Theorycrafting some Improvements.
Before we begin, It's important to note that the version of the cube I will be discussing can be found at the link below:
So, first I want to go over several things that have worked well.
What Worked
1) The Uneven Gold Section and Asymmetrical Land Cycles have been a Huge Success
I purposefully added 2 more cards per enemy-color gold section compared to their allied color counterparts to help push Wedge-color decks without completely invalidating ally-focused strategies. This has let me maintain an experience that is still essentially color-balanced while effectively doubling the number of possible cards per enemy color deck. Sultai, Abzan, and Golgari players won't have to fight
tooth and nail for the efficient GB spells that are important to these decks. Likewise, it lets me play cool enemy-colored cards such as
Bring to Light without having to worry as much about "wasting" a slot that could be spent on interaction or signposts.
As for the lands, I decided to not include full cycles for certain land types because some cycles are not complete or are fundamentally imbalanced. For example, I run the
Horizon Lands, which are only available in the enemy colors and GW. Instead of excluding these cards for perfect balance, I chose to include the enemy horizon lands only and add the ally
checklands to balance things out. Likewise, I wanted to run the
manlands, but the
UR and
RW members of this cycle don't mesh with what those color pairs want to be doing. So, I replaced those two cards with more
checklands. This seems to work pretty well, as it gives players access to better mana for what they need.
2) Increased Consistency is Great
A main focus of this version of the Cube was trying to enable the most consistent play patterns for my main archetypes. This has worked very well. Multiple versions of
key effects and high redundancy for
cantrips and
filter spells has really helped to streamline the experience. This leads decks to operate like their specific constructed counterparts, which was a huge priority. Likewise, players can skip on less interesting key effects earlier in the draft in favor of more unique "cool" cards and not be punished because there is enough redundancy to let everything even out. Obviously skipping a
Ponder for
Soulflayer will probably make your deck worse, but skipping
Serum Visions for
Hooting Mandrills won't
3) The Tight, High Power Band is Wonderful
I was worried that raising the power level of the Cube would make the gameplay become too bomb-oriented. I've been finding the opposite to be true. Games seem very focused on interaction and efficient resource usage and not who can slam the better 6-drop, something which has actually been an issue in some of my previous Cubes. I'm partially chalking this up to the high density of roughly similar removal and the overall tempo orientation of the format. Even some cards which are
often considered to be GRBS by many have been perfectly healthy here. I really like the way the format is currently balanced.
Obviously, there are still some
Power Outliers, but they're not cards that "ruin the game" in a way a bomb permanent can. They're mostly just cards that fuel other cool cards and make decks run at maximum efficiency, which I view as a net positive.
4) The Gameplay Feels Right
Above all else, the gameplay feels right! I remember sitting down for my first game with this variant of the Cube and feeling like I was playing through a match at the Standard FNM when I was 12. "Feel" is maybe a bit subjective, but I still think I got it right.
All that having been said, there's a reason why the Cubecobra link refers to this as a "sketch," and that's because the Cube is still heavily unpolished. There are still several imperfections that I wish to work out at some point in the near future.
What needs to Change
1) Early Draft Picks are too Hard
As I stated in a discussion in
Landofmordor's Cube Thread, I think early picks in my Cube are too difficult right now. The power level of the cards is very consistent. This leads to great gameplay, but it can lead to situations where players will think "every card in this pack is roughly the same quality and I don't know what to pick." While having packs full of good cards is usually a good thing, in this case, it's just making it harder to draft the Cube. If a pack doesn't have a fetchland or
Ponder, it can be tough to choose a first card.
Take a look at this pack:
Is there really a clear pick here? Every one of these cards are good role players in multiple decks. However, none of them really jump off the page as "I want to draft in a certain direction because of this card." I think the best P1P1 here is probably
Waterlogged Grove, which isn't exactly providing a great direction other than "vaguely simic." I think this is a problem. While many of my players can correctly identify the "obvious" picks (Fixing),
The same issue can be seen with this pack:
There are a ton of really good cards in here that I'm happy to play in many decks. But the only thing that jumps out is
Sinister Sabatoge, and that's only because it's kind of mediocre compared to the rest of the cards here. I do not like how difficult choosing a first pick can be, because it makes the draft harder and more stressful.
