Balancing big and small game decks
I like big games (
BG). My first cube is a multiplayer one where the board states are large, people draw and play lots of cards. The games usually end with a big finish as someone assembles an engine with some reversals along the way.
I like small games (
SG). Call me a sadist, but I love destroying that crucial land the opponent needed to go off. I enjoy clearing the board and winning with a
Mishra's Factory beating down for 10 damage. I get a kick from seeing the light fade from the opponent's eyes as I
Mana Tithe them during their big turn.
"So you are making two cubes right?" Wrong! I want to try and encapsulate both types of games inside the same cube as the contrast is very interesting to me. So I'll mostly be focused on the BG vs SG dynamic.
The way I see it, my tempo and control decks represent the SG decks. They try to restrict what the opponent can do with interaction and close the game by with cheap threats (tempo) or inevitability (control).
On the other end of the spectrum, my BG decks are the various synergy piles that show up. They can be permanent based (aristocrats) or spell based (storm) and try to build a critical mass of ressources to win.
If left alone, the BG deck should take over as the game progresses. They are building towards a synergistic endgame that would trump whatever fair strategy a SG deck is pursuing. However, if those SG decks have access to unlimited interaction, then the BG deck has no chance. Everything will be removed and they will never come off the ground.
Clearly there is a middle ground where both can have a shot and a lot of that will hinge on the type and density of interaction.
Interaction
For this cube, I want the gameplay to be fast-paced with some broken cards, so interactive spells need to be able to follow. This means cheap mana values almost universally.
To help balance the BG/SG dichotomy, there are some characteristics I am looking for in my interaction
1. Temporary: Most engine decks hinge on a few key pieces to really go off. If those are answered permanently, then it can be difficult to execute your game plan. As such, temporary solutions are a great way to keep everyone on their toes. Let's look at a recent change I made
->
Yes, Partition is weaker than Ending. But this isn't about power level, it's about allowing different deck strategies to cohabit in interesting ways. Partition keeps the door open for the synergy deck to reclaim their critical engine piece. It also gives a window to the interactive deck to pressure the BG deck and make that delay count.
I also find it more fun to optimize the Soul Partition. By destroying lands or mana rocks you can really extract out a lot of value from it.
Other examples of temporary removal
White and Blue are the best at this, I'd love to hear ideas for other colors!
2. Drawbacks: If you are stripping a ressource from the opponent, you can mitigate that by giving them something back. That way you still answer what needs to be taken care of, but it won't be quite as backbreaking for them.
Concealing Curtains could be another consideration, would appreciate suggestions for this category.
3. Open ended: Synergy decks can care about creatures, spells, artifacts, the GY. You need ways to answer various card types. The best of the best are
counterspells in that regard. Because of their versatility, I've chosen to omit unconditional counters with no draw backs. Instead I have a few categories
Unconditional but temporary:
Unconditional but drawback:
Conditional, but no drawbacks:
Hand disruption is up there too in terms of efficacy. Not only do you get information, but you also get to be proactive, stopping any possible ETBs from creatures or uses from artifacts or enchantments.
Mana denial
Mana denial is it's own beast and I like what it brings to a format. Not all colors have
counterspells, meaning they are vulnerable to some of the bigger non-permanent haymakers (
Time Spiral,
Yawgmoth's Will,
Cataclysm, ...). To stand a chance against those cards, I believe that slowing down mana production can achieve the same result. If you are forced to
Dark Ritual and untap only 4 lands when you cast
Time Spiral, you might fizzle or have to pass turn. There are some very powerful lands in the cube too and having answers to them will keep the opponent honest to some extent.
Non-games are a risk, but I have a few ideas on how to mitigate that in a later section.
Adjusting the interaction in my cube
In regards to interaction, I'd say that the cube is in a good place right now, but it could be better. Some standouts like
Swords to Plowshares and
Thoughtseize are too punishing for the opponent at too little cost for the caster. I'll be considering other options like
Oust that are temporary or
Duress that are conditional.
I am also missing some GY interaction. However, I dislike ones that hit the whole GY as it's too tough to rebuild after.
Scrabbling Claws and
Cling to Dust are looking decent for that purpose.
I could see myself adding even more mana disruption and these are the forerunners.
Wildfire can be an answer to
Tolarian Academy, a source of landfall or fixing alongside a cantrip. I'd love to add a
Flagstones of Trokair package with
Braids, Arisen Nightmare,
Crop Rotation and the rest of the gang. This would be more reasonable at a higher cube size though.
Mage is interesting because it can be recurred.
Unearth,
Helping Hand and the others can make this a nuisance of a card. The floor is abysmal though.
Ajani is an interesting Walker for RW control decks. The Helix mode is obviously strong, but it's the +1 that has me excited. Doing a
Rishadan Port impression is annoying, but not devastating. You have time to answer it with creatures before getting destroyed with the one-sided
Armageddon. Since I cut Chandra and Emperor, I might slot this in to nudge players into a Boros deck.
Other balancing tools for BG/SG
I am most afraid of BG being smothered by SG. So here are some ways to mitigate that dynamic that could be implemented.
Low mana value engines and/or temporary mana boosts: The impact of mana denial is lessened when you can still function thanks to minimal mana requirements such as a
Young Pyromancer or whatever. Cards like
Dark Ritual will also help get you out of problematic situations. Right now, my highest mana value engines are artifacts (KCI, Paradox Engine, Bolas's Citadel, ...) so it might be worth considering
Mishra's Workshop and/or
Grim Monolith as ways to keep these cards relevant under mana constraints.
Resiliency and protection: You want SG decks to manage the board, but BG should be able to get some of those cards back. Between a decent amount of recurring threats and multiple ways to recur cards from the GY (
Regrowth, Jace, VP, Breach, ...), I've got this covered. Where I am lacking is in terms of protection spells or effects. Things like Ward and Hexproof are almost completely absent as are combat tricks/protection.
Mother of Runes and
Giver of Runes do a lot of the heavy lifting!
Is a great candidate that has some build around potential which I like. Do you run any protection spells?
Threats that don’t snowball too hard: I don't want the SG decks to run away with the game once they've disrupted the opponent a bunch. I want threats that apply pressure, but not too much. As an example
Laelia, the Blade Reforged is excessive. It scales and continues to exacerbate your advantage by drawing you cards. Same deal with
Monarch cards. I am on the fence for some cards like
Luminarch Aspirant which is pushed, but the play patterns are fun for both players and they fit supported themes.
That's all I got for now, I'll leave you with a cool WRu artifact +1/+1 counter Ascendancy deck. Love seeing the counter theme outside of just Selesnya!