So we had our first draft with my updated cube and we had fun! The draft went the way I was expecting (all 3 of us splashing/playing blue).
I had an URb spells deck featuring some good fliers and a token subtheme.
One of the guys had a UWr beatdown deck with a spells matter subtheme.
The last one had a Bant midrange deck splashing blue for Persuasion and Bident of Thassa.
A few observations popped up:
- The spells matter theme is too heavy handed. It can support 2 out of 3 players!
- Fixing is really good. 40 fetchlands/duals + 10 temples with only 3 players means that 3 color+ decks are the norm.
- My players struggled finding finishers for their decks. We are used to playing big flashy cards that end the game quickly. Take them away and they panic a little.
- Each deck had a fighting chance. We played 4 games and it ended split 2-1-1 for the wins.
- Each game was dynamic with plenty of excitement. We had some comebacks and some improbable wins.
- Blue was everywhere
After the draft, I asked them how they felt about the whole thing. They enjoyed playing with some newer cards, but overall found the power level too low. When I confronted them on the fact that they were able to play those cards because of the lower power, they said that if they had to chose, they would rather go for the splashier cards.
I also told them that as things stand, blue is too powerful. That I would need to nerf some of the card drawing to give other colors their opportunity to shine. They were opposed to the idea even if it means having blue everywhere. They want to draw cards even at the cost of a more balanced environment. One player even mentioned that he would be attempting to make a mono blue cube...
So! With all that being said:
- I will try and up the overall power level of the cube, realizing full well that it means dealing with some oppressive threats.
- With those more powerful cards dominating, creating a synergy deck will be impossible or at the very least less optimal.
- Instead of synergy decks, I guess I will try to find sweet card interactions (moving the focus away from decks and onto cards).
- With blue being blatantly heads and shoulders above the rest, I think I will embrace this fully and enlarge the blue section of the cube (not sure if this should be done via multicolored cards or just blue cards).
- Cut the temple cycle from the cube. With 40 fetch/duals being distributed among 3 players, that is plenty.
I have to be honest, I'm a little disappointing to revert to power max cube, cube I will be trying to port over as many lessons I learned from this cube over to it. Got to give the people what they want! And they want big nasty finishers...
Thanks for reading
I had an URb spells deck featuring some good fliers and a token subtheme.
One of the guys had a UWr beatdown deck with a spells matter subtheme.
The last one had a Bant midrange deck splashing blue for Persuasion and Bident of Thassa.
A few observations popped up:
- The spells matter theme is too heavy handed. It can support 2 out of 3 players!
- Fixing is really good. 40 fetchlands/duals + 10 temples with only 3 players means that 3 color+ decks are the norm.
- My players struggled finding finishers for their decks. We are used to playing big flashy cards that end the game quickly. Take them away and they panic a little.
- Each deck had a fighting chance. We played 4 games and it ended split 2-1-1 for the wins.
- Each game was dynamic with plenty of excitement. We had some comebacks and some improbable wins.
- Blue was everywhere
After the draft, I asked them how they felt about the whole thing. They enjoyed playing with some newer cards, but overall found the power level too low. When I confronted them on the fact that they were able to play those cards because of the lower power, they said that if they had to chose, they would rather go for the splashier cards.
I also told them that as things stand, blue is too powerful. That I would need to nerf some of the card drawing to give other colors their opportunity to shine. They were opposed to the idea even if it means having blue everywhere. They want to draw cards even at the cost of a more balanced environment. One player even mentioned that he would be attempting to make a mono blue cube...
So! With all that being said:
- I will try and up the overall power level of the cube, realizing full well that it means dealing with some oppressive threats.
- With those more powerful cards dominating, creating a synergy deck will be impossible or at the very least less optimal.
- Instead of synergy decks, I guess I will try to find sweet card interactions (moving the focus away from decks and onto cards).
- With blue being blatantly heads and shoulders above the rest, I think I will embrace this fully and enlarge the blue section of the cube (not sure if this should be done via multicolored cards or just blue cards).
- Cut the temple cycle from the cube. With 40 fetch/duals being distributed among 3 players, that is plenty.
I have to be honest, I'm a little disappointing to revert to power max cube, cube I will be trying to port over as many lessons I learned from this cube over to it. Got to give the people what they want! And they want big nasty finishers...
Thanks for reading