landofMordor
Administrator
Hello all; I've been cubing for a few years now and recently started posting here. Thought I'd publish some stream-of-thought about updates to my cube below. But first, context!
This cube is a bit of a reinvention of the list I've been honing for a year or so. That older list (c/1313) is one which solely supported aggro, control, and midrange, and cultivated maximum balance within that framework. That led to some unconventional design decisions like eschewing build-arounds, trimming multicolor sections to the bone, and including the 10th- and 11th-best versions of staple effects like cantrips, burn spells, or cheap creatures.
I dearly love that playstyle and it carried me through several quarantine drafts with my partner, but over time I noticed some issues with that design approach:
Here's an example draft:
. https://cubecobra.com/cube/deck/5f84fe0a64401010626ff307
Look at that manabase! 17 lands but also 25 spells! Mmm. Tasty. And best of all, since midrange is the only supported archetype, the mirror match is the only one I'll see -- one with a 50% (theoretical) winrate. That's what I was chasing.
The advantages of shifting my design in this way are pretty huge. I can now play multiplayer successfully with this cube (and even play Desert-style after adding 10 of each basic); I don't lose as often to mana screw or flood; there are no blowout matches; and I can add as many MDFCs as Wizards cares to print.
The disadvantages exist, too -- if my curve goes too high, then it will be possible to build an ultra-greedy "tap-out control" deck, so I'm really limited to just a handful of 4- and 5-drops. And it's much more expensive to acquire a bunch of allied painlands and Llorwyn filterlands. But so far I love it.
Updates will be posted infrequently here; let's start a discussion!
Cheers -- Mordor / Parker
- Restrictions: No budget (willing to proxy), willing to break singleton
- Context: Primarily draft with 4 or less, so micro-archetypes are less desirable
- Power: I like playing powerful Magic because it means that there are fewer non-games. But I'm unwilling to push power so high that power itself leads to non-games. See below.
- Ideal Gameplay: Balance is what I'm chasing. Magic is a wonderful combination of chess and poker that I adore, but losing to the RNG is one of my least favorite experiences. For this reason, I dislike combo, mana issues, or even just drafting a deck like Aristocrats that might not "get there".
This cube is a bit of a reinvention of the list I've been honing for a year or so. That older list (c/1313) is one which solely supported aggro, control, and midrange, and cultivated maximum balance within that framework. That led to some unconventional design decisions like eschewing build-arounds, trimming multicolor sections to the bone, and including the 10th- and 11th-best versions of staple effects like cantrips, burn spells, or cheap creatures.
I dearly love that playstyle and it carried me through several quarantine drafts with my partner, but over time I noticed some issues with that design approach:
- It required more in-depth knowledge of Magic than my playgroup's average skill. Back when in-person Magic still happened, I was always surprised by a drafter trying to jam something like Ashiok, Nightmare Muse alongside Jackal Pups. This primarily-EDH group is really most comfortable building midrange, and I can't design assuming they know how A Normal Control Deck operates.
- Again, since my group loves EDH, they also like to play multiplayer, and Aggro and Control are both terrible in such an environment. We tried drafting 2HG once and it sucked for the R and W decks.
- Even though I'd drastically reduced matchup polarity (e.g. by excluding hoser cards like Wall of Omens or Winter Orb) there was still a lot of rock-paper-scissors in this format. Aggro beats Control beats Midrange beats Aggro. I didn't like successfully navigating a draft and ending up in the perfect UB Control lane, only to go 0-3 to aggro decks. It felt like punishing correct drafting decisions with the luck of the matchup.
- Another large source of variance was mana issues. One could build the perfect deck and still lose to mana screw or flood. I was on 5 cycles of dual lands, and I couldn't find room for any more without cutting into the critical mass of other necessary effects.
- And, I ran out of room to support sweet sweet modal cards when ZNR came out and injected 30 testable MDFCs into my environment!
Here's an example draft:
Temur 'Delver'
Look at that manabase! 17 lands but also 25 spells! Mmm. Tasty. And best of all, since midrange is the only supported archetype, the mirror match is the only one I'll see -- one with a 50% (theoretical) winrate. That's what I was chasing.
The advantages of shifting my design in this way are pretty huge. I can now play multiplayer successfully with this cube (and even play Desert-style after adding 10 of each basic); I don't lose as often to mana screw or flood; there are no blowout matches; and I can add as many MDFCs as Wizards cares to print.
The disadvantages exist, too -- if my curve goes too high, then it will be possible to build an ultra-greedy "tap-out control" deck, so I'm really limited to just a handful of 4- and 5-drops. And it's much more expensive to acquire a bunch of allied painlands and Llorwyn filterlands. But so far I love it.
Updates will be posted infrequently here; let's start a discussion!
Cheers -- Mordor / Parker