How much removal do you run in your cube? Is there a philosophy behind the density of it?
Just for the sake of consistent benchmarking, let's define the lines of what to count as removal for the purposes of the percentages:
Things that I considered removal:
Things that I didn't consider removal:
For my cube, I got 71 removal spells out of 309 nonland cards, which is 23.0%, which was surprisingly high to me. In terms of colors: White (13), Blue (6), Black (13), Red (20), Green (1), Multi (9), Colorless (9).
I tried lower amounts of removal but found too many games ending by an unchecked flier while all the rest didn't matter. My hypothesis is that evasion is costed for constructed, where removal is near unlimited.
Therefore, in a low removal format, creatures need to be interacted with by blocking, so evasive creatures, first strikers, and ones that don't need to attack to generate values become much stronger. On the other hand, flying can be mitigated by reach, and menace and trample are generally ok. I think we're just starting to break ground in low removal formats and finding that there is a lot of room to explore in designing combat (shoutout to @Lady Lynn and their ramblings on P/T dynamics and evergreen keywords).
Edit: Considering counterspells as removal as well, I forgot to consider them.
Just for the sake of consistent benchmarking, let's define the lines of what to count as removal for the purposes of the percentages:
Things that I considered removal:
Things that I didn't consider removal:
For my cube, I got 71 removal spells out of 309 nonland cards, which is 23.0%, which was surprisingly high to me. In terms of colors: White (13), Blue (6), Black (13), Red (20), Green (1), Multi (9), Colorless (9).
I tried lower amounts of removal but found too many games ending by an unchecked flier while all the rest didn't matter. My hypothesis is that evasion is costed for constructed, where removal is near unlimited.
Therefore, in a low removal format, creatures need to be interacted with by blocking, so evasive creatures, first strikers, and ones that don't need to attack to generate values become much stronger. On the other hand, flying can be mitigated by reach, and menace and trample are generally ok. I think we're just starting to break ground in low removal formats and finding that there is a lot of room to explore in designing combat (shoutout to @Lady Lynn and their ramblings on P/T dynamics and evergreen keywords).
Edit: Considering counterspells as removal as well, I forgot to consider them.
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