This brings me to a philosophical point that I think is important to discuss that I have not yet had a good place to mention. When you're building a Cube that feels like playing constructed, it is important to have a reason to justify drafting. Otherwise, you'd likely be able to get better results by simply building a
deck library/gauntlet. While there are a few reasons why I think a draftable Cube is most amicable to my goals, above all else,
Drafting is fun! It's a cool experience to get to sit down and build a deck on the fly without knowing what you'll be getting in the first place. That element of discovery is really unique in 2022 Magic. Cubes are a great way to facilitate this medium of the game because they can usually provide a more balanced and more interesting experience than simply using the latest retail limited set. However, if the draft portion isn't fun, then it kind of undermines the rest of the experience. I don't want players sitting down and having to make anxiety-inducing decisions in what is ultimately a casual format. While I'm ok with people saying "every card in this pack is good!," I don't want them following that up with "I don't know what to take." If packs look like the two examples above on average, where everything is ok but nothing stands out, the draft experience can be cheapened. The worst experience in the world is to draft a deck and be unsatisfied with the results when there were several other viable options you could have picked.
"Hard packs" isn't a universal problem, though, as packs can and do have cool first pickable cards quite often. Take this pack:
Stoneforge Mystic and to a slightly lesser extent
Ashiok, Nightmare Weaver are both extremely cool and powerful cards that make me want to take my deck in a certain direction and heavily reward me for playing certain colors. Cards like these give players a direction to aspire towards and can assist in making later picks. If I have a
Stoneforge Mystic, I'm going to want to continue to take the good White cards and any powerful equipment I see. This helps to limit the number of interesting cards for players who are trying to have a more casual draft experience and aren't focused on spiking out over every pick.
A recurring theme of these packs is that there is an awful blue card that just doesn't mesh well with the power level of the Cube. This brings me to my next point...
2) The Blue section is a Mess
I'll be honest, I think I did a poor job constructing my Blue section here. Blue isn't
bad by any stretch of the imagination, but it does have a bunch of individually
bad cards. As a result, Blue has ended up being the most powerful supporting color in the entire Cube, but isn't an inspiring base color in it's own right. I guess this is kind of true to Theros-Khans Standard, where all of the "blue" decks were basically just excuses to play
Dig Through Time (until Dragons of Tarkir released and printed some toys for Mono-Blue devotion again and Magic Origins gave us the Thopter deck, but I wouldn't exactly call either of those decks defining features of the era). However, some of the "Gen X Modern" influences I'm hoping to capture really
should have blue as a main component.
Dig Through Time and
Treasure Cruise were running amok in Delver and Scapshift decks, Infect and Splinter Twin were both powerful archetypes abusing blue, control was popular, and even a version of Affinity that still ran
actual cards with the affinity for artifacts keyword were all tearing up tables. I think my Blue section could play into this diversity better.
I didn't have a clear vision for my Blue section when I was constructing the Cube, and I was dealing with some medical issues when I was finishing the first version to be drafted. As such, my Blue section feels very under-developed compared to the other colors. While my Cantrip, Card Draw, and Countermagic Suites are all pretty well-rounded (there are some weird cantrips but as a whole it works), the rest of the section is not. I ported a lot of cards into this version of the Cube from previous iterations. Things like
Nightveil Sprite and
Champion of Wits were perfectly good cards in my older Cubes, but they aren't particularly competitive here. About 25-30 of the Mono-Blue Cards are good fits, another 10-15 are decent but not great, and the rest are bad and simply shouldn't be here. Even a couple of the thematically appropriate "nostalgia plants" like
Pearl Lake Ancient and
Sinister Sabatoge (which is a second copy of
Dissolve) are just not working. While leaning into nostalgia a bit is fine when building a cube that is supposed to invoke the feeling of an era, the Blue section has essentially proven that gameplay still needs to come first. Even if something is a good thematic fit or has good gameplay elsewhere, that doesn't mean it's good here. That leads me to my next point...
