Now do they not draft aggro because they don't like it or because they're convinced it's not good?
Does it "Cheapen me out of my durdely decks?"
Is mono red boring?
Just so I don't keep taking up pages of space in this thread. I put my response in a spoiler.
Multi-player format, although we do some 1v1 because I have a player that prefers that so we try to compromise.
Guys in my group are mostly timmy types. I'm a johnny. We like our big effects and broken synergies. I understand the value of representing aggressive decks, but I absolutely hate drafting and playing them. I went all in once and did really well that night. But guys were a bit butt hurt because it didn't let them enable all their slow durdly nonsense.
Now, I can try and make them more competitive players. But that is likely going to be futile. It's simply a better solution to allow for the durdle and try to balance around a midrange meta. It's hard though. Aggro control is the new spin I'm trying to put on it. Probably more for me than my players, but if I can find a way to draft an aggressive deck that still has a lot of play to it (and engines for late game - because in multi-player these are required no way around it), then I will enjoy drafting them and I may be able to sway some guys into that style of deck.
I've been slowly taking away midrange durdle cards and boring power stuff. There were complaints at first, but I think they appreciate the more synergistic list that has evolved from all this. I feel like I'm making progress and that's cool.
Guys in my group are mostly timmy types. I'm a johnny. We like our big effects and broken synergies. I understand the value of representing aggressive decks, but I absolutely hate drafting and playing them. I went all in once and did really well that night. But guys were a bit butt hurt because it didn't let them enable all their slow durdly nonsense.
Now, I can try and make them more competitive players. But that is likely going to be futile. It's simply a better solution to allow for the durdle and try to balance around a midrange meta. It's hard though. Aggro control is the new spin I'm trying to put on it. Probably more for me than my players, but if I can find a way to draft an aggressive deck that still has a lot of play to it (and engines for late game - because in multi-player these are required no way around it), then I will enjoy drafting them and I may be able to sway some guys into that style of deck.
I've been slowly taking away midrange durdle cards and boring power stuff. There were complaints at first, but I think they appreciate the more synergistic list that has evolved from all this. I feel like I'm making progress and that's cool.