General MODO Cube Redesign

Laz

Developer
Could they redeem things? Sounds like there are actually design principles at play here (I also note that Adam Prosak seems to have disappeared)...

Linky

We cut some “hits” that were highly non-interactive (aka, straight-forward and/or dumb whether you’re playing with them or against them), so you won’t find True-Name Nemesis in the Legacy Cube and there aren’t any Swords either....

In order to decide what made the cut, we started completely from scratch. This was not a process of tuning the existing Magic Online Cube by cutting and adding cards. Instead, we started by throwing that Cube away and trying to see how many different sub-themes we could make work.

There are still some dumb cards like Jitte, Emrakul and Carnophage, but the right language is being used.
 

VibeBox

Contributor
jitte is far less concerning than batterskull still being there, but at least those stupid swords are gone.

for those who want to take an early look:
http://cubetutor.com/cubeblog/19196

it's basically a rather generic 600 card grim monolith cube now with a glut of planeswalkers
which is to say a noticeable improvement over the steaming pile modo cube has been until now
 

Eric Chan

Hyalopterous Lemure
Staff member
600 cards, no Swords to speak of. It's certainly a start!

The fact that Randy Buehler is now in charge has me excited.

edit: a wild human theme appears!


how is it that they're missing
 

Onderzeeboot

Ecstatic Orb
Also by my count the cube has 35 PWs out of 600 cards...

You end up with 35*(360/600)/8 = 2.625 planeswalkers per player on average. That's actually more than two times the average number of planeswalker in my cube. 6 gold cards per guild looks good though, that's an average of 3.6 per guild in a draft, which is just perfect. Cutting back to 600 is also great. First spin on cubetutor looks promising.
 
I agree that the language in the article is quite encouraging. Removing some of the blatant violators (e.g., swords) is good, and I like they are more focused on fixing lands that don't completely suck.

I am going to play the optimist and say this might be their first step toward real, solid design. I might have to sign up for modo soon...
 

Eric Chan

Hyalopterous Lemure
Staff member
Yeah, I think this is probably still a cube I wouldn't fork over real money to play, but it's the first 'power-max' cube I can think of that's cut all the Swords. Which means it isn't really power-max anymore; they care about players being able to interact, so that puts them in the realm of fun-max. Small steps, but steps nonetheless!
 

Onderzeeboot

Ecstatic Orb
The thing that bothers me the most after a few drafts on cubetutor is the mana symbol density of the black cards. There's multiple double and triple black cards, multiple cards that care about the number of swamps you control, and even Phyrexian Obliterator at an unplayable in anything but mono black {B}{B}{B}{B}. Black is not splash friendly.

See http://cubetutor.com/cubedeck/217612 for a mono black deck I drafted with a whopping 42 black mana symbols in 23 cards!
 

FlowerSunRain

Contributor
I think they're doing a good job of appealing to a broad audience. They need to continue to improve the mana and lower the curve, though, adjusted for the lands/size that cube had DOUBLE the 4+ CC cards that mine does. Going in on some kind of thematic goal (even if its a meta-theme like "Legacy Gameplay" or "The Grim-Monoliest Grim Monolith Cube Ever") is the other thing that seems missing here.
 

FlowerSunRain

Contributor
The thing that bothers me the most after a few drafts on cubetutor is the mana symbol density of the black cards. There's multiple double and triple black cards, multiple cards that care about the number of swamps you control, and even Phyrexian Obliterator at an unplayable in anything but mono black {B}{B}{B}{B}. Black is not splash friendly.

See http://cubetutor.com/cubedeck/217612 for a mono black deck I drafted with a whopping 42 black mana symbols in 23 cards!
That's one well positioned Gray Merchant!
 

Laz

Developer
Bumpy, along with Linky!