3) Sphinx's Tutelage isn't Sparking Joy Anymore
I was really excited to finally make the
Sphinx's Tutelage deck work. After being impressed with
Teferi's Tutelage in the MTG Arena holiday Cube and crunching the numbers, I thought I would be able to make this deck work. There are enough redundant copies of
Sphinx's Tutelage or similar cards to let players have a deck with roughly similar ratios to the original Standard variant. A significant portion of the work I did on my Blue section before my health issues was to ensure Tutelage could work as a turbo-mill deck. Unfortunately, I dropped the ball a bit. While Tutelage+Raw Card Draw is a good way to win the game, it needs to be backed up by board wipes to stop it from dying to aggro and midrange. This wasn't an issue in the Arena Cube because
Teferi's Tutelage was a control card through and through. Here, though, the Tutelages are meant to be played more as engines instead of pillowfort wincons. I purposefully didn't include any Red or Blue board wipes as I thought they were too parasitic to be good. As such, the Tutelage deck ended up falling flat. While it still
can do its thing, the singleton version of this deck really can't compete without getting a lucky
faithless looting opener and drawing well into removal. After realizing my error, I've come to the conclusion that I should probably cut the deck. As much as it pains me, I don't think I can justify taking the steps to make this deck fully functional. I would have to play super parasitic cards like
Dictate of Kruphix and
Monastery Siege or niche effects like
Anger of the Gods which don't mesh well with many decks in order to pull this off. While going non-singleton on
Faithless Looting would absolutely help, I still don't think it's going to get me where I want to be with this deck. With this change, I'm unfortunately eliminating an archetype that was really cool and unique to this Cube. This leads me to my next issue...
4) Certain Archetypes feel too Generic.
Some decks just don't feel all that closely tied to the theme of the Cube. Some of the archetypes which were designed as broader versions of semi-specialized constructed decks don't quite hit the mark. For example, the
Esper Dragons archetype has a similar play pattern to the deck that inspired it, but it doesn't "feel" like a Dragons deck. It has the correct gameplay loop (stall in the early game, wipe the board, and then refuel with
Dig Through Time), but it doesn't feel like a Dragon deck. Many of the
dragon-specific cards are just not good at this power level, and I don't currently have enough good dragons for people to win with dragons consistently. So even though playing Esper control feels like a deck that could have existed in 14/15, it doesn't feel like the deck it's supposed to emulate, Esper Dragons. The biggest offender is Mono-White, which saw fringe Standard play and was decent in Modern in 2014/15, but doesn't look like the version in the Cube. While the White deck is fun, it doesn't quite feel like anything specific. While this isn't an issue for every deck, I would like more decks to mirror their past counterparts a little bit closer. I'm ok with decks like Mono-White being a bit off the beaten trail as long as most of the other decks feel right, but I don't think that's entirely the case right now. I know achieving this goal is possible, because decks like Abzan Midrange and Sultai Whip feel perfect, and Red Aggro is very close to being right. I simply must continue the refining process until I can get the archetypes to a position I'm satisfied with.
5) White needs more Three Drops.
This point is exactly what it says on the tin. White is supposed to be a very proactive aggressive color, but there's a noticeable hole in "things that can punch through damage" portion of the 3 mana value slot. Right now, the best cards to this are
Ranger-Captain of Eos and
Flickerwisp, neither of which are exactly damage powerhouses. This is an easy fix, but still something I wanted to note.
With that, we're on to the changes that could help the Cube.
Improvement Strategy
1) Include more Aspirational Picks
I want to include some more cool flashy cards that can serve as solid first picks that provide easy direction for drafters. As
@landofMordor called them in the
previously mentioned discussion in his Cube thread, "aspirational picks" seem to be exactly what I need to get the ball rolling in more drafts. I want my players to be confident in their first couple picks, and including some splashier early picks can help. While some of these cards may be bombs, the format can probably handle it because of the aforementioned high removal density and similar card quality. Likewise, some of the potential aspirational picks are aspirational not because they're more powerful than existing options, but instead because they're simply cool cards. Here are some of the options I'm considering right now:
This specific group of cards also works to address one of the "too generic archetypes" as well, because they're all cool dragons! This change is a bit of a double-edged sword. Some of these "cool" cards I'm picking do seem to be a little bit lower in the power band. I don't think they're bad early picks because they're decent finishers, but I think taking some of these Pack 1 Pick 1 isn't great. However, I feel these cards are good enough that if someone takes a "cool dragon" as their first pick, they're going to be able to have a decent deck. These cards are here to help give players who don't know what to do a direction, even if that's not the most competitive direction. I don't know if this line of reasoning is overly contradictory or not, but I'm still interested in giving it a try.
2) More Theros-Khans era Staples
This one is pretty simple, but I would like to acquire some more cards that were popular in 2014/15. The main pickups I'm looking to get are
Brimaz, King of Oreskos and
Nykthos, Shrine to Nyx. As with the aspirational dragons above, these cards help to make some errant archetypes feel a little bit closer to the originals because more of the card pool overlaps. I'm also looking at some cards that were Modern staples at the time such as Snapcaster Mage (if I can ever afford one
) and cards with similar function to old cards, such as
Soul Transfer and
Borrowed Time. I'd love to hear any ideas you may have on this front, such as other cool removal that used to see play that I'm not running, or cards that can be functionally similar to other cards I'm running.
3) Nonsingleton
I was theorycrafting how to make Mono-Blue devotion work in my Cube the other day, and I came to the realization that I could do in singleton... if there was another card that could fill the role of
Master of Waves. Between my cheap interaction and the wealth of potentially playable small Blue creatures with multiple mana pips, it would not be hard to make a "mono blue deck" work... provided there was a redundant copy of
Master of Waves. There are a ton of great cards that lend themselves nicely to a blue-heavy tempo-deck. There just aren't a ton of great rewards for doing that in a way that still feels like mono-blue devotion outside of
Master of Waves. If I had two copies of Master, the deck would probably work! Without it, though? I don't think so.
My revelation about
Master of Waves got me thinking about other cards that would make sense in multiples. Right now, I run a bunch of cards like
Tormenting Voice and
Cathartic Reunion as red card selection and enablers for Rakdos/Mardu builds of reanimator. These cards always felt worse than
Faithless Looting, which is a legitimately great card even outside of archetypes that are specifically interesting in shifting cards between zones. Playing extra lootings would open up doors for Red which having bad filtration currently blocks. From now on, if a card makes me think "wow, I wish I could play more of this card" or "this deck would work if I had one more copy of that card," I'm going to go ahead and simply add another copy. I had been resistant to the idea of removing the singleton restriction on the Cube since one of my initial goals was to write an article series about the design of this Cube, where the final result would be a "platonic ideal" 360 Cube. The fact is though, that I've been working on this project for over a year and I am still not to a place where I'm ready to write an article series. I think I'm close to a place where I can begin the series, but until then, I don't need to restrict my gameplay so people on the internet won't complain about design choices I made for articles I haven't even written.
As for mono-blue devotion, I'm not completely certain it's a deck implement, but I the theorycrafting has lead me to an interesting place.
4) Artifact and Enchantment Pile Testing
I purposefully avoided adding artifact and enchantment decks to my Cube this time around. I had spent a lot of time trying to make these decks work in the past, and I wasn't too pleased with the results. The things that made these decks good in constructed didn't translate into my Cube, so I was left with sub-par cards taking up space without actually improving the formats. This is actually the first Cube I've had in years where either "artifacts" or "enchantments" is not a major theme. However, I think the winds may be shifting back towards those archetypes.
