Laz
Developer
I have stated once or twice before that I feel that draft-dynamics are an under-discussed aspect of Cube. Jason has touched on it a couple of times, emphasising the trap that is the 'poison-principle' and creation of competing demand. I, personally, am very interested in the idea that emphasising interesting draft decisions creates interesting gameplay-dynamics (though it may be the other way around).
All of the following questions are draft-phase questions, yet should (and probably do) also heavily impact how we select cards for inclusion in our Cubes.
My theory is that this overlapping demand in the drafting process is closely related to interesting interactions in the gameplay process, and by providing more of these cards which are desired by many themes and decks, you not only improve the drafting dynamics, but also the gameplay ones. That said, I just read that conclusion and found it far too circular and absolute, so I am very interested in being told I am wrong for many reasons.
All of the following questions are draft-phase questions, yet should (and probably do) also heavily impact how we select cards for inclusion in our Cubes.
- Is this a card that draws me into an archetype? (Usually a question of power versus splashability)
- Roughly what sort of pick is this? (Will this come back?)
- Does this card have to be drafted around? (Is this an anchor card?)
- Do I have other cards would lead me to value this highly?
- How redundant is this effect? (Is this replaceable?)
I feel that the most important types of cards to improve the quality of draft are those cards which are not hugely powerful, but widely synergistic. My favourite example of this is a card like Epochrasite, which isn't an instant P1P1, but is very dependant upon the answer to the question 'Do I have other cards would lead me to value this highly?'. Epochrasite works really well with a whole suite of other cards which involve sacrificing creatures, artifacts, having creatures ETB, care about counters, etc. Epochrasite's versatility is helped by the fact that it is colourless, but the point stands.My theory is that this overlapping demand in the drafting process is closely related to interesting interactions in the gameplay process, and by providing more of these cards which are desired by many themes and decks, you not only improve the drafting dynamics, but also the gameplay ones. That said, I just read that conclusion and found it far too circular and absolute, so I am very interested in being told I am wrong for many reasons.