Highlights follow:

The first thing I did was to look at which cards were getting drafted the highest. There weren't a lot of surprises there, but the ridiculousness of Umezawa's Jitte was pretty hard to ignore, especially coupled with the feedback I got that cutting all the Swords felt good, but Jitte was at least as good as a Sword. Grim Monolith was in a similar spot in that all the similarly powerful fast artifact mana has been limited to the Holiday Cube, so we should be consistent and cut it.
Jitte, Monolith, not fun cards. Pay attention, this guy might be on to something.

Even more importantly, I looked at the list of cards with the lowest average draft position. ... most of the graveyard enablers are there (Mulch, Grisly Salvage, etc.). The graveyard theme took several different forms during design and development, and when the dust settled I think we landed in a place where there just weren’t enough rewards in the Cube to justify the enablers (mostly because we cut the rewards because they tend to be super-narrow cards that only work in one deck).
Poison-y cards are poison.

At the end of the day, this Cube just isn’t heavy on either artifacts or enchantments, so the instant and sorcery versions of that effect just aren’t worth playing. I replaced some with creatures that have “enters the battlefield” destruction effects and replaced some others with more relevant cards.
Narrow cards are narrow.


So, those were the learning points. Now... how do we apply them?
So here’s the plan: Vampires!
See you guys in a couple of months, where we will probably learn that a 1BBB conditional hill-giant was amazing and it only took 7364 games before Captivating Vampire got activated!
 
If you have like 0 graveyard stuff I guess. I think they're pretty bad examples of poison cards. They help you filter your hand a little bit and develops graveyard plans.
 

Chris Taylor

Contributor
Are mulch and grisly salvage actually poison though?

Pretty poisony, in this cube. Those are some harsh mana costs for pretty poor draw spells in colors that don't want them if you don't have any graveyard synergy (which, as before, in this cube you likely wont)
 

CML

Contributor
Pros
Co-workers are great. Probably the only reason people stay around. Very devoted and intelligent people working there. Company is understanding you have a life outside work.

Cons
Very low chance to advance, you will be told you can, but what you need to do changes all the time so you will not succeed at it.

Marketing is a joke, they have no idea what they are trying to sell and won't learn. IT is old and out of date.

2 trick pony. Magic and D&D. If it isn't named that it's not going to fly. Don't get your hopes up about a new game you made. Even if they like it, and say they want to do it, it won't get published. But they will own your idea from then on.

Advice to Management
So many layers of managers, it's hard to know who someone has to talk to. Marketing is a joke, find someone better. The employees are smart, listen to them, they have good ideas and good games. Maybe find something other than magic and D&D to make.



I worked at Wizards of the Coast full-time (more than 3 years)

Pros
Wizards has great products and some of the newer folks are trying to make improvements
Nice schedule option to work longer Monday - Thursday then half day on Friday
The regular employees are good people

Cons
The long term employees protect each other even when it is bad for the company and other workers
The executives keep saying how they need to change, but nothing changes
Managers who are ineffective and terrible to their people are rewarded while folks who try to make things better are quickly pushed to the side

Advice to Management
Stop rewarding and protecting the folks that cause your problems
Replace the entire project management group
Replace technology engineering leadership
Stop talking about what needs to change and make the changes



Pros
- Flexible work schedule
- Laid back

Cons
- You'd be hard-pressed to find a more poorly managed company
- Better make friends. Managers and above will become petty and retaliatory if they don't like you
- Don't worry about doing a good job. Nothing is based on merit. You'll be judged on who likes you
- Nothing is organized. Nothing is on time. Everything is on fire
- You will work well over 40 hours a week and not be compensated in any way for that
- Don't take holidays for granted. You'll work some of them

http://www.glassdoor.com/Reviews/Wizards-of-the-Coast-Reviews-E4718.htm
 
lol. One quibble:

Cons
The long term employees protect each other even when it is bad for the company and other workers
The executives keep saying how they need to change, but nothing changes
Managers who are ineffective and terrible to their people are rewarded while folks who try to make things better are quickly pushed to the side


I heard this was also true for [insert person] at the [insert career].
 
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