Hey sorry for not replying to this sooner, I got busy with school and forgot about it again until reading back through the forums
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Don't read too much into that, I just reused a cube project. And I don't think that statement holds much meaning to me, so again, don't read too much into it. Hard agree that I'm basically making a cube with three pentas archetypes:
WUBRG Aggro
WUBRG Midrange
WUBRG Control
Ok good, we're on the same page.
Are you sure? I feel like those cards look stronger to you because you're used to tempo-bottlenecked environments with abundant lifegain, but I'm going for more emphasis on CA bottleneck and little lifegain, more old school style.
I definitely think the tempo bottleneck in some formats does change the calculus on cards like Path and Thalia (one mana makes a much smaller difference in a game that's lasting 15+ turns). I don't really agree on the lifegain point since most modern formats don't have a ton of incidental life unless it's a supported archetype, but I think that's mostly semantic. Card evaluation in a fast set like All will be One or Amonkhet is going to be fundamentally different than something slow like Invasion block.
Audacious Thief is snowballing CA asking the player to protect it, give evasion or remove blockers. That kind of card is great in aggro-control. If you tune removal down, it's completely playable - that's why I'm not running
Swords of Plowshares but
Chastise.
I think Chastise and Charging Monstrosaur are going to be quite good, I've ran these cards for many many drafts, so speaking from experience.
Power level depends on context!
This is an important point– if you want some of these less pushed cards to be good you definitely need to adjust the power level of the environment accordingly. And yeah, you can definitely make something better or worse depending on the context. That's really the fun part of this type of Cube, as I'm sure you've found– there's a lot of open space and knobs that can be easily adjusted.
Most of those [removal spells] are too generic, I'd like some removal that slots into control or aggro more specifically. I also woudn't like to run Swords and Unexpectedly Absent so they don't pressure Audacious Thief and similar cards.
Those [removal spell] are all midrange-control cards, if all my removal is like that then aggro has issues to fight midrange. It needs stuff like Path that trades CA for tempo.
I don't really want a tight power band! I'd like there to be power disparity so that they are signals and carrots to pull players into aggro, midrange, or control.
My broader point with those specific card choices was just to show how you could design a removal section with diverse options of a similar power band. I definitely did a worse job illustrating that point with my second set of cards, mostly because those are among my favorite lower-power removal spells
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To your credit, I think you did a good job balancing the removal section in the last version of the Cube I looked at. While I would still cut path and chastize if this were my Cube, the rest of the options look even enough to keep the gameplay balanced but broad enough to provide interesting draft decisions and have cards tailored to certain decks. Gold star!
Don't fret too much about the power level being too broad. This is easy to figure out once the cube is played and hard to figure out before. I'd rather lay down a foundation with cards I like, resource economies that can reach my goals and have 60 unplayable cards. They'll just end up in sideboards. I can take them out or try to beat people with them. And if I or other people play a card and find out it's awful, we have a good laugh and learn something!
My main point with talking about power bands so much is that it is easier to get reasonably balanced gameplay in a Cube like this using a tighter power band than compared to the average synergy Cube. Microarchetypes necessitate cards with broader internal power bands than macro archetypes (
Drake Haven is either winning you the game or a 3-mana do nothing;
Dark Confidant always does the Dark Confidant thing). Usually with this sort of Cube it's easier to build the first gameplay version with a tighter band in mind becasue it gives you a better idea of what the average draft is going to look like when the Cube is complete. If you don't like that version, you can broaden, tighten or change the range of the band from there to get the desired result. In my experience with this type of environment, power outliers tend to dominate the first few drafts until you've adjusted accordingly, so you don't really have an accurate idea of what the Cube will look like once it's closer to where you want it to be until later on in the process. All that said, I think having a broader than final band is perfectly fine during the ideation stage and early testing. Just going too broad too early can make it harder to figure out where your Cube is ultimately going to land. I remember seeing the decks you and Landofmordor posted in the blog thread for this Cube and thinking the Aggro decks and Control decks looked like they came from completely different Cubes. Unless I'm misreading your design goals here and that's what you want from the environment, I don't necessarily think that disparity in deck quality is going to be particularly healthy for this type of Cube.
Power outliers on the high side... I think threats are the worst because they can invalidate entire games in obvious ways, so I'm being careful with those. Answers are harder to detect, because it may be the Plows your 4-drop that wins the game 10 turns before it really ends. Lightning Bolt is kind of concerning but it's so hard to create a cube without it! So let's pretend it's a worse Mox Ruby and that this is a powered cube. You first pick it, increase your win% and always run it. But it's an iconic card, and everyone expects it.
I agree; removal outliers are definitely harder to detect than threats. It's really only obvious when a super-efficient removal spell is blowing out some mediocre threat (like
Go for the Throat killing my
Thorn Elemental). However, a player is unlikely to notice that Lightning Bolt is better than Shock when either spell is used to kill
Thalia, Guardian of Thraben because they're both killing a small, low-investment creature.
All in all, I still think this is a good project, and if you continue to work on it, I am excited to see more results. I think this a really unique cube, and I'm enjoying seeing it's development.