In my medium powered & graveyard focused cube I think I like Dryad's Revival as it can be milled and recur a key piece out of the graveyard. Regrowth seems to be better to enable spell velocity shenanigans.
I dislike this argument because it implies that there is no Cube that is correctly running more than a certain amount of fixing, which is categorically untrue. You don't even have to go far to find Cubes running fixing in roughly the same ratio as your argument. For example, @landofMordor's Cube has roughly 74 fixing lands per 360 cards. My friend Lyra has a Cube with roughly 70 lands per 360 cards and also has Kaldheim snow duals in the basic land box. Both of these Cubes are fun to play and are better because they have I get that your argument here is a sort of strawman meant to showcase the "absurdity" of running a land density for hyper-consistent fixing. However, it misses the fact that there are Cubes that need fixing of this quantity in order to function correctly, and are actively improved by having these fixing ratios.But I still think that a 360 card cube doesn't need 4x fetch/4x ABU or something absurd like this, I think that would make the drafting and playing experience a lot worse.
But there's also something that you're not considering: the relationship between the percentage increase of playable fixing in relation to the decrease in playable spells.but then you forget something else: The more fixing I add to a format, the more non-lands I have to cut. When I remove four cards per color to add two cycles of fixing, that's four cards less a mono-black-drafter can pick to get to 23 cards he or she is happy to play. And it's eight less for the Dimir-Drafter. That is relevant, because the pools for let's say a monocolored deck are already much smaller. And I want to support those.
just want point out that all of this is correct, and it’s a reason i wanted to do what i do, as i see encouraging 3+ color decks and cutting fragile buildarounds as good things to be doing to a formatSo what you end up with is a skewed reduction in cards available to different decks, combined with less effort needed to grab more lands for higher color counts (beyond what is technically needed). That can lead to 2 color decks becoming less competitively viable as the relatively lower loss of choices at 3+ colors becomes more palatable due to low land opportunity cost. That reduction in viability can become a reduction in format variability (31 -> 16 viable color combinations assuming total invalidation of 1 and 2 color decks, which isn't likely, but is illustrative). This besides the fact that reducing monocolor sections often comes at the expense of more niche or fragile buildarounds that aren't vital to the formats goals.
That's very fine and good and cool if it's directly benefitting the format you are aiming for. I'm just highlighting that increased land count doesn't equal unilaterally better things for a format, it yields concrete shifts in how drafts and decks happen. And those shifts may very well be counter to the health of the desired format. For instance, anyone who actively wants to field monocolor archetypes would do very well to shy away from excess lands.just want point out that all of this is correct, and it’s a reason i wanted to do what i do, as i see encouraging 3+ color decks and cutting fragile buildarounds as good things to be doing to a format
I think that's roughly correct. I think it might have to do a little more with environment speed than simply "more like constructed" or "more like retail." A lightning-fast retail style format (like one mirroring triple Zendikar, for example), is probably going to want more fixing than a format mirroring a grindier format like, say, Hour of Devastation Hour of Devastation Amonkhet.So, one thing I've noticed is that the "decks not cards" philosophy pushes you towards two conflicting extremes:
A) WotC-Style Limited Cube, where you have a bunch of overlapping "themes", with bombs inside those themes that help pull things together.
B) Constructed-Style Cube, where you have a number of "ideal" decks (with engines and payoffs) that people are building towards.
My (unsubstantiated) hunch is that the people who are advocating for plentiful fixing have lists that lean towards B. Like, you definitely can have an A-style cube with incredible fixing or a B-style cube with terrible fixing, but at first blush I'd say that B-style cubes are more likely to be color-hungry.
I dunno. I might be talking out of my ass here.
I think I agree with the general sentiment of this post, although there are a couple of details I disagree with. Granted, a lot of this discussion is kind of nebulous because there are so many different variables in Cube design. I don't think you're wrong, in any case, although I would like to scrutinize a couple of the details.TL;DR: fixing % does increase very rapidly as cycles are added. But available cards per pair decreases as lands are added so we should try to find a balance. Fixing efficacy caps out relatively quickly, and also quickly becomes a meaningful reduction in available choices. That can mean reduction in viable archetype "flavors" drafted.
