So obvious bait aside I wanted to see what you guys thought of a design process I had on my own cube.
It came to me when I was finding that green was not only the weakest but also the most unfun color in my cube. The error I later identified was that I went for dominating color identities to construct the cube, and as such I ended up with a green section that did the lamest archetype of all; Ramp. I mean sure green has flying hate and naturalize effects, maybe an elf or beast tribal that can be squeezed in there. But the quintessential green-feeling strat is ramping. So I decided to "pump up" my green section (forgive me) by adding some meaningful aggro options and attain the mythical "Supergreen".
I constructed the green section of the cube after tweaking some drafts and I consistently came across one superstar:
Now here is where the bait title comes from. I know that Steppe Lynx is a beloved Riptidelab staple (I have lurked enough to notice) and that going with the strictly worse version might seem anathema, but here's why I like the leopard and not the lynx:
One is a 2/2 and the other is a 2/3.
A lot has been written on bad retail draft formats, and here on Riptide Magic 2014 comes as a noted stinker. The disparity in Power / Toughness ratio is the most notable reason the summer set was a bad draft, and seeing how such article is from this very website I feel comfortable assuming a large portion of the userbase has come into contact with it.
The more I think about it the more I feel that Steppe Lnyx is not an aggro favoring card. Its a midrange card that is criminally under costed. That's where it's high power level comes from. If the card is played to its optimal cube potential it becomes a 4/5 creature for W. Siege rhino eat your heart out. How am I supposed to deal against that with my Jackal Pup and not have to face huge card disadvantage? If cubes are played in stores (as mine is) they will be played with a lot of newer drafters. New at playing Magic, new at drafting, or new at cubing (heaven forbid all of the above). A lot of newer players build miderange. This is one of the 10 commandments of cube I feel. Steppe lynx comes in early as a midrange threat so midrange players get pressured quick and as such they are no longer the beatdown. The white deck with the lynx is now aggro.
The danger a midrange player faces with a Steppe Lynx, whose stats are typically answered until turn 3 o 4, is daunting when compared to what a Jackal Pup or Elite Vanguard will bring to the table. In order for Elite Vanguard to have an acceptably comparable impact on the red zone to Steppe Lynx he needs another 2 clones turning sideways with him, and having 15 Savannah Lions in our white section is a quick way to make our cube rancid. So now we see Steppe Lynx is a card that is dominated by the midrange mentality; it has it all the way to its design core. Other quick creatures without deathtouch can't trade with it on the block. If a 2/1 swings after Lynx I just let him trough the door because I'm winning the race next turn with a 2/3 or 4/5. Yet Lynx is good against midrange because his chunky stats pressure early or trade with creatures four times his mana cost later.
Scythe Leopard solves all these issues. He's lean and mean so smaller creatures can still block him, they are dissuaded from it because they will trade AT BEST, but even when he goes super saiyan a Blade of the Sixth Pride will do him in. He also has some....
Wait wait wait but what about midrange?
Well Scythe Leopard is garbage against midrange once their dudes hit the board, but that's a good thing.
The two ways to add impact to aggro is either to lower power or to turn it up to eleven. In the green section of my cube I did all those things and when I started noticing it I had done so with all relevant colors in the cube:
Green
Black:
Red:
White:
Sorry
And here for your enjoyment and mockery is the full cube
http://www.cubetutor.com/viewcube/38657
Now here are some notes on the cube for a better picture:
The standard power is 2 and the standard toughness 1. That makes guys like Elvish Mystic and Icatian Javelineers pull double duty. Most of the traditionally great midrange cards are gone from the cube and that makes lost of effects overkill in most situations. Why a Flame Slash when Shock will do? However when the boards arise where those cards pull their full weight they feel so much more powerful. Effects like Carrier Thrall, Young Wolf, or even Shambling Goblin feel more in tune for me than just Gravecrawlers and Bloodghasts. Maybe I should bench Zulaport Cutthroat. Blood Artist is GOD in this cube.
Et cetera, et cetera, et cetera. As all cubes this is still in progress. The point I wanted to make is that players can be introduced to a version of aggro that doesn't just compete against midrange but is enhanced by it as a finisher. A version of aggro that is the backbone of a cube. A version of aggro that views creature exchanges not as part of an archetype but as a fundamental goal of the playing experience. A different version of cube aggro.
