To be honest, I think my disappointment with these mechanics comes more from the impact they have on constructed as opposed to how usable they are in Cube. The way I see it, 2016 and 2017 were largely responsible for the decline of paper constructed and creating the atmosphere for Commander to dominate Magic to an unhealthy degree. At the start of 2016, Standard was in a very rough place. The banning of Splinter Twin coupled with the cheap colorless Eldrazi in Oath of the Gatewatch breaking Eye of Ugin caused an exodus of Modern players who did not return for several years. Meanwhile, the poor management of Standard led to a string of back-to-back formats where a few select decks dominated the format. The decision to lower the power level of the format while neutering the effectiveness of removal spells meant that a few linear decks dominated the format without necessarily providing cards that people could play in eternal formats after they rotated. Energy was the worst example of this– a deck so dominant that it resulted in several waves of Standard bans, but so low power that the banned cards were variants of Lay of the Land and Wistful Selkie. These sets were so problematic that WOTC was forced to hire a bunch of new game developers just to try and stop the bleeding... which resulted in a few sets that were wildly overturned and ended up breaking things even further. Yes, Oko, Thief of Crowns, and all of the other design mistakes of the early FIRE era directly result from the damage caused by the Battle for Zendikar and Kaladesh. Standard never recovered from the damage caused by BFZ and Kaladesh, and it took the original Modern Horizons to reinvigorate Modern after a couple years of relative stagnation.Also, I must say, your complaints about the return of "narrow mechanics from 2016" seem to lack your usual thoughtfulness and nuance.
You're probably right. I read that WOTC was going to push another quirky typal theme like Slivers and Ninjas from MH1 and Squirrels from MH2 in this set. When this was the first card revealed from the set, I thought that was the direction they were going. WOTC is really bad at doing cat tribal in my opinion– they always have some weird combination of house cats and sexy fur bait that feels... dissonant at best and actively uncomfortable at worst. I ended up writing my comment before Priest of Titania was revealed and never went back and edited it. I wonder if this indicates they will be doing some changeling shenanigans in this set... Changeling Outcast was one of my favorite cards from Modern Horizons 1, and I think it would be really cool to get more iconic creatures reimagined as Changelings. Imagine a changeling Llanowar Elves!bruh. 1) they make planeswalkers one-off type-matters all the type (Oko didn't signal Elk-matters; new Jaya didn't signal Monk- or Prowess-matters), 2) the Cat rider is a balancing knob with Naya flavor on a 2-mana planeswalker, but most importantly 3) how dare you slander nature's most perfect animal like that
I agree with you on this point! It will be interesting to see how well the new energy cards and BFZdrazi mesh with the cards from their original blocks. Both Kaladesh and Battle for Zendikar were released in that weird transition phase where WOTC was figuring out how to make compelling limited environments but was still printing cards that were below-rate by modern standards. I personally remember trying to make both of these themes work in my first Cube when these sets were new, and I was thoroughly disappointed with the depth of the card pool, even for the incredibly low-power environment I was curating at the time. I'm not sure how well these cards will mesh with Modern Horizons-level printing, but it will be cool to see if it works!Think about all the cool lower-power formats Riptide designers could make with a sudden injection of Energy or Eldrazi; think about how neat it would be to go to your LGS in June and play a completely unique Peasant Cube built around MH3's Energy rather than being another "MTGO Vintage minus rares". These reprints of narrow mechanics might not be a good in your Cube, but (to paraphrase Jason) doubling the number of available Energy cards is good for Cube as a whole.
I will push back on you a bit on this point, though. I think the pushed removal spells have consistently been among the best game pieces printed in these sets! Cards like Prismatic Ending, Lose Focus, and Flametongue Yearling use mechanics that are narrow enough that they can't cleanly be added into any old Standard set, but still have significant design space for one-off cards. Meanwhile, stuff like Unholy Heat is too good for Standard, but is a great payoff for doing delirium in limited and eternal formats. I think these cards add a lot of texture to a Cube by incentivizing players to build cool synergies into their deck in order to maximize the effectiveness of their removal spells. Sure, Unholy Heat is good on its floor, but it's absolutely insane if you can make the delirium work. It gives players a reason to reach for ways to get four card types into their graveyard in a timely fashion. A card from a similar vein that I have been loving lately (although not originally printed in a Modern Horizons set) is Galvanic Blast. A shock that is twice as effective just for having three artifacts feels like a great payoff for jumping through the hoop of assembling all the artifacts is awesome, especially because the floor is still decent. I think getting more of these high-synergy "bread and butter" cards is incredibly important for building well-rounded Cubes. I would be interested in hearing your thoughts, though!(Further, I'd even argue MH sets need these niche mechanics to justify their existence. What else would WotC do with those slots in their card file -- print their 8th power-crept version of Shock and Quench? There's only so many basic effects a Cube could want, and we're much closer to saturation on "strong boring removal" than we are on Energy and Eldrazi.)
