landofMordor
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"Magic is about too many things": Slay the Spire x Cube
I got to have a conversation a couple weeks ago with class act @Jason Waddell, during which we talked about Slay the Spire and design lessons we could learn for Cube. (Coming soon to a podcast near you...)
One of Jason's many excellent points was that Spire creates an infinitely replayable, nearly addictive playground of synergy -- using only 50-ish common cards for each character. Contrast this to the average cube, where we often jam 360 unique designs into a single format, and then wonder why it's so difficult for synergies to come together. (Of course, they're different game engines, and Spire benefits from getting quasi-random Companion-like build-arounds in the form of Relics, the combinations of which drastically change deckbuilding incentive from game to game. But the point remains that Spire's synergies use every part of the buffalo -- no more and no less.)
Jason also said that "Magic is about too many things," and one of the reasons Limited sets feel so fresh is that they recycle the subsets of game that Magic cares about for that particular set release. It is extremely difficult to make White care about artifacts, enchantments, lifegain, small creatures, tribal, and +1/+1 counters all in a single set without blending the enablers into each other so far as to become flavorless. So instead, we get THB (enchantments and Heroic), ELD (artifacts and enchantments and Knights), MID (graveyard, coven, Spirit tribal, etc), each of which focuses on a subset of White's color pie. And as Riptiders know, the broader the mechanical hook, the easier it is to support incidentally (the difference between Coven and Madness).
So this got me thinking: what is my cube, The Ship of Theseus, about?
Level 0: Game Resources
Games (in the Meier-ian sense of "sequences of interesting decisions") are emergent from resource allocation and mechanics. In that sense, my cube is "about" the interchange of cards and life players are given by the game rules, and the tempo and mana that are generated by their cards. But that's endemic to most Magic formats -- in fact, it is more rare for a format to not utilize these resources (although 1-life cubes or Turbo Cubes or DrawHalfYourDeck cubes do exist).
What might be more unique to The Ship of Theseus specifically is my emphasis on the interchange between cards and tempo, which I find to be the source of many of Magic's most interesting decisions. I also have little patience for Magic's resource of life, because I prefer playing a relatively large quantity of short games. So I choose to cultivate a environment where tempo is highly relevant, card advantage is plentiful enough to be leveraged into tempo, and powerful, fast effects cause life totals dwindle faster than other formats.
Just by considering Magic's core resources, my cube's focus narrows with some parameters for design: powerful, fast, tempo-heavy games. If we build up from this foundation, the next level is our choice of cards.
Level 1: Card Design
There exist cards which are predominantly tempo-negative (Divination), primarily tempo-positive (Lotus Petal), and somewhere in between (Ophidian). Some cards can be either or both, depending on the stage of the game, or the way the player leverages their resources (Alchemist's Apprentice and even planeswalkers to some extent). There's a similar spectrum for card advantage, although usually high-tempo cards are card-negative and vice versa. (And I guess there's a spectrum for life, too, but most cards are neutral, and it's bikeshedding to taxonomize whether Grizzly Bears does better at shielding your life or removing your opponent's.)
The Ship of Theseus cares about the resource decisions concerning cards and tempo; therefore its individual cards must provide the opportunity for such decisions.
Mox Opal and Ancestral Recall are non-starters here, since they occupy the absolute extremes of the card advantage/tempo spectrum, and thus there is too little tradeoff to be had. These cards create fewer interesting decisions from game to game than more modest designs, and thereby contradict my goals. The Ship of Theseus cannot pursue power for its own sake, only the dynamic decisions which arise from powerful cards.
Let's take some positive case studies from my current list, starting with some extrema on my cube's tempo/card advantage spectrum:
Treasure Cruise represents the biggest guaranteed X-for-1 in my list. It is always tempo-negative, since the caster pays non-zero mana for zero board impact. However, the degree to which Cruise is tempo-negative depends on how much is Delved away. Though this decision often reduces to "delve the most you can" (a nice fallback for inexperienced players), the heuristic is not always optimal. If the caster has Tarmogoyf in their deck or is digging for their Tasigur, the Golden Fang, they may wish to selectively Delve, for example. These moments of discovery are rewarding for Jennys, Spikes, and Tammys alike (assuming Tammy likes playing beeg delve threats, I guess).
Meanwhile, some of the most tempo-positive plays in my list are free spells like Grief and Daze. These cards are obviously as tempo-positive as it gets when cast for free, but this often comes at significant card disadvantage or opportunity cost. And, most importantly, the player can choose to make decisions which affect the tempo of these cards. If Grief is cast as card advantage, it comes at a significant tempo investment that can be punished by Shock or Zombie; if Daze is cast for the card-neutral mode, it is less tempo-positive.
