Managed to set up a weekly draft, and starting to see some trends emerge. Feedback has been decent, but has echoed a concern I've been having as well: it feels too much like Limited. By this I mean, the synergy payoffs aren't spicy enough, many of the cards are unexciting, and the games lack the splashy plays that provide emotional spikes. I think one of the issues may actually be the power level; at some point powering down a cube results in diminishing returns, as many interesting, complex cards are too strong for the cube. The result, as I've seen here, is being forced to play a large amount of near-vanilla creatures that fail to inspire. White has by far the biggest problem with this. As a result the gameplay has more depth than retail draft but feels a bit dry.
Another issue has been balancing aggro v. control. The retro dynamic of weak, largely ETB-less creatures, has had some extreme effects on the format. Basically, no cards are required to push 'aggro', because aggressive decks just run the most efficient cheap creatures available, and still manage to put extreme pressure on slower decks. These creatures may take small chunks out of your life total, but as control decks lack powerful ETBs to stabilize, aggro has insane inevitability. Basically, games run very long (8+ turns) but slower decks have no 'time' to durdle since they are constantly struggling to stay afloat. It's a really weird dynamic, that you kind of have to see to believe, but it forces you to tilt the balance towards control through some combination of the following:
Finally, I am considering running a slightly wider power band to accommodate some stronger payoff cards, especially relating to the graveyard, as that is the area that feels the most lacking. I have this vision of graveyard 'engines' of sorts where durdling translates to card advantage and board presence, and I feel like spells need to get stronger to both make durdling possible and boost its redundancy through better draw/tutor effects.
Major changes incoming!
Another issue has been balancing aggro v. control. The retro dynamic of weak, largely ETB-less creatures, has had some extreme effects on the format. Basically, no cards are required to push 'aggro', because aggressive decks just run the most efficient cheap creatures available, and still manage to put extreme pressure on slower decks. These creatures may take small chunks out of your life total, but as control decks lack powerful ETBs to stabilize, aggro has insane inevitability. Basically, games run very long (8+ turns) but slower decks have no 'time' to durdle since they are constantly struggling to stay afloat. It's a really weird dynamic, that you kind of have to see to believe, but it forces you to tilt the balance towards control through some combination of the following:
- Power up removal, to make trading 1:1 a better proposition for control
- Add a bunch of strong wraths, to provide card advantage and a board reset
- Give slower decks powerful ETBs to stabilize
- Add more fog effects, lifegain and tokens to help control survive
- Provide control with strong blockers
Finally, I am considering running a slightly wider power band to accommodate some stronger payoff cards, especially relating to the graveyard, as that is the area that feels the most lacking. I have this vision of graveyard 'engines' of sorts where durdling translates to card advantage and board presence, and I feel like spells need to get stronger to both make durdling possible and boost its redundancy through better draw/tutor effects.
Major changes incoming!