Chris Taylor
Contributor
Well, I'm likely going to regret this, but:
https://www.mtggoldfish.com/articles/the-face-walker-problem
So first things first: Saffron Olive is a great author, go check out his articles.
However, this one is (In a veiled way) about MTG Finance and Standard, both topics I've never found particularly uplifting. Interesting in the way following the american election process can be as a foreigner, you know?
The basic thrust is that WtoC's push to make planeswalkers the face of magic is damaging the game part in service of the brand part. A powerful gideon sells funko pop figurines (Hell he's sitting on my desk right now) but standard is pretty damn miserable for his presence.
They're pushed specifically to make sure people see them when they tune into starcity opens and the like, but they tend to be so powerful they push out similar options
He specifically mentions these two cards as an example:
And while I laugh at the fact they share half a name, I hadn't really drawn this conclusion myself, despite currently cubing both cards
However, the reason I'm actually sharing this with you all (Other than to plug an author I like) is the solutions at the end of the article:
1) Slightly weaker planeswalkers (Chandra, Pyromaster more than Tibalt, for eg)
2) Evergreen Planswalker hate
3) Less total planeswalkers
4) Narrower planeswalkers
And while some of these problems aren't really applicable to cube designers like us (Players don't just choose the cards they're running for example, so obviously worse versions of given cards can still see play, for eg) I'm sure some of these might be helpful.
#1 Weaker Walkers is easy, and mirror's what Grillo's been saying for years now: lower your power level
#2 is easy for us and hard for wizards: Just keep adding cards that can interact with walkers. Maybe pithing needle isn't great for your format, but how many of us are still running dreadbore? Maybe double up on Hero's downfall? Add another Oblivion Ring? Cross out one of the White mana Symbols on planar cleansing perhaps?
#3 is also easy, literally just remove walkers from your cube. Exact numbers are obviously subjective.
#4 is the part that's interesting to me. I've always been of the opinion that planeswalkers aren't UNILATERALLY bad, despite a few of my friends insistence.
Part of this suggestion is that most of the typically good planeswalkers are so broadly applicable that they end up being the best card you can draw when you're behind, and the best card you can draw while you're ahead (I'm practically quoting the article there), and as such there's basically no reason you shouldn't include them in a deck.
However, when you switch from something like Chandra, Torch of Defiance to something like (on the extreme end) Tezzeret the Seeker, realistically you won't have 7 walker decks because they all put different demands on your deckbuilding.
So look, maybe this sounds like Starcitygames select's most generic babies first cube guide to planeswalkers, but I had a player tell me that Dreadbore was a card that should NEVER leave my cube. And to be perfectly honest, I thought dreadbore was generic as hell, really boring and overlapped a lot with Kolaghan's Command (You know, red/black killspell that also hits a hard to remove permanent type) and that I didn't need both.
But considering it, and given how many of the flagship walkers I've cut recently, I think it serves well to be reminded every now and again, and maybe act as a guide for anybody trying to make walkers of their own.
Also Inb4Ahbadans
https://www.mtggoldfish.com/articles/the-face-walker-problem
So first things first: Saffron Olive is a great author, go check out his articles.
However, this one is (In a veiled way) about MTG Finance and Standard, both topics I've never found particularly uplifting. Interesting in the way following the american election process can be as a foreigner, you know?
The basic thrust is that WtoC's push to make planeswalkers the face of magic is damaging the game part in service of the brand part. A powerful gideon sells funko pop figurines (Hell he's sitting on my desk right now) but standard is pretty damn miserable for his presence.
They're pushed specifically to make sure people see them when they tune into starcity opens and the like, but they tend to be so powerful they push out similar options
He specifically mentions these two cards as an example:
And while I laugh at the fact they share half a name, I hadn't really drawn this conclusion myself, despite currently cubing both cards
However, the reason I'm actually sharing this with you all (Other than to plug an author I like) is the solutions at the end of the article:
1) Slightly weaker planeswalkers (Chandra, Pyromaster more than Tibalt, for eg)
2) Evergreen Planswalker hate
3) Less total planeswalkers
4) Narrower planeswalkers
And while some of these problems aren't really applicable to cube designers like us (Players don't just choose the cards they're running for example, so obviously worse versions of given cards can still see play, for eg) I'm sure some of these might be helpful.
#1 Weaker Walkers is easy, and mirror's what Grillo's been saying for years now: lower your power level
#2 is easy for us and hard for wizards: Just keep adding cards that can interact with walkers. Maybe pithing needle isn't great for your format, but how many of us are still running dreadbore? Maybe double up on Hero's downfall? Add another Oblivion Ring? Cross out one of the White mana Symbols on planar cleansing perhaps?
#3 is also easy, literally just remove walkers from your cube. Exact numbers are obviously subjective.
#4 is the part that's interesting to me. I've always been of the opinion that planeswalkers aren't UNILATERALLY bad, despite a few of my friends insistence.
Part of this suggestion is that most of the typically good planeswalkers are so broadly applicable that they end up being the best card you can draw when you're behind, and the best card you can draw while you're ahead (I'm practically quoting the article there), and as such there's basically no reason you shouldn't include them in a deck.
However, when you switch from something like Chandra, Torch of Defiance to something like (on the extreme end) Tezzeret the Seeker, realistically you won't have 7 walker decks because they all put different demands on your deckbuilding.
So look, maybe this sounds like Starcitygames select's most generic babies first cube guide to planeswalkers, but I had a player tell me that Dreadbore was a card that should NEVER leave my cube. And to be perfectly honest, I thought dreadbore was generic as hell, really boring and overlapped a lot with Kolaghan's Command (You know, red/black killspell that also hits a hard to remove permanent type) and that I didn't need both.
But considering it, and given how many of the flagship walkers I've cut recently, I think it serves well to be reminded every now and again, and maybe act as a guide for anybody trying to make walkers of their own.
Also Inb4Ahbadans