i’ve done it, it’s pretty aight. will probably do it again
I think I will anyways .I don't think we should call out 50 fixing cycles as the golden number.
- Do you support mono color? if you do, you need less fixing for the whole table.
I think all of these are good questions to ask oneself, and questions we should all be asking in order to take broad statements on cube features and turn them into specific inclusions for our formats.- how many non-land mana fixers does a cilor pair have?
- how many rainbow fixers will be available in a draft?
- how much fixing do the colors (green) provide their color pairs?
- how prevalent are smoothing mechanics in my cube?
I see it being a real hit on BTP thoughWell, reading my own post again, I think 50 cycles of duals would actually be a bit too much
That would add up to 500 of 360 cards be mana fixing!
I see it being a real hit on BTP though
oh my gosh this is a great idea actuallyI mean, the BTP solution would be to turn gold cards into MDFCs.
front, back, that kinda thing.
Okay, small problem: The average deck doesn't want a mana rock, or at least not every deck wants a mana rock.That is because I think two things have been ignored in all this complicated math we've done so far attempting to analyze a subtheme of our niche hobby (that's passion, though!). One of those aspects looks like this:
I may or may not have missed your details sectionI covered this in my "details" in the parts about drafters per color pair.
Even with 2.4 drafters competing for one slot I showed a sufficient land density to hit Karsten efficacy at 5 cycles.
If you want to cast a spell (or use a colored mana pip) on turn 1, you need roughly 10 untapped sources of a given color. Assuming an even distribution of colors between duals (and 16 lands just to make the math clean so this doesn't have to be 2000 words long ), 12 duals is actually roughly where you want to be (8 duals that can produce a given color, plus 2 basics for a totla of 10 sources, not counting Prismatic Vista, only running 16 lands because decks playing 1-drops usually have lower curves and need less total lands). A lot of Cubes will have Value Aggro Drops/Cantrips/Hand Disruption/1 MV removal for small things/Mana Dorks that one would still want to cast in a 3c deck, preferrably on turn 1. For example, in my last draft, I was playing Sultai Midrange, but I had three blue cantrips, Abundant Harvest, and Thoughtseize in my deck, all of which I wanted to be able to cast on turn 1 to help fuel my delve threats and whatnot. So in that deck, having 12 dual lands would actually be completely warranted if I wanted that 90% success ratio.
Is City of Brass is worse than a basic for a control deck? Painlands certainly aren't
Also my point is that even if 70% of the decks want a signet, the 30% remaining is the drafters who need fixing most, and overestimating (by counting signets as fixing) does your worst case scenario a disservice
Just increase the number of cards in your cube (by adding lands without cutting any nonland) and add a 16th card to your boosters that gets seeded with mana fixing!I admit, I also just don't want to look for ten painful cuts to add a cycle of fast lands
This sort of thing is mostly why I run so many Prismatic VistasThat certainly is a problem. You're definitely right here.
Well, I think control decks don't want to play City or a horizon land unless they are really starving for fixing. There are a few more, like Gemstone Mine or of course Mana Confluence. Maybe running those and a few horizon lands helps aggro a little bit to get more fixing?
I guess it helps to a degree when aggro doesn't need to curve out 1-drop, 2-drop every game in a given environment to compete. So, maybe, lower power tends to need less fixing?
I admit, I also just don't want to look for ten painful cuts to add a cycle of fast lands
I mean I don't either, but that's more because I think there is a range of fixing values that is going to be correct for most environments. Even if monocolor is supported, I don't believe the golden number is ever going to be much lower than 45 lands per 360 cards.I don't think we should call out 50 fixing cycles as the golden number.
