1. Do you have any ideas on what other routes can be taken to make that fork in the road more clear? Are there 4-5cmc doods that can work in beatdown, but favor the slow road? Is there a different type of card you would rather see? This point interests me tremendously, as the color pairing would need two sets of signals, effectively. For instance, I like deadbridge goliath in that it gives you a hint at wanting the long game. Also self-recursive. Red is a whole 'nother beast. Even just laying my red section out recently by 'fast-type' and 'slow-type' opened my eyes to how easily red can get/be very fast-skewed.Really good discussion, a few thoughts:
1. Ramp and Control can easily start to feel like they overlap, since both archetypes have an interest in obtaining mana superiority. Some thought should probably be given to how to create a range within R/G/x that a player will likely be inclined to move around within: sort of a where it makes sense to go down a more traditional G/R monsters deck, though sometimes you might want a more controlling G/R wildfire deck. If you give me too many big dumb monsters, I might be inclined to just push a midrange rush and leave loam at home.
2. Recursive elements are incredibly powerful in cube, and can really format stifle, or swallow up the more niche interactions you are trying to encourage. Just something to keep in mind when tuning.
1. Do you have any ideas on what other routes can be taken to make that fork in the road more clear? Are there 4-5cmc doods that can work in beatdown, but favor the slow road? Is there a different type of card you would rather see? This point interests me tremendously, as the color pairing would need two sets of signals, effectively. For instance, I like deadbridge goliath in that it gives you a hint at wanting the long game. Also self-recursive. Red is a whole 'nother beast. Even just laying my red section out recently by 'fast-type' and 'slow-type' opened my eyes to how easily red can get/be very fast-skewed.
2. Do you think type-restricting is useful in this regard (nature's spiral), or just restrict # of recursions. Maybe/probably a mix of both.
I could see reintroducing one of those. I've also been thinking about fall of the titans, which it seems big RG decks can take full advantage of. Also it's in the list Dom posted.I think you might be fine for R/G tie-ins. Double wildfire without tons of mana fixing is pretty great already. I was thinking maybe try flame slash and roast for removal, as aggro can run those but they fit better in slower R/x midrange or control decks.
One other card I think you are missing:
I think at that point its probably alright to start doing some test drafts on cube tutor and see what happens?
Essence warden seems like more of a tokens card, no?
Harmonize is bad and you should feel bad if you run it
The 2uu version isn't that exciting either imo (i would MUCH rather play Divination in most environments) given what else that gets you these days and green is more exciting with on-board CA engines anyway. Harmonize is, like, my perfect example of an 'EDH card' because the people who say it's good are evaluating it in the context of 'decent mono-G draw spell' and not even comparing it to blue equivs because of the colour identity rules. It might be more interesting in a 2-drop dork format but not a lot more? I like Life's Legacy more in sac environments and the 3G ROE instant elsewhere.I'm curious, why do you think so?
This is "the gifts ungiven" thread, I guess. But a hiatus was taken to work out the rest of the deck ideas. Aka, make archetypes that work on their own, and then gifts can take it over the top. Rev 1 was a little too "in a vacuum"-y.The 2uu version isn't that exciting either imo (i would MUCH rather play Divination in most environments) given what else that gets you these days and green is more exciting with on-board CA engines anyway. Harmonize is, like, my perfect example of an 'EDH card' because the people who say it's good are evaluating it in the context of 'decent mono-G draw spell' and not even comparing it to blue equivs because of the colour identity rules. It might be more interesting in a 2-drop dork format but not a lot more? I like Life's Legacy more in sac environments and the 3G ROE instant elsewhere.
Also, like, this is the Gifts Ungiven thread right? Which would you rather draft? What would make you want Harmonize more?
The final card on this list is really quite laughable with the blue timeshifted version not having seen play for so so long. The cost to card ratios on this spell are not unacceptable however for a blue control mage the sorcery speed is. In green you care almost nothing for your card draw to be instant and you have much better mana ramp. A blue instant that cost 1UU and drew you three cards would seem outstanding and make the top end of this list and Harmonize is closer to this theoretical card than it is to Concentrate. Despite this green does not often play Harmonize however this has more to do with green lacking answers to things and thus needing to pose questions rather than find the right answers with card draw. Green has always tended to get its card advantage through doing other things like making dorks or Plowing lands or by using engines.
Harmonize is very much on the cusp of being cube playable with only the top 8 cards in this list having been cube mainstays for the duration. I would like to see more powerful and more interesting cards that are pure card draw spells. The sparse nature of this list goes a long way to highlighting the deficit of good card draw in recent magic history. The design of modern cards has made pure card draw worse from several fronts. The higher power of monsters makes the loss of tempo from card draw more punishing. The greater resilience of permanents makes drawing into your answers a weaker strategy and the built in card advantage on many tempo gaining cards closes the gap on total card advantage between control and agro archetypes. As such you card draw is relatively less powerful despite drawing the same number of cards as it once did because one of the cards you drew with it was used to deal with something that had already paid for itself in card terms alone.
EDIT:
Can someone who's played with this explain why it's a trap? It seems like creature-heavy GR control is the best shot it's got at actually being something?
In no way trying to trash you or the thread and I'm sorry if it came across that way. I care about this and I want it to succeed, so I'm criticizing what I felt was a bad turn for this to take, and trying to contribute by exploring a bit of the space where I think I can lend insight.haha wow. I can almost feel the negative energy flying off the screen. And the words definitely succeeded in plenty of feel-bad on this end. Bravo.
