hardcasting 8+ mana spells.
well, we do lower the curve in our cubes for a reason, but im not sure it's as simple as that. most of the better draft formats (ROE, OLS, RGD) have been pretty slow. it's not so much just "long games" but also that OLS and RGD both had ways to ensure you'd spend your mana every turn in those long games with cycling+morph and bouncelands+"everything says draw a card" respectively. plus lots of activated abilities.
something that lines up better with the high CMC theory is AVR, which had a high curve and disastrously short games bereft of any decisions because of the brilliant decision to print no removal. constructed formats also agree with standard having dull games, modern being pretty fun, and legacy being the toughest and sweetest to pilot in by far.
Tentative change list:
Out:
Boros Elite
Dawnfluke
Topple
Ajani, Caller of the Pride
Slippery Bogle
Carrion Feeder
Cabal Therapy
Altar's Reap
Tuktuk the Explorer
Brood Birthing
Collapsing Borders
Flame Jab
Arbor Elf
Silent-Blade Oni
Duskmantle Seer
Blood Cultist
Maw of the Obzedat
In:
Dryad Militant
Galepowder Mage
Oblivion Ring
Ajani Goldmane
Turn // Burn
Deathrite Shaman
Vendetta
Life // Death
Pyreheart Wolf
Madcap Skills
Shivan Wumpus
Flame Slash
Birds of Paradise
Recoil
Complicate
Exava, Rakdos Blood Witch
Sorin, Lord of Innistrad
Thanks for taking the time to comment, appreciated. It really helps with your thinking. I agree with most of it now I understand the thinking behind it.
Is topple exclusively anti ramp or is it still good in the aggro decks generally?
My feeling is that cabal therapy seems like it would be really good in this environment so am a little sad to see it go. Do you not already have the vendetta effect in orthoz charm?
What about ritual of the machine instead of altars reap?
Replace flame jab with death spark?
On the first post, can you rehash out the main ideas / ideological changes / how it's grown since you started it? I want to follow along, but it's too much to try jump in and absorb all at once, even if I've read it all before when lurking . And we all know how much use just looking at the cube list is.
This cube is fun but not half as fun as my main cube, which is helping me learn a lot as a designer, but I'm not sure how to apply those lessons here yet. Games feel really board-cloggy, yet sweepers are at the same time overpowered (even the 6-mana ones).
I think there are too many bodies and not enough things that are efficient enough to close out games.