Lots of cube designers have the goal of maintaining a narrow power band. I’m not sure this is the right thing to do. Grillo has raised the point in this thread but the discussion went towards other directions (and when doesn’t it):
http://riptidelab.com/forum/threads/design-discussion-perfect-imbalance.1015/
I would like to discuss the pros and cons of high variance in power level.
Let’s look at stock limited: players will end up with 3 rares, 9 uncommons and 30 commons on average. An average deck is composed of roughly 17 lands, 2 rares, 6 uncommons and 15 commons.
On analysis paralysis
I’ve often heard from limited players how hard it is to make the first pick in cube. This is because limited will usually already nudge you towards a direction in the first pick. A good amount of the time, you’ll just grab the rare because it’s the right thing to do.
On signaling and analysis paralysis
When you don’t pick a good rare, you’ve made a clear “draft red” statement to your neighbor. This is very effective in pack 1 to say “guys, kill each other for red, I’m out of this”.
At the start of the second pack, while you still have the chance to switch colors, the rare and power uncommons are also strong signals that “look, you should be in this color”. Passing strong cards is the gossiping between players sitting close together that is mutually beneficial to each them.
On human psychology
Topdecking a bomb rare is not fun when there are 9 of them in your deck - it’s business as usual.
Topdecking the only bomb in your deck exactly when you need it creates excitement. It gives a player hopeful when they are behind in the form of an out that’s easy to remember.
When limited players talk about their decks, they always mention the rares. It creates deck identity. Even their absence is significant: they will remember that deck that had 0 rares and still wiped the floor with their opponents with 2-drops.
On bomb rare identification
For all of this to happen, there needs to be a clear distinction between bombs and non-bombs, indicated by the golden (or copper red) symbol in stock limited. This is an incredibly elegant way to both create signaling and help people make decisions (by providing fewer options).
With a wide power band, seasoned players will look at a booster and identify the best card. Marking the strong cards in a cube, though, would definitely increase how accessible it is.
http://riptidelab.com/forum/threads/design-discussion-perfect-imbalance.1015/
I would like to discuss the pros and cons of high variance in power level.
Let’s look at stock limited: players will end up with 3 rares, 9 uncommons and 30 commons on average. An average deck is composed of roughly 17 lands, 2 rares, 6 uncommons and 15 commons.
On analysis paralysis
I’ve often heard from limited players how hard it is to make the first pick in cube. This is because limited will usually already nudge you towards a direction in the first pick. A good amount of the time, you’ll just grab the rare because it’s the right thing to do.
On signaling and analysis paralysis
When you don’t pick a good rare, you’ve made a clear “draft red” statement to your neighbor. This is very effective in pack 1 to say “guys, kill each other for red, I’m out of this”.
At the start of the second pack, while you still have the chance to switch colors, the rare and power uncommons are also strong signals that “look, you should be in this color”. Passing strong cards is the gossiping between players sitting close together that is mutually beneficial to each them.
On human psychology
Topdecking a bomb rare is not fun when there are 9 of them in your deck - it’s business as usual.
Topdecking the only bomb in your deck exactly when you need it creates excitement. It gives a player hopeful when they are behind in the form of an out that’s easy to remember.
When limited players talk about their decks, they always mention the rares. It creates deck identity. Even their absence is significant: they will remember that deck that had 0 rares and still wiped the floor with their opponents with 2-drops.
On bomb rare identification
For all of this to happen, there needs to be a clear distinction between bombs and non-bombs, indicated by the golden (or copper red) symbol in stock limited. This is an incredibly elegant way to both create signaling and help people make decisions (by providing fewer options).
With a wide power band, seasoned players will look at a booster and identify the best card. Marking the strong cards in a cube, though, would definitely increase how accessible it is.