So I really disagree with this point. I support both Mono-Red and Mono-White aggro decks in my Cube, along with Green ramp strategies that can effectively function as monocolor until ~50% of the game has already passed, and I don't find that the presence of these archetypes actually decreases the need for fixing in any noticible capacity. While it is true that having extra cards removed to add more fixing disproportionally affects monocolor as opposed to multicolor decks (since monocolor won't necessarily benefit from the added fixing and has a smaller card pool to begin with), most of the issues caused by smaller total card pool can usually be resolved by tight design and good layering of slots.Of course it depends as well on the amount of colors you want your decks to have. And here comes my last point, but I acknowledge that this one is more specific to my environment. I try actively to support mono color decks (through mechanics/a handful of specific cards). I have a hard time saying how many decks actually end up mono color due to scarce cubing opportunities during the last year, but I aim for roughly 20% monocolored decks. If we draft with four and one person is on mono black, that means the chance of getting rainbow fixers is quite a bit higher for the others. Also, more duals floating around might make another person going into 3 or 4 colors. So my last point is:
- Do you support mono color? if you do, you need less fixing for the whole table.
Chris already hit on this pretty well, but signets really cannot replace lands in a lot of decks. This issue doesn't just effect the small subset of Cubes similar to Blacksmithy's, but a rather large swath of Cubes that includes a lot of Cubes on this site. Archetypes that are reliant on spell velocity (Aggro, Prowess, Dork Ramp, Cycling, Reanimator, etc), really can't afford to wait until turn three to start casting actual spells. For literally every deck where a one or two drop is important, signets can't replace a land effectively.That is because I think two things have been ignored in all this complicated math we've done so far attempting to analyze a subtheme of our niche hobby (that's passion, though!). One of those aspects looks like this:
Not only lands are mana fixing. Let's take the artifact above as an example (although many artifacts, creatures, sorceries or enchantments could be used as an example). If my esper control deck holds a starting seven with an island, a plaind and the Dimir Signet, I am good to go! Of course, if your format istblacksmithy'stoo fast to play a mana rock on turn two, this doesn't count, but in many formats playing a Signet on that turn is something you'd like to do anyway. And it ramps too! That means even in a Izzet deck, the Dimir Signet can work as fixing, as it's castable with two mountains!
I think rainbow fixers have been factored in to the land counts we've been discussing so far. The conversation has definitely been framed mostly around dual lands because they're the easiest to quantify, but it's not like City of Brass changes the % numbers so much to completely throw a wrench in the math. What's more is that there are usually only a few cards of this category that are playable at a given power level, so their impact is going to be felt much less than they might otherwise be.But there is another point widely ignored as far as I've followed the recent pages:
There are so many good rainbow fixers, I bet almost every cube will have at least a few, most likely though a relevant number for this equation. Sure, these can and will be more contested when adequat to the cube's power level, but they act as substitutes for all ten color pairs!
In my experience most people want to draft their deck around the cool cards they pick up, not the fixing they have. If a person drafts Boros, they aren't necessarily going to draft a control deck just because they have Boros Signet instead of Sacred Foundary. It's more likely that they're just going to build their deck in a way that either excludes some cool cards for mana issues or just eats the win percentage decrease that will be caused by inevitable mana screw. That might be a desirable play for some designers, but that is going to be very frustrating for most drafters.True, but the same could be said about control not being as interested in City of Brass, Horizon Canopy or even Sulfurous Springs. The thing is, duals are added during drafting, so craft your deck accordings to the fixing you get. If I pick up a Boros Signet in pack 1 I surely won't build a low to the ground aggro deck.
I'm not sure this has to do with power level so much as it has to do with game speed. I think a lot of your perspective might be being shaped by what appears to be a very slow game speed in your Cube. Your environment has a lot of design choices that seem to select for slower gameplay than most other environments. Cards like Vapor Snare, Soratami Cloudskater, Eternal Dragon, (fair) Golgari Grave-Troll and so on need slower games to function optimally. Which is totally cool! But also, when we're thinking about formats with longer games, we have to remember that players are simply going to have more time to draw the fixing they need when compared to faster formats. A player might be able to get by casting a three drop with 4 sources of the required color in a slow Cube because the impact of playing off curve is less punishing. Hell, I think that's one of the reasons why so many MTGS/MTGO "Powermax" Cubes play suboptimal fixing- they aren't designed for fast games and therefore don't need the same level of fixing as more streamlined environments.So, maybe, lower power tends to need less fixing?
