I think most of these phrases are used in a "reductionist" way because it reduces analysis paralysis and reduces the strain on monitoring/building formats. I don't have time to make detailed notes about each and every possible card that can go into my format and each and every possible nuanced interaction it could have, I already spend enough time here and elsewhere as it is. I'd need to start hiring employees to do much more lol.
If you have the wherewithal to go deeper, power to you.
Yes I just don't run them because they aren't fun, and no I don't really want to put more thought into it than that. Literally had one of the group experience high powered EDH, and they hit up the group chat "after playing through that, I think I like more casual better", so I feel 100% justified.
Maybe I'll be too reductionist but: So you are saying that you have no interest in building a bridge because you are too busy swimming through the river? Because what I'm suggesting is exactly for us to build up knowledge to make analyses easier. If you are not interested in being a part of the discussion, that is completely fine! I'm not saying that everyone should pitch 120 hours and three peer-reviewed papers, but I'm starting the conversation and I'd like to continue it nonetheless. And if you feel like it's a fools errand, you are free to not partake!
I don't want to be offensive or hurtful, but your last paragraph feels like flaunting ignorance to me (I couldn't find a better term, sorry; maybe something along
conservatism could be more correct, but maybe this communicates better). For instance, what exactly is this
"fun" that these cards are or produce? I can even
give you a list of funs so we can start the conversation. Which cards are "them"? What aspect of gameplay are displeasing, and at what conditions? What exactly is "high-powered EDH" and how does it relate to your cube curation? I'm sorry, but there is very little I can abstract and apply to my format and playgroup with what you said if these cards fit my definition of fun. Aren't we supposed to be a
generally constructive and supportive community, or does deviating above Swords power level just means that we will "
let them" and "
more power to them"? Please don't take it the wrong way, but if we are going to strive to be a better community (and I know we can), we should be doing better than this.
I don't think he was reducing a mode of thinking to a phrase; he was just using catagories, and you're free to chip at the borders as they become too rigid, just as he's free to strengthen them if they become too plastic.
What I think is what you're trying to say here, is that catagories like GRBS sometimes get blurry around the fringes, and the label can be improperly applied in a way that excludes things it should not. Which can be true; and maybe the thread was overly strict in the way it catagorized certain cards.
In that case, it would probably be more interesting in hearing instances where some of those cards might be perfectly fine, and the reasons why. You would probably have to be the one to initiate that discussion, though. That should be fine if its something you want to explore.
Yes, I imagined that would be the case, but my point is that the borders for a category are not set in stone in the pyramid of power, and the borders are dependent on the configurations of the environment that and individual cube creates. I believe your interpretation of what I wrote is correct.
My first post and the bullet points on the swords were my lousy attempt at taking the conversation to that direction. I thought we were missing part of the concepts that we would need to go deep into the discussion, so that's what I've been trying to communicate. Ill try to pull back to this discussion before the post ends. I promise! I'm not the best communicator, though, so bear with me while I stumble my way through words and meaning
I was planning on bringing up eldrazi as an extreme example of this(yes, I like reductionist arguments). Emrakul is basically a more interesting way to say "I hit 15 mana, so I win." Do you really wan't the game to drag out forever after that? Probably not.
Absolutely, and I don't intend for anything I'm saying to be taken as the definitive solution or truth. I partially posted this because I'm planning on designing a powered cube and running all this stuff.
Good stuff
I think we might be converging on what we mean by things. If your intention is to run a powered cube, that is totally a place we can take this discussion. I've ran a powered cube for a long time, and I still let "unfun" and "unfair" things in my
Riptide-approved™ list*
(*the list might not be truly approved; approval does not constitute any relationship or meaning). I'll throw out an example on how to run GRBS cards below that might help you putting a powered list together. What are you planning for your list?
I'll take this moment to talk about a least extreme example of a creature that might demand a removal in some formats. The epicenter of GRBS hate. Ladies and gentlemen, our wurm and savior:
(imagine it has the superior original art and not this masterpiece abomination)
If we are to assume that the Wurmcoil is 100% of a removal-check thread, we probably mean the following things:
- Wurmcoil is too big of a reward for reaching 6 mana.
- There are very little means of removing the Wurmcoil profitably.
- Even if it just hits twice and get removed, the life swing is impossible to overcome.
There might be more points than this, but I'll take these as I've had to deal with them. I'll start by saying that I absolutely love Wurmcoil Engine. (I got my foil signed and altered by Raymond Swanland. I also asked him to sign the tokens in such a way that the signature splits into the two sides. I still have to get my signed print framed and hung.) I started my list knowing that Wurmcoil Engine had to be in there, and it shouldn't be the end-all threat. (there were other considerations, but I'll get there) So here's what I did:
1. If Wurmcoil would reward reaching 6 mana, then reaching 6 mana should not be trivial.
I kept the mana curve as lean as possible. I already had a thing for fast aggro decks, the delver style of tempo decks, and the "don't ever block" Zendikar draft environment. To make Wurmcoil not broken, I had to make aggro better. And one way to make aggro better was to force blue to have an aggro/tempo option eating into some of it's slots.
Creatures that are really good at blocking profitably or stopping races were mostly removed (looking at you,
Perilous Myr and
Vampire Nighthawk). The plan was to reduce the mid-range of the
blocking power band, so high picks like
Bitterblossom and
Opposition stayed, though these would have to be balanced afterwards in the next pass, while the innocuous cards that nobody noticed were problematic were taken out.
Even so, it would still be possible for efficient removal-based control decks to run out Wurmcoil as a tap-out finisher on turn 6, so my plan was to reduce the amount of card advantage that removal and counterspell gives to the control player, and reduce most draw spells to cantrips. You can still play Wurmcoil Engine in control decks, but it's more of an uphill battle now.
