landofMordor
Administrator
Like a private eye, a tomb raider, or a cult leader, this cube is bold but instantly recognizable. It is full of darkness and danger that bring the player solace and comfort. It is exaggerated, straining the suspension of disbelief, but knowingly so.
Introducing Pulp Nouveau, a medium-power cube that fuses theme and mechanic.
Link: https://cubeartisan.net/cube/13/list or https://cubecobra.com/cube/overview/pulpnouveau
The settings I most avidly pursued were those of Art Deco grandeur and film noir (New Capenna/Ravnica), light cosmic/body horror (Eldritch Moon/the Simic combine), and pulpy archeology (Amonkhet, Dominaria, Kaldheim, Zendikar).
(Obviously, these themes carry some problematic tropes, including but not limited to problematic gender tropes (e.g. Indy's machismo), glorification of violence, and the tacit approval of extractative colonialism inherent in Western archeology. I don't condone these themes, and in fact, the undercurrent of horror in this cube serves as a kind of counter-narrative: the explorers and capitalists of Pulp Nouveau are only one dark alley away from comeuppance. The cube's players have the agency to repurpose these game pieces, changing the narrative.)
Individual cards don't necessarily need to hit all of these themes, but need to plausibly fit this fictional world. Selecting for flavorful cards has led to an emergent set of constraints and mechanics for the format's gameplay:
Moreover, the themes of mystery and madness naturally lend themselves to and cards. Rather than relax my thematic constraints, I've chosen to lean into this color imbalance. There are more -adjacent cards present than -adjacent, but I've gone even further: The only freely available basic lands are Swamps.
Hence a modified Desert stipulation that I've dubbed Black Sun: players must draft all their lands except basic Swamps. In the world of Pulp Nouveau, it's fitting that a mage can effortlessly access the color of greed, betrayal, and decadence. And, equally important, the restriction allows me to access the punishing Desert-style decision-making that I love so much.
The effects of the Black Sun restriction profoundly shape gameplay:
- Black cards begin to resemble "colorless"
- Since only ~20% of the cube's spells are mono-, these cards will be scarce (average of 8 spells per drafter)
- The gold sections are deep, providing incentives to pair with other colors
- The (nonland) fixing/filtering that exists is concentrated in other colors
Of course, the theme of the cube means that the graveyard is a very active zone in Pulp Nouveau. I haven't exploited this inclination to the graveyard much, except in one notable case: Reanimator.
My historical issue with Reanimator is the polar incentive structure -- either you're cheating enough mana to make a A+B+C combo worthwhile, or you're better off playing fair Magic. Pulp Nouveau has several features to integrate this strategy with less friction:
- A deeply integrated set of discard-adjacent synergies establishes one Reanimator enabler as a pillar of the format
- Madness piggybacks on this infrastructure to guarantee competition over discard outlets.
- The format's Reanimator targets primarily gain value by staying on the battlefield (i.e., "Baneslayers"), or exploiting synergy
- The mana value of the Reanimator targets is firmly in the castable range (5-6 mana), so that various Zombify effects aren't buying mana advantage, but virtual card advantage. This strongly reinforces the feature above.
In other words, players should only attempt to Zombify a creature if they have a strong synergistic reason for doing so, but in return for this discipline, the risks of Reanimation are less pronounced than in traditional cubes.
As I playtest, I will assess the gameplay effects of the Black Sun restriction, identify best practices for supporting this asymmetrical structure, and contrast Black Sun with a "vanilla" Desert restriction.
My ultimate goal is to have an accessible, thematic format where player decision-making is tightly bounded far from the usual Magic experience, but creativity and adaptability within those bounds creates fun and success.
Thanks for reading! Share your thoughts below. Cheers!
Cube link: https://cubeartisan.net/cube/13/list or https://cubecobra.com/cube/overview/pulpnouveau
Introducing Pulp Nouveau, a medium-power cube that fuses theme and mechanic.
Link: https://cubeartisan.net/cube/13/list or https://cubecobra.com/cube/overview/pulpnouveau
Theme
Pulp Nouveau borrows from stories and tropes set during or shortly after the fin de siecle and Gilded Age (1880s-1940s). Corruption, intrigue, decadence, and madness permeate tales like Indiana Jones, The Maltese Falcon, Christie's Murder on the Nile, Fitzgerald's The Great Gatsby, or Wells' The Invisible Man. These, among others, are the sourcebooks for Pulp Nouveau.The settings I most avidly pursued were those of Art Deco grandeur and film noir (New Capenna/Ravnica), light cosmic/body horror (Eldritch Moon/the Simic combine), and pulpy archeology (Amonkhet, Dominaria, Kaldheim, Zendikar).
