General How does one assess a cube list? (Also, Reid Duke's guide to Cube)

Laz

Developer
So, Reid Duke posted this:

Channel Fireball - The Definitive Guide to Cube Drafting

While I am sure we can argue a lot about its contents, and point out the meaning of 'definitive' as opposed to 'basics-of', it did cause me to consider a wider point. Given all of the people who simply link to a Cube Tutor list without providing a solid 'Cube Philosophy and List of Supported Archetypes/Concepts', I think it might be of interest to consider how to handle what essentially boils down to a 'long list of cards'. Maybe we will learn something about design on the way? Who knows? We will definitely learn some things about my preferences.

For me, I tend to have two metrics, 'sense of derision' and 'fascination'. 'Facination' happens rarely, though earning derision is easy, and get too high on that scale and I won't even reach the point of trying to work out how the thing plays (since I presume by this stage that there are no design principles).

So, step by step assessment, similar but more concise than Reid.

Cube Size, along with colour balance. Too large earns derision points. Exactly equal colour/guild sections also makes me suspicious.
Default suggestion line: 'Beware all of the good work you are doing in designing archetypes is going to be watered down by having so many cards. Things just won't come together very often'.

Check the artifacts list. Are there Moxen/Sol Ring/Grim Monolith? If so, I tend to get a little derisive, those cards are really hard to balance. Exception: If there are multiple of each Moxen, then stop here, I am going to read your whole list, test draft it a whole bunch of times, try to work out how it plays, ask lots of questions in your thread, the whole shebang.
No Moxen? Are there Swords/Jitte? Very Suspicious...
Default suggestion line: 'Having a really broad power curve is fine if you enjoy really swingy, high variance games, but games will come down to 'having it' far more than rewarding solid play'.

Check count of non-basic lands. If there is less than 40/360, then I will assume that it is promising a a solid, well designed, lower power cube. If the cube goes back on that promise later, then I will feel betrayed and angry.
Default suggestion line: 'Smooth mana bases are the best thing you can do for your cube'.

At that point I have to start looking at individual cards, which you would think significantly slows down how quickly I can become derisive, but you would be surprised.
Wurmcoil Engine? Derisive.
Show and Tell? Derisive.
Time Vault? Derisive.
Jace of the Mill 10? Derisive.
Wall of Denial? Derisive.
Carnophage? Derisive.
Storm Cards? Fascinated, but usually immediately afterwards, double derisive.

Somewhere during this I get a feel for how powerful aggressive decks are, which shapes how I interpret the rest of the format. If a Cube manages to suffer my attentions this long, I start looking at theme and archetype anchors and rewards and can actually provide meaningful feedback. Or I get overwhelmed trying to get my head around it (I admit, I am guilty of creating needlessly complicated and convoluted cubes, so forgiven) and go and watch cat videos.

How do other people handle being confronted by huge lists of cards?
 
I agree on the importance of a little preface of designer goals and what you think you've managed to put together, especially since this is more or less demanded when someone writes a rapport on something and presenting a cube can probably be seen as such.

I'm a bit biased because I like those kind of deck but I think I usually start looking at the one drops and work my eyes up through the cmcs. If it looks like it's weighted really top heavy and have the usual Grim monolith cards I'd get suspicious as well.
 
I think that I fall along the same lines of thought as yourself. Most of the time, the first thing I do when I'm presented a new Cube or a Cubetutor list is to view the top-end cards in each color and their gold and colorless sections. After spending time on MTGS (mostly lurking), before finding this place last summer, I've gotten a pretty good idea of what most typical high-powered (not necessarily with actual Power) cubes look like.

You'll see the best cards of each color in each given slot, a push towards the most extreme in power-level, and a distinct lack of filler cards or cards that were put in to specifically combat a certain issue that could arise. So often there will be cards just thrown into a Cube based on how powerful it is in a vacuum, environment be damned. If it's strong by itself, it's good enough to run. Most of all, these cubes just seem to look like a pile or a stock list after viewing so many of them. The constraints of singleton design that many Cube designers arbitrarily force upon themselves leads to similar lists with very little innovation. I'm just not very interested in seeing just all the best cards being played where games can just be immensely one-sided. I'm not interested in seeing someone ramp out a T6 Titan on T3-4 consistently and win easily. I don't want to see a blue flyer with a Sword of Fire and Ice go to town on a mono-red deck with no answers. I just don't like seeing single cards that can warp an entire match around themselves without a legitimate answer available. It's one thing if you work to get to your 6-7 mana and drop your bomb after T6 instead of just plopping down some bomb 2-3 turns earlier than it should be there. It's why I hate protection and Hexproof.

Arbitrary color balance across colors also sets off a bit of a red flag, especially when you see bad cards taking up gold slots just for this. I mean, why even go there? The card isn't doing anything fun or interesting for you or any of the drafters; just don't play it. Use cards that people would actually be excited to play with or use those gold slots elsewhere. No one will ever notice two more cards of a certain color when actually drafting. If you really need to, make up for it elsewhere.

So my checklist of things to look for when looking over a cube for the first time:
  1. Uninteractive Cards/Bombs
  2. Fast mana/signets/easily attainable non-green ramp
  3. Archetypes/Themes that stick out (especially quirky ones)
  4. Narrow filler cards for sideboards (these actually say a lot about a given environment for me)
What grabs my attention the most is when I see quirky additions to a Cube; cards that I hadn't even considered on my own list. Doubling up on a card and putting in certain cards to keep archetypes in check also intrigue me. That shows that some thought and effort has been put into the environment. I like seeing wacky additions and trying to see why a certain card was included. No Bolts? Volcanic Hammer? What the why. I like cards that make me want to look over a list again and see where it fits in. Build-around cards are also awesome when you see a certain mechanic or theme (say Constellation or Lifegain) and then you try to find ways to enable it to work. I will spend the time and go through the Cube if there are enough cards that catch my attention instead of just turning me off like extra high powered uninteractive garbage.

