Aoret
Developer
This might be controversial enough that I should be posting it over at BTP instead, but here goes. The recent discussion of manabases in this thread (among a few others) sparked ideas for me about treating the "basic land box" differently than we have in cube thus far. I'm making some pretty big assumptions here about whether we're properly motivated to make any of these changes, but my curiosity is definitely piqued.
What we do now
Possible solutions
The conservative approaches
A. Unlimited Free mono-basic fetches (t, sac: search for a BASIC forest) in the land box
B. Unlimited (or maybe four-of) Free monofetches (t, sac: search for a forest) in the land box
C. Increase nonbasic land density within the 360 even further. Possibly incentivize by completing some cycles like Horizon canopy or manlands using customs.
The moderate (I think?) approaches
D. Squadron non-basics within the 360. (What is the right factor to squadron by, 2x ?)
E. Modify certain picks to include extra lands ala conspiracy-like effects. I'm thinking Multicolored CC two drops + a free scars land for drafting and revealing. (also requires completing the cycle with customs, the first cards that come to mind for me are Tithe Drinker and Tidehollow Sculler)
The liberal approach
F. Free playsets of fetchlands in the land box. Maintain shocks in the 360, possibly going up to three sets (and possibly squadron them). This almost certainly also necessitates free playsets of wastelands. These changes would dramatically impact the cube in a number of ways which I'll enumerate below.
The impact of the above solutions
A/B/C would largely not impact cube composition or play. Landfall would improve, as would certain archetypes like delver and brainstorm decks (a problem we argued about for days trying to solve). I don't have much fear of these changes causing multicolored decks to take over and warp the format. C in particular almost certainly doesn't go far enough. It's already incredibly painful to work with 40 fewer slots in a 360.
E is almost certainly safe, and very appealing from a composition standpoint, but would be somewhat clunky in practice. The payoff might be good enough (as with ULD), but I'm not sure.
D is more risky, but I'm not that concerned by the idea of squadron 2. Mana gets better, mana becomes even closer to a first pick (if it wasn't already), but the format shouldn't warp much. I haven't run the stats on it, but squadron 2 might not be enough to push fetchland density as high as we'd need.
F changes your entire format. Curves would get pushed lower, three color decks would happen more, three color cards become playable, both mono- and multi-colored CC two drops are easily playable, it becomes easier to support devotion without handing "normal" decks blank picks in the form of CCC cards, shuffle effects become plentiful, and we still preserve at least some of the tension of picking mana during the 360 draft (though we certainly give up a bit). Additionally, we open up 20 slots in our 360 for other cards.
I suppose the huge assumption I'm making here is that causing your format to play more like constructed and less like limited is a desirable thing. I'm not sure that it is, but I'm curious about it. If we put formats on a consistency spectrum, we see something like:
Retail Limited -> Singleton Cube -> Riptide Cube -> Good Mana Skrap Experiment -> Constructed
...and I guess I'm curious what my option plays like, since there really hasn't existed (to my knowledge) a kind-of mostly singleton draft environment with consistent, constructed-like mana.
Conclusion
I'm going to implement F first because it's the most wild solution and will likely fail quickly if it does fail. Which of these would the rest of you consider trying? Which cards, if you were me, would you be itching to include in your 360, assuming you had mana good enough to support casting them? Which high casting cost Riptide darlings would you cut, knowing that an abundance of wastelands would be pressing your curve lower?
What we do now
- We all run a land box full of basics and allow our drafters to pick as many as they want.
- Most of us run double shock, double fetch for a 360 cube
- Some of us run ULD with a few extra lands
- We lament three-color cards like Jeskai Ascendancy and Sidisi, Brood Tyrant for being good for our cubes but uncastable in them. As a result, we miss out on both interesting intersection cards for our archetypes and on cards that are a ton of fun and synergize well with our themes.
- We all try to include certain archetypes/interactions from formats like Legacy/Modern and (mostly) fail due to lack of shuffle effects among other things.
- We gripe about CC two drops being good but too awkward even in two-color decks
- We gripe even more about multicolored CC two drops
- Some of us are even crazy enough to run CCC three drops (often in support of devotion decks), but in practice these cards can be frustrating for our players. They're blanks in non-devotion decks even if they'd be great assuming they could be cast.
Possible solutions
The conservative approaches
A. Unlimited Free mono-basic fetches (t, sac: search for a BASIC forest) in the land box
B. Unlimited (or maybe four-of) Free monofetches (t, sac: search for a forest) in the land box
C. Increase nonbasic land density within the 360 even further. Possibly incentivize by completing some cycles like Horizon canopy or manlands using customs.
The moderate (I think?) approaches
D. Squadron non-basics within the 360. (What is the right factor to squadron by, 2x ?)
E. Modify certain picks to include extra lands ala conspiracy-like effects. I'm thinking Multicolored CC two drops + a free scars land for drafting and revealing. (also requires completing the cycle with customs, the first cards that come to mind for me are Tithe Drinker and Tidehollow Sculler)
The liberal approach
F. Free playsets of fetchlands in the land box. Maintain shocks in the 360, possibly going up to three sets (and possibly squadron them). This almost certainly also necessitates free playsets of wastelands. These changes would dramatically impact the cube in a number of ways which I'll enumerate below.
The impact of the above solutions
A/B/C would largely not impact cube composition or play. Landfall would improve, as would certain archetypes like delver and brainstorm decks (a problem we argued about for days trying to solve). I don't have much fear of these changes causing multicolored decks to take over and warp the format. C in particular almost certainly doesn't go far enough. It's already incredibly painful to work with 40 fewer slots in a 360.
E is almost certainly safe, and very appealing from a composition standpoint, but would be somewhat clunky in practice. The payoff might be good enough (as with ULD), but I'm not sure.
D is more risky, but I'm not that concerned by the idea of squadron 2. Mana gets better, mana becomes even closer to a first pick (if it wasn't already), but the format shouldn't warp much. I haven't run the stats on it, but squadron 2 might not be enough to push fetchland density as high as we'd need.
F changes your entire format. Curves would get pushed lower, three color decks would happen more, three color cards become playable, both mono- and multi-colored CC two drops are easily playable, it becomes easier to support devotion without handing "normal" decks blank picks in the form of CCC cards, shuffle effects become plentiful, and we still preserve at least some of the tension of picking mana during the 360 draft (though we certainly give up a bit). Additionally, we open up 20 slots in our 360 for other cards.
I suppose the huge assumption I'm making here is that causing your format to play more like constructed and less like limited is a desirable thing. I'm not sure that it is, but I'm curious about it. If we put formats on a consistency spectrum, we see something like:
Retail Limited -> Singleton Cube -> Riptide Cube -> Good Mana Skrap Experiment -> Constructed
...and I guess I'm curious what my option plays like, since there really hasn't existed (to my knowledge) a kind-of mostly singleton draft environment with consistent, constructed-like mana.
Conclusion
I'm going to implement F first because it's the most wild solution and will likely fail quickly if it does fail. Which of these would the rest of you consider trying? Which cards, if you were me, would you be itching to include in your 360, assuming you had mana good enough to support casting them? Which high casting cost Riptide darlings would you cut, knowing that an abundance of wastelands would be pressing your curve lower?