So I really disagree with this point. I support both Mono-Red and Mono-White aggro decks in my Cube, along with Green ramp strategies that can effectively function as monocolor until ~50% of the game has already passed, and I don't find that the presence of these archetypes actually decreases the need for fixing in any noticible capacity. While it is true that having extra cards removed to add more fixing disproportionally affects monocolor as opposed to multicolor decks (since monocolor won't necessarily benefit from the added fixing and has a smaller card pool to begin with), most of the issues caused by smaller total card pool can usually be resolved by tight design and good layering of slots.
What's more is that these decks will still often be happy to take a couple of dual lands to help splash a cool gold card or something that can help their game plan. For example, a Mono-Red player might want to play Showdown of the Skalds or some Boros Burn spells in their deck. Even though they might technically not be monocolor at that point, they're not going deep enough on a second color to really be considered multicolor at least as far as impact on the larger draft environment might be concerned.
I'm not sure this has to do with power level so much as it has to do with game speed. I think a lot of your perspective might be being shaped by what appears to be a very slow game speed in your Cube. Your environment has a lot of design choices that seem to select for slower gameplay than most other environments. Cards like Vapor Snare, Soratami Cloudskater, Eternal Dragon, (fair) Golgari Grave-Troll and so on need slower games to function optimally. Which is totally cool! But also, when we're thinking about formats with longer games, we have to remember that players are simply going to have more time to draw the fixing they need when compared to faster formats. A player might be able to get by casting a three drop with 4 sources of the required color in a slow Cube because the impact of playing off curve is less punishing. Hell, I think that's one of the reasons why so many MTGS/MTGO "Powermax" Cubes play suboptimal fixing- they aren't designed for fast games and therefore don't need the same level of fixing as more streamlined environments.
Tl;dr this isn't a power level issue so much as it is a speed issue, although those two things aren't always unrelated.
Chris already hit on this pretty well, but signets really cannot replace lands in a lot of decks. This issue doesn't just effect the small subset of Cubes similar to Blacksmithy's, but a rather large swath of Cubes that includes a lot of Cubes on this site. Archetypes that are reliant on spell velocity (Aggro, Prowess, Dork Ramp, Cycling, Reanimator, etc), really can't afford to wait until turn three to start casting actual spells. For literally every deck where a one or two drop is important, signets can't replace a land effectively.
Meanwhile, controlling decks get a huge boost from signets that they don't get from normal lands which can potentially have an adverse effect on faster archetypes. If a control deck can cast Wrath of God or a reactive midrange deck can slam a Siege Rhino on turn three, an opposing aggro player is player is probably not winning that game. Signets are hard to interact with, so unlike creature-based forms of ramp, they can often operate unopposed. Lands don't ramp the player to mana levels they shouldn't naturally have at the stage of the game at which they are played, so they do not have this issue.
I really like @Cultic Cube 's video on the topic if you would like to see another perspective.
Conclusion
I think overall there are a lot of aspects of this conversation you aren't considering. Most environments are probably going to need more fixing than the ratio you run, but there are definitely some Cubes that would likely be good with the fixing ratio you run. There are just so many facets of this hobby that there isn't one correct answer.