That's what interested me most about this forum when I stumbled across it. This was what I wanted to do with a Cube; construct my own environment and not just another pile of goodstuff. Breaking singleton, exploring uncommon archetypes (instead of just the typical Rx Aggro or Ux Control), and the discussions on the merit and effect of a specific card in a given environment instead of just "It's good, I did [insert broken shit], 360 STAPLE" are the kind of things that I enjoy about this place.
 

James Stevenson

Steamflogger Boss
Staff member
'Cube Philosophy and List of Supported Archetypes/Concepts'

Good suggestion, I added one of these to my thread.

Great post, I've never really been able to asses a cube methodically. I just kinda glance over it and see what cubes I've seen before that it looks similar to. Wormcoil, swords, artifact mana? It's based on the MODO cube. 10000 cards? Evin Erwin. Well supported singleton aggro? Andy Cooperfaus. Multiples of some cards? Ah, now we're talking. Can't make any assumptions about that cube, anything could be going on here.

Other things catch my eye, like if there's tons of cards I don't know, then I'm interested. Could stills suck. But I don't really look through many cube lists without some discussion first that would excite me to look at it, so I'm generally looking for something particular. If I'm going to draft the cube I'll just ask the owner about it.
 

Chris Taylor

Contributor
Interesting points. There is something to be said for not actually telling people what archetypes are there to see what comes through in the design and what doesn't (Rule #1 of playtesting: Never tell your testers anything)

Not everyone is going to belabor each and every card though, which can lead to ones that don't work slipping under the radar (Eg: My cube had a misthollow bear in it until my latest update. It sucked. It was just a bear)

Another thing to pay close(ish) attention to is curve. There's a chart of the mana curves of various limited formats over time I found in Cooperfaus' "Please Try This At Home Part 1" that doesn't seem to be there anymore, but I stole it for my how to build a cube article, so ha:
CurvesCoop1.png


Sure the MoDo cube one is innacurate by now, but this is a good starting point if you really want to dig into problems with a cubes design and you think this might be a problem
 

FlowerSunRain

Contributor
I basically stopped reading cube lists, its almost completely worthless trying to parse them. Mostly I hang around and listen as people chat about the thought process and get inspired by that. If the thought process makes sense, then the card selections that they inspire will probably come naturally or be explicit, they don't need to be mined from raw data.

If I'm trolling for ideas, I MIGHT read of cube list of someone whose philosophy is coherent with what I'm looking for and did them out, but that's definitely not the preferred method.
 

Chris Taylor

Contributor
I basically stopped reading cube lists, its almost completely worthless trying to parse them. Mostly I hang around and listen as people chat about the thought process and get inspired by that. If the thought process makes sense, then the card selections that they inspire will probably come naturally or be explicit, they don't need to be mined from raw data.

If I'm trolling for ideas, I MIGHT read of cube list of someone whose philosophy is coherent with what I'm looking for and did them out, but that's definitely not the preferred method.

Me too (Mostly), but sometimes you do need something generic, or someone asks you for advice on their cube. Sure it's better to have them parse things out for themselves, but it can be rather insulting to say "Well, you look at it. What do you think is wrong?"
 
Sure, if there's a known problem with a cube, you can often look and find causes/solutions.

I also have a theory that a small (180-270, or 360 with multiples) powered cube can be balanced-ish and produce skill-testing games.
 

CML

Contributor
i glanced at the article and it was even worse than i thought. like i am not interested in any of reid duke's ideas about life at all unless it has to do with specifically evaluating magic cards, but even this dismal baseline was not met when i clicked the link and saw his baby boner for blue. it is clear that assessing a cube itself is outside his purview, but those rankings make me yearn for the limpid prose of Huey Jensen, the suave charm of Eric Froehlich
 
Line charts like that mislead human brains, because we're impressed by the area/shape of the "filled" area (though it's not filled in this chart) even though there is, in fact, no smoothly increasing number of 1.5 drops in between the 1 and 2 drops. A bar chart or dot chart more accurately conveys to us that there are precisely X number of one drops in set Boop.

Not that you made the chart, but for those of us reading it, only the points where the slope changes matter. The slopes and the area are distractions.
 

Chris Taylor

Contributor
Line charts like that mislead human brains, because we're impressed by the area/shape of the "filled" area (though it's not filled in this chart) even though there is, in fact, no smoothly increasing number of 1.5 drops in between the 1 and 2 drops. A bar chart or dot chart more accurately conveys to us that there are precisely X number of one drops in set Boop.

Not that you made the chart, but for those of us reading it, only the points where the slope changes matter. The slopes and the area are distractions.

Oh yeah, and it's also really hard to read given the giant number of lines all really close together.

What it is nice for illustrating is a nice baseline for creating a limited format (A lot of people ask how many savannah lions is too many, this at least gives them a ballpark) and that Zendikar and Rise of the Eldrazi aren't that different.

There's another slight problem in that this chart technically accounts for unplayable cards, and has no account for rarity (I think, he doesn't share much of the methodology behind it), so time reversal contributes just as much to the curve of M10 as something solid like perilous myr does to Scars, despite one actually appearing (and being played) a lot more, but it's still probably the most useful MTG Graph I've ever seen (Short list as that may be)
 
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