And that version has no place for Steppe Lynx.
It came to me when I was finding that green was not only the weakest but also the most unfun color in my cube. The error I later identified was that I went for dominating color identities to construct the cube, and as such I ended up with a green section that did the lamest archetype of all; Ramp. I mean sure green has flying hate and naturalize effects, maybe an elf or beast tribal that can be squeezed in there. But the quintessential green-feeling strat is ramping. So I decided to "pump up" my green section (forgive me) by adding some meaningful aggro options and attain the mythical "Supergreen".
I constructed the green section of the cube after tweaking some drafts and I consistently came across one superstar:
One is a 2/2 and the other is a 2/3.
A lot has been written on bad retail draft formats, and here on Riptide Magic 2014 comes as a noted stinker. The disparity in Power / Toughness ratio is the most notable reason the summer set was a bad draft, and seeing how such article is from this very website I feel comfortable assuming a large portion of the userbase has come into contact with it.
The more I think about it the more I feel that Steppe Lnyx is not an aggro favoring card. Its a midrange card that is criminally under costed. That's where it's high power level comes from. If the card is played to its optimal cube potential it becomes a 4/5 creature for W. Siege rhino eat your heart out. How am I supposed to deal against that with my Jackal Pup and not have to face huge card disadvantage? If cubes are played in stores (as mine is) they will be played with a lot of newer drafters. New at playing Magic, new at drafting, or new at cubing (heaven forbid all of the above). A lot of newer players build miderange. This is one of the 10 commandments of cube I feel. Steppe lynx comes in early as a midrange threat so midrange players get pressured quick and as such they are no longer the beatdown. The white deck with the lynx is now aggro.
The danger a midrange player faces with a Steppe Lynx, whose stats are typically answered until turn 3 o 4, is daunting when compared to what a Jackal Pup or Elite Vanguard will bring to the table. In order for Elite Vanguard to have an acceptably comparable impact on the red zone to Steppe Lynx he needs another 2 clones turning sideways with him, and having 15 Savannah Lions in our white section is a quick way to make our cube rancid. So now we see Steppe Lynx is a card that is dominated by the midrange mentality; it has it all the way to its design core. Other quick creatures without deathtouch can't trade with it on the block. If a 2/1 swings after Lynx I just let him trough the door because I'm winning the race next turn with a 2/3 or 4/5. Yet Lynx is good against midrange because his chunky stats pressure early or trade with creatures four times his mana cost later.
Scythe Leopard solves all these issues. He's lean and mean so smaller creatures can still block him, they are dissuaded from it because they will trade AT BEST, but even when he goes super saiyan a Blade of the Sixth Pride will do him in. He also has some....
Wait wait wait but what about midrange?
Well Scythe Leopard is garbage against midrange once their dudes hit the board, but that's a good thing.
The two ways to add impact to aggro is either to lower power or to turn it up to eleven. In the green section of my cube I did all those things and when I started noticing it I had done so with all relevant colors in the cube:
Green
Black:
Red:
White:
Sorry
And here for your enjoyment and mockery is the full cube
http://www.cubetutor.com/viewcube/38657
Now here are some notes on the cube for a better picture:
The standard power is 2 and the standard toughness 1. That makes guys like Elvish Mystic and Icatian Javelineers pull double duty. Most of the traditionally great midrange cards are gone from the cube and that makes lost of effects overkill in most situations. Why a Flame Slash when Shock will do? However when the boards arise where those cards pull their full weight they feel so much more powerful. Effects like Carrier Thrall, Young Wolf, or even Shambling Goblin feel more in tune for me than just Gravecrawlers and Bloodghasts. Maybe I should bench Zulaport Cutthroat. Blood Artist is GOD in this cube.
Et cetera, et cetera, et cetera. As all cubes this is still in progress. The point I wanted to make is that players can be introduced to a version of aggro that doesn't just compete against midrange but is enhanced by it as a finisher. A version of aggro that is the backbone of a cube. A version of aggro that views creature exchanges not as part of an archetype but as a fundamental goal of the playing experience. A different version of cube aggro.
And that version has no place for Steppe Lynx.