I made these a couple years ago (and re-rendered them just now to Surveil 1 instead of Scry 1). Hope someone can play them now that I'm not.It would require some customs, like an Island Wastes dual
Totally fine! I probably earned itI will push back on you a bit on this point, though.
Many of these designs were broadly attempts to slow Modern down and make it less combo-centric, as I understand it. However, pushing hard on removal (Heat, PEnding, Fury, Solitude) vs. printing more powerful and unqiue 4-mana threats with high deckbuilding cost (Urza and Yawg from MH1) has had the side effect of ousting from Modern viability tokens- and types-matter decks, and small baneslayers like Goyf or Bob.I think the pushed removal spells have consistently been among the best game pieces printed in these sets! Cards like Prismatic Ending, Lose Focus, and Flametongue Yearling use mechanics that are narrow enough that they can't cleanly be added into any old Standard set, but still have significant design space for one-off cards. Meanwhile, stuff like Unholy Heat is too good for Standard, but is a great payoff for doing delirium in limited and eternal formats.
indeed, I hope we do! But I differ because I'd like to see some bread/butter cards synergize with lesser-loved mechanics and themes. "Shock but deals 6 if you control an Elf" or whatever -- in other words, synergies that provide alternatives to the historically subsidized small-game synergies like artifacts, graveyards, and fetchland manabases.I think getting more of these high-synergy "bread and butter" cards is incredibly important for building well-rounded Cubes.
Many of these designs were broadly attempts to slow Modern down and make it less combo-centric, as I understand it. However, pushing hard on removal vs. printing more powerful and unqiue 4-mana threats with high deckbuilding cost (Urza and Yawg from MH1) has had the side effect of ousting from Modern viability tokens- and types-matter decks, and small baneslayers like Goyf or Bob.
I totally agree with you! One of my favorite cards in the past year is Spell Stutter, specifically because it asks the drafter to care about something they almost never would in a regular draft. We've got a little bit of support for Faeries in the past, but this was the first Faerie's Matter support card in over 15 years! I think between Spell Stutter and Picklock Prankster, there is enough support even in singleton Cubes of various power levels to give Blue players a reason to care about drafting some Faeries. I want more cards like this!indeed, I hope we do! But I differ because I'd like to see some bread/butter cards synergize with lesser-loved mechanics and themes. "Shock but deals 6 if you control an Elf" or whatever -- in other words, synergies that provide alternatives to the historically subsidized small-game synergies like artifacts, graveyards, and fetchland manabases.
hmmmmmm that feels like a analysis i haven't seen before. very interesting.There's a very simple reason why is this is the case: Faeries have been in a diverse array of sets with various mechanical needs, whereas Dinosaurs were printed almost entirely in three sittings.
Probably not, because then the card would be completely dependent on Faeries to do anything in most contexts. The reason why Spell Stutter is so cool right now is partially because it doesn't actually need a ton of Faeries to be good, so it ends up functioning more like a glue card than an archetype-specific payoff. If the initial counter cost was , the card wouldn't work without a critical mass of Faeries.@TrainmasterGT
Do you think you'd still favor Spell Stutter if it had an initial "unless its controller pays "?
I agree, but it's more fun when you don't have to ignore anything.On the phrasing "concern for cube," that's the best part of cube. You can ignore whatever you want.
Yeah, it took me a while to realize the depth of the card pool is important in addition to the size. I forgot to mention this, in my previous post, but the reason why the pool of Dinosaurs that work with Triumphant Chomp is so shallow is because the way the Dinosaur cards were presented in the relevant sets. In all three Ixalan sets, the theme for Dinosaurs was essentially just "play big creatures," with a minor damage matters theme in the first two sets. Likewise, the Ikoria dinosaurs were almost all characterized as generic big creatures, with a couple of cycling payoffs and "keywords matter" creatures like Labyrinth Raptor. These themes just don't interact very much with other existing archetypes, making the card pool of Dinosaurs feel fairly shallow despite it's respectable size.hmmmmmm that feels like a analysis i haven't seen before. very interesting.
My impression is that this is still mostly the case (which is perfectly fair). It feels like you're trying to rationalize it, but the reasoning behind it doesn't seem to me to be very internally consistent. I'll address them in some semblance of order, but the third part is the most relevant.To be honest, I think my disappointment with these mechanics comes more from the impact they have on constructed as opposed to how usable they are in Cube.
The Time Spiral Block Constructed Wild Pair combo deck where you went off with Dormant Sliver and then eventually Frenetic Sliver'd it off the battlefield so you could attack was absolutely wild(Although at the right power level you could experiment with cards like Dregscape Sliver, Hollowhead Sliver, and whatever else.)