Finally, as an example of a switch hitter in the tempo/card advantage space: Grist, the Hunger Tide, like many planeswalkers, is a potential card advantage engine. But because the caster overpays for this flexibility, it's usually a tempo negative play (after all, you can buy a 1/1 creature for , or a Bone Shards for ). But if Grist's owner leads with the -1 on a creature that costs more than 3, it's a tempo-positive, card-neutral play. Which mode is "correct" will depend on the player's preferences, their deck composition, and each player's prior decisions -- this is exactly the kind of dynamic decision-making that The Ship of Theseus is built around.
Level 2: Archetype Design
Once cards are selected for their desirable gameplay decisionmaking, the combinations of those cards with the slant of Magic's resource system gives rise to the concept of synergy. Synergies cause cards to be re-evaluated as part of a greater whole, creating dynamic decision-making in draft and in gameplay. An example would be the interaction between Ephemerate and Grief. Maybe it's usually correct to hardcast Grief when is available, but Ephemerate will at least cause the player to reconsider the wisdom of that heuristic.
The Ship of Theseus cares about synergies which yield novel decisions regarding the resources of tempo and card advantage. Some of this is inherently contained in Levels 0-1. The synergies I'm looking for won't contradict those deeper goals (eg. Dark Depths+Vampire Hexmage combo invalidating card advantage by dealing 20).
But I should define what I mean by "novel decisions", and I think the easiest way is to illustrate what novel decisions are not. The +1/+1 counters deck signposted by Winding Constrictor, Conclave Mentor, or Zameck Guildmage degenerates into essentially one strategic heuristic: play creatures, grow them, and profit. The opponent's gameplay also degenerates at the strategic level: kill/disrupt the counter production (card advantage), and/or kill the opponent before their creatures grow unmanagable (tempo). Or, the Auras deck signposted by Brine Comber, Setessan Champion, or Satyr Enchanter degenerates tactically and strategically (assemble Voltron or bust, with minor variations if the opponent is telegraphing removal). The opponent's tactic: get X-for-1s by killing their creatures while establishing a clock of your own, or die a painful death. I don't know whether these kinds of heuristic decision trees can be wholly excised from Magic (the game is much too difficult for that!), but The Ship of Theseus seeks to minimize the situations when synergies lead to obvious decisions.
Ideally, then, my format's synergies (and its archetypes, which are just concentric synergies) should:
1. cause players to sacrifice elements of tempo or card advantage,
2. hinge on an unconventional use of tempo or card advantage, or
3. contribute to tempo/card advantage decisions which dynamically evolve.
Examples respectively:
1. Aggro Zoo decks in my format sacrifice the ability to gain card advantage in exchange for early-game stopping power. 5-color Niv-Mizzet Reborn decks sacrifice tempo to gain ridiculous virtual and actual card advantage from the entire color pie.
2. Interactions between Ephemerate and Evoke, or Delirium/Delve and Faithless Looting, are examples of card (dis)advantage yielding a synergistic benefit on the tempo/CA spectrum.
3. Upon reflection, any synergy causes dynamic evolution of decisionmaking, to the extent that it could be used as a definition of the term. I just want the subset of synergies which specifically affect tempo and card advantage.
Looking over my cube holistically, I observe that the bulk of the synergy revolves around strategic synergy (lots of 1-drops+burn, or counterspells+wraths), or else the very broadest of interaction with different zones and types of cards (graveyard-matters, artifacts-matter, spells-matter). So, if my cube could be said to be about one group of things at this high level, it's about board presence, graveyards, and card types. But these synergies inform one more level of design -- the manner in which I curate my cube.
Level 3: Cube Design
Funnily enough, I've painted myself into a corner by explicating my desire for novel decisions in Level 2. Novel decisions are definitionally ones that I haven't seen before, so the longer I play my Cube, the less my cube will contribute to this goal! (Even granting that there are more than 10^765 ways to order the cards in a cube draft, such that I'll never see the same cube twice, the color pie drastically reduces the effective diversity, and so does the way I support consistency by selecting many redundant variations of cards from a few broad classes. And, like, my lizard brain gets bored too easily.)
This brings us back to Slay the Spire and my conversation with Jason. He mentioned the fallacious-but-prevalent assumption that Cube design is an eternally unfinished process. While I agree with his logic, I don't think The Ship of Theseus fulfills its goals if it never changes. That's not to say I'll solve the environment in a rigorous way, because I certainly won't be able to. I also take to heart the idea that I'd benefit from a slower cycle of updates and iteration (after all, Theseus' vessel was renewed plank by plank). But if I can enrich the fertile soil of Cube through some occasional tinkering, so be it. Magic may be about too many things, but I care about only one:
The Ship of Theseus is about mystery, discovery, and exploration as boundless as my curiosity.