Dom Harvey
Contributor
Before the edit 'Delver' read 'Delv...' and I assumed it was to avoid you quoting it in February to tell us how poorly acquainted you are with her.
I'm confused. Was that a rhetorical question?Am I insane?
Something I want to try in this vein is to give all basic lands Cycling 2. Am I insane?
Someone should just try it and tell us
Truth be told, while mana screwing and flooding sucks, variance is what makes the game so great! Magic would have never held our attention for so long if the core of its gameplay wouldn't have provided a means for ever changing gameplay. I approve of the mulligan change, but at the same time I think the underlying design feature that causes mana screw and flooding does more good for the game than badWithout making fundamental changes to the game, I see no true solution to the problem though.
Who here feels good about winning a game decided by screw? Yeah. I killed you and you were stuck on 2 lands and couldn't play anything in your hand. I feel like a failure as cube designer every time one of those games happens in my meta.
easy solution: cut everything over 2 mana
I attribute this difference of opinion to which axis each of you believes is the easier one to tweak to achieve the desired result. (I would guess) most of us would prefer to be able to cast spells with higher cmc and don't mind doing weird shit to mulligan rules. Nothing against the idea of solving it this way, but to me, weird mulligans "feels more like playing magic".
That said, I haven't implemented any of the non-canonized mulligan rules out of fear of abuse by my players. Maybe I should get over that and give it a whirl.
easy solution: cut everything over 2 mana
don't you play mostly multiplayer? I've never found this anywhere near as daunting there thanks to gentlemen's agreements to 'pick fair fights'. also if you lower your CMC mode to 3 this is mitigated a little - in my OG cube environment you'd probably lose a game a night to screw/flood and maybe another to missing your colours but since dropping my curve to 3 this usually only happens a few times across the whole draft. I know that's not exactly what you're going for with your old-school cube but the modular cube might benefit from a pruning. It's a bit of a radical change but turning the fetch/shock manabase into scrylands might also slow down the aggressor and help the person on the back foot hit their land drops too. I tested a scrylands/painlands manabase before going with fetches/duals and it performed pretty well.
We do play mostly multi-player, but I've long since given up really trying to balance that honestly. It's too random and prone to double teaming. Like last Friday. I lost every multi-player game we did (and was the first eliminated in each and every one because guys are afraid of my combos). But I went 2-1 in 1v1 (and the only match I lost was to a deck that had a T1 aether vial with a fist full of dudes one game and the rubber match where I couldn't buy a swamp to save my life but had a shriekmaw in hand and my opponent at 2 life - had I played it I could have swung for lethal and gone 3-0).
Mana flood/screw doesn't happen consistently anymore as I tend to prioritize fixing very highly but it happens enough to where I'm constantly thinking there has to be a better mouse trap that everyone would buy into. In one of the multi-player games, I had a really sweet starting 7 and I went 4 turns without drawing another land. I was double teamed early and had no chance of winning even making all my land drops, but still.
You really can't stop that scenario from happening sometimes. Yeah, it's part of the game but I'd be very happy if it wasn't. It doesn't add appeal or replay value to the game (IMO anyway). To me, it's just a flaw.
Scry lands are wonderful for midrange/control decks (I'm running 6 of the 10 right now). Tempo/aggro though doesn't really want to lose T1 like that. Truth be told, it is probably passable in my cube, and I've considered going the full 10 scry lands. But I don't think most cubes can afford to replace dual lands with ETB tapped lands like that.
This is my experience as well. Aggro kinda likes scrylands, because they keep the action going, they just don't like them on t1, but no one is saying you can only play them on that turn.Yeah, karoos and LD are brutal, same reason I don't have any. Don't worry too much about doubling them at first, but I'm glad you're filling out the cycle! Aggro decks get to filter away unneeded lands (literally time walk) late-game too.
I'ld say that's a plus, but the biggest upside of variance is that you aren't playing the same game every game. Decks are never 100% in a matchup, because you can't guarantee drawing that important hate piece, and you can't guarantee drawing three of your four best spells each game. And that's A Good Thing. Yes, screw/flood sucks the fun out of a game, and it's no fun winning or losing that way, but it's an effect of the very principles that ensure ever changing games, being able to upset a better player, winning a matchup in which your deck wasn't the favorite, topdecking that one card at the last possible moment, playing a different game with different cards and different choices every game. It simultaneously fosters the worst and the best games, and Magic wouldn't be the same without its variance-inducing core.Magic absolutely has more appeal because the better player/deck can lose to a weaker player/deck. But you'd have that even without games decided by flood/screw simply because of the random nature of drawing cards. It would just happen a little less and include less feel-bad.
In terms of the mana problem I know at least two other games that are moderately successful that puts much more agency in what land-resources you have access to at any given time. This I feel is one of the tell tales of how old magic actually is. It's really great, but every now and then it's like realizing your playing a video game built on a game engine that was written 10 years ago and really is just patched ontop of.