Ramp and combo can still play Wurmcoil without any particular drawback besides that aggro tends to be a favorable match-up against them, and it is very likely that these decks will find threats that are bigger than Wurmcoil Engine anyways (like
Woodfall Primus,
Kozilek, Butcher of Truth,
Hornet Queen, or
Ulamog, Ceaseless Hunger)
2. There should be answers that deal particularly with the most powerful cards.
After the list of what cards I was sure I was playing in my list, I put a list of answers that could answer those cards very effectively. Eventually, some of these got phased out (like
Pyroblast and
Despise), but others were decent enough to be maindecked, but not good enough to be picked early and table back to whoever needed them (exemples are
Suspension Field and
Fate Reforged, that eventually got switched to
Forsake the Wordly).
Yes, I know that slots are precious, but there are so many cards that really need to be run in decks. Even if you run 8 nonbasics, 23 nonlands, and make 6 speculative picks, there are still 8 out of 45 drafted cards left. At least 4 of them could very well be situational catch-all sideboard cards for these situations. The same way that WotC puts bad removal in sets so drafters have access to
any removal, we can have at least 4 slots out of every 45 cards to have some fail-safe sideboard cards. If you are playing powered, for instance, maybe having an
Annul or
Disdainful Stroke can make the cut and even signal to your players what kind of nonsense you expect to lurk in the seats next to you.
If this idea doesn't suit your Cube style, maybe you can make it so that there are enough creatures that can block or double-block Wurmcoil, and change the amount of card advantage you have around to make it so that getting 2-for-1'd against Wurmcoil is not a big deal. This might be more complicated than actually running more answers. I didn't try to solve it through this path, so I don't have a lot of tips for this.
3. Allow for more defined, constructed-like archetypes.
This is somewhat of a variation of the "avoid midrange goodstuff" decks. If you push for more defined archetypes, aggro won't have much issue with Wurmcoil because of step 1. If they do, then it is the case of reviewing aggro. Is it stumbling or missing any key pieces? Does it need more redundancy in the early drops? Are the players not able to go over or under the Wurm for the final blow? Sometimes aggro will still lose to the Wurmcoil deck (such is variance), but they should be mostly favored until the Wurm hits the board.
For the other match-ups, the massive life gain shouldn't be much of a problem: Control should probably be able to isolate the threat and finish the game over time, so not much of a problem. Step 2 should be able to balance the control match-ups for you. Combo and Ramp should be able to go bigger than Wurmcoil, so just make sure that you are presenting the proper cards for these archetypes to be able to run their gameplan. Midrange will probably be able to deal with it anyways, and since I want less midrange in my format, I'll just ignore it when I'm balancing around Wurmcoil.
Wrap-up
We took three characteristics that defined
Wurmcoil Engine as a GRBS card and turned them into design guidelines that would allow us to run it without remorse. You and your players can still play "
Magic as Garfield intended", but with the added benefit that close to the top of the power curve, there is a
Wurmcoil Engine that you can try and make happen! The next steps would be to just make sure that the strategies we are playing are balanced around your guidelines, and compelling to draft, build and play. These steps can be followed with pretty much any of the GRBS curve-toppers, like Swords,
Karn Liberated, etc.
I have not found a good solution for running fast mana like
Black Lotus and the Moxen yet.
Sol Ring is still super powerful in my environment, as is the few other fast mana artifacts I run, though both
Grim Monolith and
Mana Vault have behaved a lot more like a
Dark Ritual than a better
Sol Ring in my environment due to the quick games. Right now I deal with this by just having a Cube list bigger than one draft (as in, over 360 cards), so these cards don't show up every time. There's something to be said about allowing your cube to go a long mile with little mana, though, because even if the opposing deck doesn't have fast mana, they are able to get a board presence and play the game.
Back to the
Wurmcoil Engine, the more you empower the synergy-based archetypes you would like to run now, the more likely that Wurmcoil will decrease in power. Does that mean that Wurmcoil is a bad card? Well, no, it can still be a first pick that leads you to some different archetypes, like, for instance:
It could lead you to draft the Artifacts deck! Though there are possibly better options that you could include in case the artifact deck is playing against the wurm, like
Bosh, Iron Golem,
Inkwell Leviathan, or other cards that look better in this particular shell if you want the game to end when the wurm start to cause trouble.
Here's another legacy-looking combo deck that can run
Wurmcoil Engine in some capacity. Although I have the supporting pieces for this deck in my cube for ages, I have never been built to it's totality and it is very close of being a glass cannon type of deck. Still, there are cards that look much better in this shell for when it would face a the wurm on the other side of the board, like
Ulamog, the Ceaseless Hunger or
Woodfall Primus
If your curve is topping at 6, you can probably fit the wurm in your curve just after your
Genesis or
Wickerbought Elder. (I don't currently run Eldritch Evolution, but I'm thinking seriously about it for a good while now)
Three sacrifices, three ETB triggers, and a 6/6 as alternative win con.
I'll stop at this point, because I've already wrote too much, and you are all probably rolling your eyes and thinking "That's a lot of crappy 2-card combo decks", and you probably don't need to resort to them even if you are playing in an environment with a high boundary on the
pyramid of power™. I hope this is the start of the discussion around balancing around the GRBS cards we'd like to play, so we can stop using this term once and for all.
(PS: I re-read this very little. I might come back and fix some typos and poorly written parts later)
Wurmcoil Engine's tl;dr:
(works for GRBS that is not fast mana)
- Lower your curve.
- Run answers that hit GRBS better than it hits other cards.
- Tune your archetypes.