That's really not how these drafts tend to work out in practice, at least for the types of decks I was using as my example. Mono-color aggro decks try to avoid extra colors to allow players to trim out lands that would be required for playing extra colors so they can jam in more cheap creaures and burn. Splashing in that case is only reserved for extreme power outliars that could make the deck significantly better, such as the aformentioned cracked gold cards like Showdown of the Skalds. Even if a mono-color player starts taking fixing for their splash card at the same rate as someone who is actively multicolor, that doesn't mean they are going to start taking nonland cards at the same rate. In my Cube, for example, the only White card a mono-red player might be interested in outside of the boros gold cards is Monastery Mentor. Pretty much every other White card wants support from a group of other White cards to be good, so they're not viable options as just a splash. A straight aggro deck is usually going to be better if it can stick to mostly one color (with one or at most two splash cards), so they aren't going to end up taking solid cards of another color in the same way a flat 2-color player would. The only way the player would end up acting like a two-color drafter is if they fully commit to the second color in that context.But as soon as they are picking duals and splash for a couple cards, they are affecting the draft more like a -drafter than a -drafter, because they are taking the fixing and they keep an eye out for potentially interesting cards in white. As a draft go, they might even expand their white splash when enough tempting stuff comes around.
Do you mean "Support decks with cards using lots of the same type of mana pip" when you say "Support Monocolor?" If so, then that's going to lead to different outcomes than a Cube where decks that have monocolor decks for increased consistency. A deck trying to cast Archangel of Tithes or something probably isn't going to want to be playing a second color (at least heavily) if the goal is to cast the angel on curve. Likewise, a deck trying to leverage a Dread Shade is going to want to play as many swamps as possible. In a similar vein, a devotion card really isn't interested in being in a deck with cards of other colors. High pip decks don't really function like aggro decks such as Mono-Red burn, which usually just stays in one color for consistency's sake.I already picked up Nantuko Shade and Tymaret, Chosen by Death, I'll pick Gravedigger over Restoration Gearsmith. Again, support monocolor includes to me to have a low number of gold cards (30/680 for me) and not to have them be too far above the mono colored cards in terms of power. Maybe my definition wasn't clear enough, but just having an environment where two-and-a-half mono decks are showing up somtimes (but often with a splash) isn't what I thought of when I wrote "support monocolor" before.
That's really not how these drafts tend to work out in practice, at least for the types of decks I was using as my example. Mono-color aggro decks try to avoid extra colors to allow players to trim out lands that would be required for playing extra colors so they can jam in more cheap creaures and burn. Splashing in that case is only reserved for extreme power outliars that could make the deck significantly better, such as the aformentioned cracked gold cards like Showdown of the Skalds. Even if a mono-color player starts taking fixing for their splash card at the same rate as someone who is actively multicolor, that doesn't mean they are going to start taking nonland cards at the same rate.
Do you mean "Support decks with cards using lots of the same type of mana pip" when you say "Support Monocolor?" If so, then that's going to lead to different outcomes than a Cube where decks that have monocolor decks for increased consistency. A deck trying to cast Archangel of Tithes or something probably isn't going to want to be playing a second color (at least heavily) if the goal is to cast the angel on curve. Likewise, a deck trying to leverage a Dread Shade is going to want to play as many swamps as possible. In a similar vein, a devotion card really isn't interested in being in a deck with cards of other colors. High pip decks don't really function like aggro decks such as Mono-Red burn, which usually just stays in one color for consistency's sake.
It's still worth noting that some of these "high pip" cards still benefit from having extra fixing in a given environment. They're actually a lot like gold cards in the sense that they have increased colored mana requirements in order to cast. In a format with more fixing, the aformentioned Archangel of Tithes goes from being a card only desired by Mono-White to being a card that decks like Azorius control can use. However, in an environment where these cards are being used explicitly to make Devotion/Chroma/Adamant Shenanigans better, the restrictive casting cost is likely a feature and not a bug.
Honestly, my beef with Adamant is that most of the cards need to be cast with Adamant to even feel average. And, while Chroma and Devotion also give you an incentive to stay in your lane while drafting, they do so in a much more interesting way.
Now that I look at them more closely, though, I do like Slaying Fire (my brain was editing that "any target" to "target creature or planeswalker"... now that's a big difference!) and Foreboding Fruit (which is pretty cute).