(Obviously, these themes carry some problematic tropes, including but not limited to problematic gender tropes (e.g. Indy's machismo), glorification of violence, and the tacit approval of extractative colonialism inherent in Western archeology. I don't condone these themes, and in fact, the undercurrent of horror in this cube serves as a kind of counter-narrative: the explorers and capitalists of Pulp Nouveau are only one dark alley away from comeuppance. The cube's players have the agency to repurpose these game pieces, changing the narrative.)
Individual cards don't necessarily need to hit all of these themes, but need to plausibly fit this fictional world. Selecting for flavorful cards has led to an emergent set of constraints and mechanics for the format's gameplay:
"Mission Statement" cards
Rules of Engagement
The prioritization of flavor in this cube sets firm bounds on power level. These cards are roughly Standard role-players or worse; or, to use the LR grading system, they were "B+" in their respective Limited formats. I can't creep them out of viability by including tons of Constructed staples, efficient removal, or S-tier bombs.Moreover, the themes of mystery and madness naturally lend themselves to and cards. Rather than relax my thematic constraints, I've chosen to lean into this color imbalance. There are more -adjacent cards present than -adjacent, but I've gone even further: The only freely available basic lands are Swamps.
Black Sun, Total Eclipse
Restricting basic land availability is not new. "Desert" cubes have embraced this constraint for years, often leaning into the eponymous card's flavor with nautical and arid themes. The harsh, technical restrictions on manabase in a Desert cube are a lot of fun for me, even though I don't care for Desert themes.Hence a modified Desert stipulation that I've dubbed Black Sun: players must draft all their lands except basic Swamps. In the world of Pulp Nouveau, it's fitting that a mage can effortlessly access the color of greed, betrayal, and decadence. And, equally important, the restriction allows me to access the punishing Desert-style decision-making that I love so much.
The effects of the Black Sun restriction profoundly shape gameplay:
- Black cards begin to resemble "colorless"
- Since only ~20% of the cube's spells are mono-, these cards will be scarce (average of 8 spells per drafter)
- The gold sections are deep, providing incentives to pair with other colors
- The (nonland) fixing/filtering that exists is concentrated in other colors
Archetypes
Most archetypes in Pulp Nouveau are unplanned and emergent. Because drafters naturally look to maximize the power of their game pieces, I expect synergies to coalesce around the format's power outliers, which I've selected for replayable, novel, and fun gameplay. Moreover, because the cards are pulled from a small subset of blocks, I expect that mechanics will repeat fairly often, leading to a more beginner-friendly experience than my usual cube.Of course, the theme of the cube means that the graveyard is a very active zone in Pulp Nouveau. I haven't exploited this inclination to the graveyard much, except in one notable case: Reanimator.
My historical issue with Reanimator is the polar incentive structure -- either you're cheating enough mana to make a A+B+C combo worthwhile, or you're better off playing fair Magic. Pulp Nouveau has several features to integrate this strategy with less friction:
- A deeply integrated set of discard-adjacent synergies establishes one Reanimator enabler as a pillar of the format
- Madness piggybacks on this infrastructure to guarantee competition over discard outlets.
- The format's Reanimator targets primarily gain value by staying on the battlefield (i.e., "Baneslayers"), or exploiting synergy
- The mana value of the Reanimator targets is firmly in the castable range (5-6 mana), so that various Zombify effects aren't buying mana advantage, but virtual card advantage. This strongly reinforces the feature above.
In other words, players should only attempt to Zombify a creature if they have a strong synergistic reason for doing so, but in return for this discipline, the risks of Reanimation are less pronounced than in traditional cubes.
Example Reanimate targets
Planned Updates
At time of writing I've drafted Pulp Nouveau only twice, neither time with the Black Sun restriction. My first planned update will focus on mana fixing and card filtering. I'll also attempt to identify the right level of complexity for the cube's manabase. That will be followed by honing in on an appropriate power level for the upper crust of threats.As I playtest, I will assess the gameplay effects of the Black Sun restriction, identify best practices for supporting this asymmetrical structure, and contrast Black Sun with a "vanilla" Desert restriction.
My ultimate goal is to have an accessible, thematic format where player decision-making is tightly bounded far from the usual Magic experience, but creativity and adaptability within those bounds creates fun and success.
Thanks for reading! Share your thoughts below. Cheers!
Cube link: https://cubeartisan.net/cube/13/list or https://cubecobra.com/cube/overview/pulpnouveau
Last edited: