I've been at the beginning stages of building a new cube from scratch, and with my limited time I've been just thinking and theorizing about two things: manabases and aggro.
Grillo's excellent article on aggro got me stewing about it even more, but I'm kind of stumped on one issue in the drafting part: Which cards are going to be the "hooks" that lure any given player to draft an aggro strategy?
I know one guy I draft with is just gonna force aggro most of the time because that's just how he rolls, but I'm thinking about it from a more neutral perspective. I'm trying to think of cards that will make me excited to draft aggro over x midrange card and y control card. Or, is aggro a strategy that you sort of backdoor your way into after taking a handful of midrange cards before jumping in, noticing that it's probably open?
If aggro cards are inherently less powerful than midrange cards, what would make you ever not take the latter? Even if I find some suitable aggro "hooks", will I have enough of them to compete with other archetypes?
From drafting the penny cube a couple of times, I can see that Goblin Bushwacker is one of those types of cards. In the average riptide cube though, what do we have? Is it the finisher cards? About the only non finisher card I can think of that would make me go into aggro p1p1 is Goblin Guide, but I haven't fully considered it yet. Even in other more powerful cubes the list is fairly short.
For the average "legacy" style cube I thought of:
Armageddon
Goblin Guide
Koth of the Hammer
Sulfuric Vortex
Wild Nacatl (maybe?)
Figure of Destiny (maybe?)
Geist of St. Traft
Grafted Wargear (maybe?)
Of course other cards like Path to Exile, Dismember, and planeswalkers like Elspeth, Knight Errant would also be good first picks to me, but they are less aggro specific. They're just good most everywhere.
So what makes a good aggro "hook" for you?
Grillo's excellent article on aggro got me stewing about it even more, but I'm kind of stumped on one issue in the drafting part: Which cards are going to be the "hooks" that lure any given player to draft an aggro strategy?
I know one guy I draft with is just gonna force aggro most of the time because that's just how he rolls, but I'm thinking about it from a more neutral perspective. I'm trying to think of cards that will make me excited to draft aggro over x midrange card and y control card. Or, is aggro a strategy that you sort of backdoor your way into after taking a handful of midrange cards before jumping in, noticing that it's probably open?
If aggro cards are inherently less powerful than midrange cards, what would make you ever not take the latter? Even if I find some suitable aggro "hooks", will I have enough of them to compete with other archetypes?
From drafting the penny cube a couple of times, I can see that Goblin Bushwacker is one of those types of cards. In the average riptide cube though, what do we have? Is it the finisher cards? About the only non finisher card I can think of that would make me go into aggro p1p1 is Goblin Guide, but I haven't fully considered it yet. Even in other more powerful cubes the list is fairly short.
For the average "legacy" style cube I thought of:
Armageddon
Goblin Guide
Koth of the Hammer
Sulfuric Vortex
Wild Nacatl (maybe?)
Figure of Destiny (maybe?)
Geist of St. Traft
Grafted Wargear (maybe?)
Of course other cards like Path to Exile, Dismember, and planeswalkers like Elspeth, Knight Errant would also be good first picks to me, but they are less aggro specific. They're just good most everywhere.
So what makes a good aggro "hook" for you?