I think you're kind of missing the point here. I'm not saying that Colorless mana and Energy don't have mechanical depth, I'm saying that the two mechanics have card pools that are shallow. Likweise, I am not confident MH3 is going to be able to able to a large amount of depth to the card pools for these mechanics.Colorless mana and energy doesn't have mechanical depth
Colorless mana is a payoff to being able to provide colorless mana. Painlands and filter lands, magic's entire history of utility lands, eldrazi spawn and mana rocks. You pick a Bearer of Silence as your black 2-drop and now you have an incentive to draft deserts or go tribal with Mutavault or find a use for Phyrexian Tower or oil it up with The Monumental Facade or whatever else themes you support through your mana base. Urza's Saga comes to mind. I'm trying out a couple of Hall of Oracles. You have to put some conscious effort into making colorless mana costs attainable in your cube, but it's very much feasible and with a lot of creative expression and archetype interplay.
Energy meanwhile is probably the mechanic with the greatest mechanical diversity in the entire game. Your Harnessed Lightning can synergize with your Lay the Land, mana dork, various aggressive beaters, some self mill, a spells payoff card, a go-wide one, whatever this thing is best described as, not to mention how many of them provide +1/+1 counters or artifact tokens, plus their natural synergy with blink effects (and ninjas even). Whatever archetypes appear in MH3 with color overlap I'd expect some energy card to cross-synergize with because of how flexible of a mechanic it is.
Well yeah, the "big idiot" stereotype is at least in part responsible for throttling the depth of the Dinosaur card pool. They're not really trying to make Dinosaurs dynamic or synergistic with other decks for the most part. As such, any attempt at building Dinosaurs in Cube is going to result in something fairly insular. Even a ramp build, which may have mutliple decks fighting for it's enablers, probably won't have much fighting for the big chungusauruses. While there are a handfill of decent dinosaurs at any given power level, they don't do much.Faerie payoffs are better than dinosaur ones, because they have greater mechanical depth, because of more diverse set inclusions.
This is the premise of the sentiment, and I think it's largely true in this context, but not so much when applied to the mechanics in question. That said, I also think it's missing the mark a little here. Dinosaurs are just fundamentally stereotyped as big beaters, even when they appear in other sets, their core identity are generally expressed as ferocious creatures, which naturally lends itself to midrange threats and ramp targets. There are three of them in Doctor Who and they average a mana value of 6.6. Especially when the synergy card you're highlighting keys off power, further limiting the already limited inclusions that are more synergy oriented. Although even with that in mind I think Dinosaurs do a pretty good job with cards like Surly Badgersaur, Bronzebeak Foragers, Deathgorge Scavenger, Ripjaw Raptor, Topiary Stomper, Hulking Raptor, Rotting Regisaur, Tranquil Frillback, Spitting Dilophosaurus and Indoraptor, the Perfect Hybrid in terms of having reasonable cube inclusions.
The issue with Slivers isn't a diversity in the individual abilities of the cards, but rather the lack of depth in playstyle they create. Most proper sliver decks are some variation upon "play the +1/+1 lords legal in the format and your favorite support cards." As such, despite the broad pool of Sliver cards they end up not having a lot of depth. This is largely the issue that Energy has at present– the card pool lends itself to "play as much of this thing as possible," but it has even fewer ways of cleanly extending into other spaces.Ninjas and slivers mimic the faerie and dinosaur dichotomy
At this point in time, slivers have appeared numerous times, dwarfing ninjas in representation. There are, in constructed, a lot of different ways you could build a sliver deck (which is not to suggest that they'd be competitive). It's just not an appealing cube archetype because of how extremely parasitic it is, but that's not really a trait it shares with dinosaurs. Slivers were never going to get a card like Ravenous Squirrel or Nested Shambler, but dinosaurs very well could have. (Although at the right power level you could experiment with cards like Dregscape Sliver, Hollowhead Sliver, and whatever else.) It took me a bit to realize, but I assume ninjas here are more of a stand-in for evasive creatures, considering the ninjas here are the payoffs similar to Spell Stutter, although it's not like MH1 actually added much to the archetype, all it did was elevate the power level. They also don't really have the Spell Stutter property of a low floor, you'd never pick a ninja without a deliberate intent to consistently enable it. In terms of parallels, they seem pretty comparable to cards like Reality Smasher.
Energy can at least interact with things like Proliferate and Vorinclex, Monstrous Raider. Slivers just interact with other slivers.I think that slivers and energy are both poisonous mechanics. You basically want as many as you can get, because each extra sliver or energy card you can get makes the mechanic perform better, and non-sliver/non-energy cards are consequently less interesting. For energy this problem is more easily mitigated than for slivers. As long as an energy card is good enough to run on its own, playing more energy cards is a bonus instead of a requirement, so it might get there I feel, if MH3 offers enough energy cards that are good in their own and that fit in broadly the same strategy.
I think colorless mana is easier to support than most strategies because it can be supported through (fixing) lands. If you don't run shocks and fetches, painlands are close to the next-best thing. With enough colorless mana support they kinda tap for 3 colors. A similar thing can be said for the shadowmoor filter lands.Not entirely. With colorless I'm trying to make a parallel that more or less is saying "if they receive as much support as ninjas did in mh1, they would be equally if not more viable". I think it's more demanding of your cube to support colorless, but I don't see the central argument of how deep the card pool is applying to them and not ninjas given all the parallels.