Fair enough, if blue needs to be worse, I don't mind that a bit and I'm all for balance. I'm just wary when we start down the path of "lets use straight draw spells in other colors! Oh, blue's draw is still better, we should make it worse!". It strikes me as a line of thinking where we convince ourselves we're innovating on archetypes when all we're doing is color shifting (which has it's own merits and creates interesting space, as has been explored in a few cubes on the forum, but which isn't the point of this thread afaik)2. My blue is probably too strong, so making it worse is something I should be doing anyway. I feel like this is easy for a lot of cubes to also accidentally do, because blue draw spells are easy to include, widely used, and blue is cool. For that reason I see it being a valid approach for >1 cube here. I like both suggestions of draw. I do run evolutionary leap and have liked it reasonably well.
Seasons past is an excellent point and a great direction to go for what you're trying to do. If we had enough cards like that, I think this becomes not a concern and what Grillo articulated above about mana superiority rings true for me. However, and this is a big however, I have to stress my concern about including traditional ramp targets alongside traditional ramp spells. Most people are just not going to choose our weird quirky foreign archetype over something familiar unless you explicitly tell them it's there. This has less to do with the jump from 7 mana down to 6 and everything to do with Spells That Ramp Mana + Big Green Creatures = ramp deck. We absolutely must protect the identity of the archetypes you're trying to create by forcing the players away from these familiar, easymode alternatives.3. I like that engines are mentioned. Cuz that's what I am trying to accomplish, so I'm on at least the right track. My easy solution for the question later in the paragraph is not just not run AoZ. If the 6+ drop is seasons past, ramping it out is probably stupid at best, so some other game plan should precede it, much like the GB pro tour deck. My other six drop (Prime Time) could be replaced with Ulvenwald Hydra, which is also worse early unless you are on a straight land-ramp package, and also blocks better relatively speaking (reach). I fully recognize that changes have to be made to green to change how it plays. This thread is trying to constructively figure that out.
I was a bit unsure of the wildfire thing, but if you think it has legs I'd love to hear more about how it plays out in practice.4. I feel like wildfire can definitely be made to work without ramp. And might actually be more fair/fun that way. I don't see ramp being contrary to the goal of green control, but maybe that is the case.
Agreed, nobody has taken the time to actually test a lot of this stuff and that's probably what is needed here. I don't really have the time to commit to it, so the best I can offer is theorycraft occasionally. Very possible I should just get out of the kitchen and let you guys work, but I had to speak up on the harmonize thing because I felt like it was a really bad direction to take.5. I hope to accurately consider the implications. In fact, that's the whole point of this thread. As far as I can tell, no one's really taken the time of day to actually lay the implications out fully, so I'm trying to take a bigger approach than just talking about it on the back of a napkin in the middle of another thread.
Totally agree this card seems super sweet.7. This is a great suggestion . It seems to slot well into "late game recursive value engine", which makes me very happy (redundany = yay).
I find this list fascinating because it is still 100% power-max mindset but the dynamic of cube back 6 years ago was so vastly different from today it's almost unrecognizable. The green section in particular is extremely telling. In the top 20 most powerful green cards in all of Magic according to a good portion of the cube community, you have Harmonize at 13 and Krosan Tusker at 18. Two cards that Riptiders don't even run anymore, cards that the current MTGS crowd would LOL at I think if you showed up today and asked about them (people here I feel know better).
I don't call these out as bad cards, but more to illustrate how much lower the average power level was 6 years ago. And how that fact alone completely changes the game in ways I'm not sure people really appreciate. Harmonize is NOT a bad card. Even today. It's a 3 for 1 for 4 mana. That is totally decent (more than decent in fact). You could play it in a current list and not feel like an idiot if it weren't for the fact that you can now instead play things like Polukranos, World Eater for the same mana cost (and there are now enough busted cards a 4 CMC for green that there is zero reason to run harmonize). The game is also so much more tempo driven. Why do I need pure CA cards when something like the hydra can generate CA with mana and/or just win the game by itself? More importantly, do I have time anymore to draw cards when my opponent just dropped Hero of Bladehold and that will take the game out of reach if I don't respond immediately. Power max lists have nothing but cards like this in it now. Even your average Riptide list is full of value cards like this.
The effect all this power creep has had on the game IMO is net negative. Even in my cube, I've kept out a lot of the power and I still have found that I just don't have time to do things I used to be able to do. Even my beloved Genesis is starting to show his age. There are plenty of games where there is simply too much pressure on me to get to 6 mana, spend 3 to get back boneshredder all to kill a single threat. In my first cube, this was a frighteningly powerful play. Today? Eh. You kind of need to do more with 6 mana. And I'm really unhappy with that honestly. At least for me, the game didn't get better as a result of this dynamic shift. It just made it harder to experiment with less efficient yet interesting card combinations.
I feel like the creative space I once had is shrinking. The bar is being set too high on your average good stuff list. And we combat that (here at Riptide) by removing many of those cards and replacing them with complex interatctions. This is generally a positive thing, but you know what? It also has an alienating effect on more casual players. A lot of what I've done to my cube over the last year is going over the heads of people. And cards require too much effort to unlock. This is contrary to how the cube used to work and it isn't something everyone likes. But going full good stuff today isn't like before. It just squeezes out too many fringe deck lists.
Yeah I'm tinkering still. I'll be letting you all know when the list is updated, which might be in ~5 hours?Genesis is an interesting one and something I'd definitely overlooked. I haven't played with the card much so I can't really speak to power level, but in a vacuum this is exactly what I'm talking about re: advantage that isn't pure draw.
Also couldn't agree more with the sentiment that we need to just get actual testing done. If you guys think CT drafts are valuable (as opposed to running some grids as previously mentioned), I'm happy to pitch in with that effort. It's a lot easier atm for me to bang out a few drafts on work breaks than it is to get together to do a grid.
edit: is there a link/list somewhere? or is it still something sigh is tinkering with?