Recently, some of my friends throughout the community have been testing "artifact pile" and "enchantment pile" archetypes in their Cubes. This has led me to re-evaluate my decision to exclude artifacts and enchantments matter themes from my Cube. Artifact pile uses powerful engine pieces like
Urza, Lord High Artificer and
Emry, Lurker of the Loch to generate absurd amounts of value in conjunction with good glue artifacts like
Chromatic Star and the
Spellbombs that are playable in other decks. Some people have even built configurations where super niche and normally uncubable cards like
Thought Monitor are powerful additions. These decks would benefit from a non-singleton world because of the ability to play multiple copies of key enablers. I think it would be cool to have 3x
Chromatic Stars powering an
Oni-Cult Anvil, or
Emry looping
Mishra's Baubles. These turbocharged new cards are a little off-theme (although both Modern Affinity and Standard Thopter Scissors were actual decks at the time), but I think they look like enough fun to test out.
Enchantment pile, on the other hand, tends to be a cross between Modern/Legacy Enchantress and
Enigmatic Incarnation combo decks that have seen play
in Pioneer recently. I swore off enchantress after being thoroughly unimpressed by the new additions offered by Theros: Beyond Death, but honestly, I think it could work in non-singleton.
Sethis, Harvest's Hand is a good card, and even though she's multicolor and not mono-green like I would have hoped, I think doubling up on her and adding a few other enchantresses might get the deck across the finish line. I'm thinking of using
Argothian Enchantress,
Setessan Champion,
Enchantress's Presence,
Eidolon of Blossoms, 2x
Sethis, and the new
Jukai Naturalist as the core of a potent enchantments archetype. A ton of the good 2014/15 creatures that I already play are enchantments, as are some of the Theros: Beyond Death additions and about a third of the cards from Kamigawa: Neon Dynasty. While I'm not particularly interested in the
Enigmatic Incarnation stuff, I think "play a bunch of enchantments and draw cards with them" could be a good archetype for G/W or Abzan. I certainly like the sound of it more than the Counters deck I have in those colors right now. The only thing I don't like about enchantress is that the majority of the cards just feel super parasitic.
Urza, Lord High Artificer is a card that begs you to draft an artifact deck, and something you might still play even if you don't have a ton of artifacts simply because of his rate.
Eidolon of Blossoms is a four mana half-sized
Owl Bear. Enchantress sort of feels like a "get in this lane because all of the enchantress cards are being passed to me" sort of deck than a "I will start building this direction from pack 1" plan. However, I still want to try it because I love enchantments, it's thematically appropriate, and people I trust have had good experiences with the new enchantress cards.
5) Bridges lands in the basic box?
Many of the successful artifact pile builds I have seen put the Bridges in the basic land box as a way to help decks reach the density of necessary artifacts to make stuff like
Thought Monitor actually good. Since my Cube already has an emphasis on multicolor Midrange and Control decks, I think adding the bridges could help these decks run more smoothly in addition to making the artifact pile decks stronger.
6) Possible 384 Cube Size?
I think I would like to go up to 384 cards in the Cube with 16 card draft boosters so that packs wheel twice per round. This also gives me an extra 24 card slots to work with while not meaningfully changing the card ratios I need to be running in the Cube. This seems like a win-win for the near future.
The Path Forwards
I have a draft coming up this weekend so I would appreciate some feedback now. I don't have all the cards I want out of Neon Dynasty or pieces to make the version of the Enchantment Pile deck I'm looking at work, so I'm going to be making these changes in a couple of stages. First, my update for this weekend is going to be including mostly Midnight Hunt and Neon Dynasty cards I acquired (I do not have any Crimson Vow cards right now because I did not draft that set in paper due to Covid) and removing the problem cards addressed above. I don't have all of the new "aspirational" cards I mentioned above other than
Kiari, the Swirling Sky, but I do have some other cards I can test to fill the spot. The bigger changes (nonsingleton and the pile archetypes) will be coming once I'm done with school and have a better idea of how I want to implement them.
Until then, thank you for reading, and I appreciate any feedback you may provide!
-GT