So it is true that once you start to get to 6 lands per pair, each drafter can see 18 relevant lands, which is often more than a single deck will use. However, when we're talking about three-color decks, it's worth remembering that a drafter will only get the "perfect" number if they are completely uncontested in the draft. Assuming we have a 2.5 color format here, that means roughly 4 players are going to be playing 3c decks, and 4 players are going to be playing 2c decks. That means, for every color pair, about 2 people on average are going to be looking to pick up lands for that pair. Since this hypothetical Cube only has 60 lands, that means that each player is only going to get 7.5 lands per deck, far from the 18 land theoretical yield. Assuming the 2-color drafters each get all of their correct lands, that means the average three color drafter is going to receive roughly 9 lands. That's still a decent number, but it is quite a bit lower than the maximum they could potentially get if they were drafting completely uncontested.If the format-average deck is 2.5 to 3 color, you have 3x [number of lands in a pair] available to each drafter. There will be competition of course, but even at 4 cycles, every drafter has the potential to see 12 relevant fixing lands. By the time there are 6 land cycles, each drafter can see 18 relevant lands in the draft, more than a draft deck will even use normally.
Above cycle count 5 what is happening is reduction in the opportunity cost of lands, not necessarily an increase in the ability of decks to draft the mana they need. And that reduction of opportunity cost is coming with a correspondingly larger reduction in per-pair options.
I don't know if 8% is a negligible difference, but I think in a Cube that wants 80 lands, those 12 or so spells that are missing probably wouldn't be missed. The only Cubes that really want 80+ lands are ones that are trying to enable fast, low to the ground 2-3 color decks. At that point, fixing is still a premium even with the reduced opportunity cost of land because you'll still need the tools to cast your spells effectively. It's just now, players don't have to worry about passing a Flooded Strand or something to take the Swords to Plowshares in the pack.Going from 4 to 8 cycles removes 12 options from a color pair. That is an impactful reduction for the drafter and cube designer. Checking that reduction using the original numbers from above and adding in some artifacts and multicolored spells: With the original four cycles we have (50 color A + 50 color B + 4 Land + 3 Multi + 40 artifact = 147 available). Upping to 8 cycles we have (42 color A + 42 color B + 8 Land + 3 Multi + 40 artifact = 135 available). that is a 8.5% decrease in total options for a color pair
I think this is a reasonable conclusion for a lot of Cubes. 50 is probably the low end of where most 1.5-2.5 color formats want to be; I think 60 is likely a better baseline for Cubes trying to enable fast proactive 2-color decks. Right now I have 50 lands in my Cube, and I don't think that number is really where I want to be for 8 players. My average deck is supposed to be between 2 and 3 colors with the exceptions of Mono-Red and Mono-White, both of which are viable but have heavy overlap with Boros, Izzet, and Jeskai blitz/prowess decks. I've been drafting all 360 cards with 6 drafters, which has yielded fixing quantities roughly to my liking. However, that is not enough land for the same environment with 8 players. What that means is I likely need an extra 12-14 lands in order to ensure a mathematically similar density. I'm also considering adding the Bridges to my Cube's basic land box as a means to support a potential Artifact Pile deck, but I'm not sure about that yet. Since your Cube appears to be quite a bit slower than mine, and your gold section is smaller, 50 seems like a great number for you.The conclusion I've arrived at and used in my formats is that 5 cycles is the optimum, but see 6 cycles working well too.
I covered this in my "details" in the parts about drafters per color pair.So it is true that once you start to get to 6 lands per pair, each drafter can see 18 relevant lands, which is often more than a single deck will use. However, when we're talking about three-color decks, it's worth remembering that a drafter will only get the "perfect" number if they are completely uncontested in the draft. Assuming we have a 2.5 color format here, that means roughly 4 players are going to be playing 3c decks, and 4 players are going to be playing 2c decks. That means, for every color pair, about 2 people on average are going to be looking to pick up lands for that pair. Since this hypothetical Cube only has 60 lands, that means that each player is only going to get 7.5 lands per deck
12 lands *is* more than necessary for most formats as I show in my details section (6 duals is sufficient for 3C decks in many formats, where color consistency really starts being important on T2).Even assuming perfect partitioning of resources, a player drafting a 3c deck at the same table as two players with overlapping colors is going to only going to get 12 lands.
