I would like to preface this thread with the fact that in the grand scheme of things, I am relatively new to cube as a format, as well as drafting from cubes.
I have always been a sucker for the idea of storm. It has a lot of zing, but for the most part it is a horribly parasitic archetype to throw into a cube. However, the release of MH2 has me rethinking some things, alongside some of the strives made from Grillo's cubes. One of my dreams would be to develop fair spell velocity themes, that are not overbearing, but still have enough teeth to compete with other synergies within a low to medium power cube.
Upon the release of MH2, more support and cogs for spell velocity themes were released, mostly in Gruul, a color pairing I think has had promising pieces already for spell velocity themes. In draft gameplay, these gruul decks would operate in such a way that you leverage your spell velocity as either an engine to keep playing, or surge in tempo to pull ahead, as opposed to a monolithic wincon that storm is traditionally seen as. With other support (original storm cards in SCG. Suspend, storm, and free spells in TPF. Rebound in ROE and DTK. Foretell and second spell support in Kaldheim, etc etc.) I think that there is a mounting number of options to support a wider spell velocity theme in a cube where individual cards will not be overly parasitic, and allow players to play at different tempos and with varying tactical agency (which ideas thereof have been alluded to recently in Jason's wetness thread)
All of this leads me to my next sources of insight, being Grillo's innovations.
One of the takeaways I gained from my study of Grillo's cubes, alongside the threads relating to them, is that he sparked it with the idea that combo could be baked into base of a format, non-parasitically. He achieved this with a bounceland format, using bant colors to power large to infinite amounts of mana for a combo kill/overwhelming tempo. Through years of tinkering and playtesting, true works of genius (in my opinion) were achieved, first with Penny Pincher, then again with Inventor's Fair 2.0. I think that at this point in time, I would like to use some of the lessons learned from that endeavor, but seeding the beginning of the cube in a different way.
I am not a fan of infinites. I'd just like to get that out of the way. But I think that expanding on P.P.'s base of bouncelands, untappers, "free spells" and intelligent use of blink is a great baseline for introducing spell velocity into a format. So ghostly flicker would be the first to go. The rest however, build greatly towards player tactical agency in terms of tempo decisions for spell velocity friendly cards. White has blink, low cmc, and repeatable self-bounce. Blue has untappers, card selection, and tempo enabling cards. Black is a little less velocity friendly but cards included in the past such as reaping the graves and consuming vapors were great roleplayers, in addition to some of the CA and selection the color offers. Red has some great low to the ground spells, and is a classic spell velocity color. Finally, green enabled consistent explosive turns with land untappers, alongside a lot of spell velocity support not included in the cube. I think the blueprint is there, it's just a matter of putting the work in to find the format that makes storm and its cousins work.
I think that floor of that format involves base decks being able to have decent results off of a storm count of 1. So in other words, second spell themes. Reaping the graves and sprouting vines becoming an instant speed divination I think is pretty decent. Putting a little sequencing work in to make galvanic relay into a discounted concentrate or better is a great rate!
I like to think that I'm on to something here, and that I (with some help ) might be able to whittle away at a complex format backed by the lessons I've learned lurking these forums for the past year or so. I'm curious as to what you veteran riptiders think?
I have always been a sucker for the idea of storm. It has a lot of zing, but for the most part it is a horribly parasitic archetype to throw into a cube. However, the release of MH2 has me rethinking some things, alongside some of the strives made from Grillo's cubes. One of my dreams would be to develop fair spell velocity themes, that are not overbearing, but still have enough teeth to compete with other synergies within a low to medium power cube.
Upon the release of MH2, more support and cogs for spell velocity themes were released, mostly in Gruul, a color pairing I think has had promising pieces already for spell velocity themes. In draft gameplay, these gruul decks would operate in such a way that you leverage your spell velocity as either an engine to keep playing, or surge in tempo to pull ahead, as opposed to a monolithic wincon that storm is traditionally seen as. With other support (original storm cards in SCG. Suspend, storm, and free spells in TPF. Rebound in ROE and DTK. Foretell and second spell support in Kaldheim, etc etc.) I think that there is a mounting number of options to support a wider spell velocity theme in a cube where individual cards will not be overly parasitic, and allow players to play at different tempos and with varying tactical agency (which ideas thereof have been alluded to recently in Jason's wetness thread)
I guess, if we imagine the decision space as a physical space, a 'dry' environment has lots of paths that are physically very close to each other, even if those small differences can create very meaningful differences in win percentage. A small advantage the size of a 2/2 bear could be enough of a margin to swing the game.
In a splashier environment there are much more divergent ways the game could unfold. Like in Strixhaven a lot of games hinged upon whether to tempo out a Serpentine Curve or sit back and try to extract maximum value out of it later. The two approaches to playing a matchup felt super different based on that choice, as well as a lot of the wish choices.
All of this leads me to my next sources of insight, being Grillo's innovations.
One of the takeaways I gained from my study of Grillo's cubes, alongside the threads relating to them, is that he sparked it with the idea that combo could be baked into base of a format, non-parasitically. He achieved this with a bounceland format, using bant colors to power large to infinite amounts of mana for a combo kill/overwhelming tempo. Through years of tinkering and playtesting, true works of genius (in my opinion) were achieved, first with Penny Pincher, then again with Inventor's Fair 2.0. I think that at this point in time, I would like to use some of the lessons learned from that endeavor, but seeding the beginning of the cube in a different way.
I am not a fan of infinites. I'd just like to get that out of the way. But I think that expanding on P.P.'s base of bouncelands, untappers, "free spells" and intelligent use of blink is a great baseline for introducing spell velocity into a format. So ghostly flicker would be the first to go. The rest however, build greatly towards player tactical agency in terms of tempo decisions for spell velocity friendly cards. White has blink, low cmc, and repeatable self-bounce. Blue has untappers, card selection, and tempo enabling cards. Black is a little less velocity friendly but cards included in the past such as reaping the graves and consuming vapors were great roleplayers, in addition to some of the CA and selection the color offers. Red has some great low to the ground spells, and is a classic spell velocity color. Finally, green enabled consistent explosive turns with land untappers, alongside a lot of spell velocity support not included in the cube. I think the blueprint is there, it's just a matter of putting the work in to find the format that makes storm and its cousins work.
I think that floor of that format involves base decks being able to have decent results off of a storm count of 1. So in other words, second spell themes. Reaping the graves and sprouting vines becoming an instant speed divination I think is pretty decent. Putting a little sequencing work in to make galvanic relay into a discounted concentrate or better is a great rate!
I like to think that I'm on to something here, and that I (with some help ) might be able to whittle away at a complex format backed by the lessons I've learned lurking these forums for the past year or so. I'm curious as to what you veteran riptiders think?