Cool! I do the same! I am considering to up my cube size a bit so I can add a land slot as the 16th card in the pack, after someone suggested that idea a few posts back. I'ld have to analyze my cube in light of Train's andI had the same fear that @sigh had. That by adding too many fixing lands I would water down the playable cards per color. So I came up with the following solution:
My draft boosters contents are no entirely randomized. Just like the Mystery Boosters I have slots for each color, lands, artifacts etc. The cards which are added to the slots are randomized of course.
This makes constructing packs for the draft a little more complicated but everyone in my group loved the idea.
My packs have 16 slots, too!Cool! I do the same! I am considering to up my cube size a bit so I can add a land slot as the 16th card in the pack, after someone suggested that idea a few posts back. I'ld have to analyze my cube in light of Train's and sith's posts to see if that is needed
1. The second image with 20% capture rate for a two-color deck is missing, I think?-Second: 5 fixing lands is sufficient for a 2 color deck in most circumstances. A deck with 5 duals will have a 96% chance of drawing a needed color by turn 2 (on the play). Even at only 1 successfully drafted out of 5 (20% capture rate) your chance for color happy times is still over 90% (analysis in second picture below). In a two color format that is drafted by reasonably experienced drafters guild representation should be relatively evenly spread. Even with 2 people directly competing in the same guild each can expect to snatch 2.5 fixing lands, which provides >90% efficacy.
Two color deck capturing 100% of relevant lands:
View attachment 5397
-Third: 15 lands is more than sufficient for the average three color deck. Even with only 60% of that available pool successfully drafted, you have an over 90% chance to draw the land you need by turn 2, and even with only 40% successfully captured, you are still hovering right at 90% success rate. This is assuming a decently even distribution of colors inside a deck, which isn't always the case. the math gets trickier with a splash color, but lower land counts are tenable in such a 2.5 color deck. With 2.4 drafters competing for given fixing real estate, one can expect approximately a 42% capture rate on average, which is shown to be workable.
Three color deck capturing 60% of relevant lands, or 2 color deck capturing 20% of available lands:
View attachment 5398
Three color deck capturing 40% of relevant lands:
View attachment 5401
highly highly recommend this. just a small bump to the cube size to allow for draft pools to go to 48-50, makes a huge difference in terms of giving you that leeway to shower your drafters in fixing while still having functional mono sections. you can cast your spells on time AND have spells to cast! win-win!Cool! I do the same! I am considering to up my cube size a bit so I can add a land slot as the 16th card in the pack, after someone suggested that idea a few posts back. I'ld have to analyze my cube in light of Train's and sith's posts to see if that is needed
Hey, congrats on your new lands. Just wanted to mention some testing results of mine in this regard:The biggest downside to this jump in lands was that they all seemed to blur together. I've found myself no longer considering the specific advantages and disadvantages of Cinder Glade as opposed to Copperline Gorge and simply scooped it up. Maybe this means that I should simplify the manabase to have 2 cycles of fetches, 2 cycles of completed bicycle lands, and 2 cycles of completed horizon lands, but that feels weird too. It's probably just an issue with adjusting to the new cube format, tbh.
4 duals per guild | 5 duals per guild | 6 duals per guild | 7 duals per guild | 8 duals per guild | |
Seat 1 (1/2 WU) | 2 WU | 2 WU | 3 WU | 3 WU | 4 WU |
Seat 2 (1/2 WB, 1/2 BR, 1/3 RW) | 2 WB, 2 BR, 1.5 RW | 2.5 WB, 3 BR, 2 RW | 3 WB, 3 BR, 2 RW | 3.5 WB, 4 BR, 2.5 RW | 4 WB, 4 BR, 3 RW |
Seat 3 (1/2 GU) | 2 GU | 2 GU | 3 GU | 3 GU | 4 GU |
Seat 4 (1/3 RW) | 1 RW | 1 RW | 2 RW | 2 RW | 2 RW |
Seat 5 (1/1 UB, 1/2 BG, 1/2 GU) | 4 UB, 2 BG, 2 GU | 5 UB, 2.5 BG, 3 GU | 6 UB, 3 BG, 3 GU | 7 UB, 3.5 BG, 4 GU | 8 UB, 4 BG, 4 GU |
Seat 6 (1/2 WU, 1/1 UR, 1/3 RW) | 2 WU, 4 UR, 1.5 RW | 3 WU, 5 UR, 2 RW | 3 WU, 6 UR, 2 RW | 4 WU, 7 UR, 2.5 RW | 4 WU, 8 UR, 3 RW |
Seat 7 (1/2 BR) | 2 BR | 2 BR | 3 BR | 3 BR | 4 BR |
Seat 8 (1/1 GW, 1/2 WB, 1/2 BG) | 4 GW, 2 WB, 2 BG | 5 GW, 2.5 WB, 2.5 BG | 6 GW, 3 WB, 3 BG | 7 GW, 3.5 WB, 3.5 BG | 8 GW, 4 WB, 4 BG |
4 duals per guild | 5 duals per guild | 6 duals per guild | 7 duals per guild | 8 duals per guild | |
Seat 1 (WU) | 2 | 2 | 3 | 3 | 4 |
Seat 2 (WBR) | 5.5 | 7.5 | 8 | 10 | 11 |
Seat 3 (GU) | 2 | 2 | 3 | 3 | 4 |
Seat 4 (RW) | 1 | 1 | 2 | 2 | 2 |
Seat 5 (UBG) | 8 | 10.5 | 12 | 14.5 | 16 |
Seat 6 (WUR) | 7.5 | 10 | 11 | 13.5 | 15 |
Seat 7 (BR) | 2 | 2 | 3 | 3 | 4 |
Seat 8 (GWB) | 8 | 10 | 12 | 14 | 16 |
6 drafted duals means you have 11 other land slots for basics. Thats where other lands in my calculations come from. I did fudge the numbers a bit for simplicity sake. You cover it in more depth in part the Third.2. If a 60% capture rate for a three color deck equates 9 duals, shouldn't a 40% capture rate equal *6* drafted duals? That would almost assuredly sink the P(X >= 1) well below 90%. I'm going to do some follow-up calculations once I haul my lazy ass out of bed.
D:sith's
Evolving Wilds style fetches are also amazing for a similar reason. One of these lands flexibly accounts for any and all colors represented in any deck. Adding 5 EW variants adds 5 to every drafters relevant lands while only adding 5 land slots, and they are slightly "worse" than dual/fetch fixing so they can usually be picked up by a drafter who needs them.Fetches are fricking amazing, run them!
Actually, I'm going to go as far as saying the first "cycle" of lands most designers should look at adding if they want to increase land count is the five "Evolving Wilds" (Ash Barrens, Evolving wilds, Terramorphic expanse, Fabled passage, Prismatic vista). That puts every 2 color drafter from 4 to 9 relevant lands in a draft, ""equivalent"" to adding 50 non-fetch duals.Evolving Wilds style fetches are also amazing for a similar reason. One of these lands flexibly accounts for any and all colors represented in any deck. Adding 5 EW variants adds 5 to every drafters relevant lands while only adding 5 land slots, and they are slightly "worse" than dual/fetch fixing so they can usually be picked up by a drafter who needs them
Yes (not me) and yes. Whatever lands you decide to run in your basic land box, I believe they should not diminish the desirability of the mana fixing in your main cube too much, which makes actual Evolving Wilds (or Terramorphic Expanse if you prefer that name and art) or Ash Barens the most likely candidates for the basic land box. I think Prismatic Vista is a bit too high quality to just hand out willy nilly.Has anyone tried Evolving Wild style fetches in the basic land box? Is this a good / bad idea?