As a designer, improving the win percentage is the last thing on my mind when deciding on final inclusions for my cube. That'll come down to the individual player and what decisions they make through draft and gameplay. I'm only here to provide them with the tools and options to get there. It's just not a useful metric because I'm not designing an environment where winning is the end goal. I've got 6-8 people playing and there can only be one "winner" of a cube session, but what good does that do when we aren't playing for anything? There aren't any prizes, there is no cash incentive, you don't get points towards anything relevant. Cube is a format that most people engage with because they enjoy Magic as a game and want a different experience and I've found that the best way to tackle that is to give them a medium that lets them explore the game and discover card interactions.
I don't think fun is a non-issue, in fact that should be one of your main goals as a designer. You provided your drafters with the tools and options and need to make sure there aren't any traps or particularly egregious outliers to diminish their experience. Games and experiences can be completely ruined if players aren't able to interact in meaningful ways, if they feel that their decisions don't matter, or if snowballing advantages become too large for a player to overcome. It differs from cube to cube where the breaking point is, but I'd say it's pretty universal that these types of situations lead to players leaving with a negative impression of the game they just played. Being unable to assemble your synergy engine can happen due to the luck of the draw, but that's not nearly as bad as feeling like what you did during a game didn't really matter. Eliminating those situations should be a priority for the designer.
There's not much exploration or depth to a discussion centered on card rates and power level. That just limits potential discussion and card choices for inclusion. We know what powerful cards look like, we know how they play, and we've seen various iterations of the same xeroxed environment with the same inclusions and gameplay. There's nothing new to talk about or consider if we're already going into a discussion with a cut-off point. Like look at Baleful Mastery. It's obviously a strong piece of removal, it outright exiles threats and has dual modality, and it's super splashy for any deck that has Black available in it. But does it do what I want? I've introduced a card that slots in across the board, but universal removal isn't always the right call. Maybe I want to maintain that baseline of 4 CMC for unconditional removal to promote a certain style of play. If I'm looking for a card that appeals to or Control, slower decks with higher CMCs across the board, then I might be better off including Vraska's Contempt to ensure that it doesn't get snapped up by an aggro player. Or maybe this Eat to Extinction can give some extra utility to a deck that utilizes the graveyard as a gameplan. There's just so much much nuance to design dicussion.
My cube is definitely higher powered than the majority of cubes around here, and the majority of card inclusions for others don't work for me, but that doesn't mean that there aren't ideas that I can't take away from the discussions here that I might be able to apply down the road. And it's way more fun to theorycraft and come up with situations where certain cards do work than just outright dismiss them because they don't fit what I'm looking for. Tunnel-visioning myself to a given power band doesn't help me out much as a cube designer long term, it's way more fruitful to explore and discuss different cards then go X not as good as Y? Forget X.
Exploring card interactions and potential synergies, giving players more options in a draft and during the game, makes the Cube experience more engaging and worth revisiting. Strong cards are strong; they do what you need to get the job done. Great. Good tip for Constructed or if I'm playing retail Limited. But if I'm sitting down to play Cube with a group of friends and/or people that don't get to experience the format that often then giving them more of the same isn't engaging. I want them to walk away having felt that their 2-3 hour session was an experience that they would want to revisit again in the future.
I don't think fun is a non-issue, in fact that should be one of your main goals as a designer. You provided your drafters with the tools and options and need to make sure there aren't any traps or particularly egregious outliers to diminish their experience. Games and experiences can be completely ruined if players aren't able to interact in meaningful ways, if they feel that their decisions don't matter, or if snowballing advantages become too large for a player to overcome. It differs from cube to cube where the breaking point is, but I'd say it's pretty universal that these types of situations lead to players leaving with a negative impression of the game they just played. Being unable to assemble your synergy engine can happen due to the luck of the draw, but that's not nearly as bad as feeling like what you did during a game didn't really matter. Eliminating those situations should be a priority for the designer.
There's not much exploration or depth to a discussion centered on card rates and power level. That just limits potential discussion and card choices for inclusion. We know what powerful cards look like, we know how they play, and we've seen various iterations of the same xeroxed environment with the same inclusions and gameplay. There's nothing new to talk about or consider if we're already going into a discussion with a cut-off point. Like look at Baleful Mastery. It's obviously a strong piece of removal, it outright exiles threats and has dual modality, and it's super splashy for any deck that has Black available in it. But does it do what I want? I've introduced a card that slots in across the board, but universal removal isn't always the right call. Maybe I want to maintain that baseline of 4 CMC for unconditional removal to promote a certain style of play. If I'm looking for a card that appeals to or Control, slower decks with higher CMCs across the board, then I might be better off including Vraska's Contempt to ensure that it doesn't get snapped up by an aggro player. Or maybe this Eat to Extinction can give some extra utility to a deck that utilizes the graveyard as a gameplan. There's just so much much nuance to design dicussion.
My cube is definitely higher powered than the majority of cubes around here, and the majority of card inclusions for others don't work for me, but that doesn't mean that there aren't ideas that I can't take away from the discussions here that I might be able to apply down the road. And it's way more fun to theorycraft and come up with situations where certain cards do work than just outright dismiss them because they don't fit what I'm looking for. Tunnel-visioning myself to a given power band doesn't help me out much as a cube designer long term, it's way more fruitful to explore and discuss different cards then go X not as good as Y? Forget X.
Exploring card interactions and potential synergies, giving players more options in a draft and during the game, makes the Cube experience more engaging and worth revisiting. Strong cards are strong; they do what you need to get the job done. Great. Good tip for Constructed or if I'm playing retail Limited. But if I'm sitting down to play Cube with a group of friends and/or people that don't get to experience the format that often then giving them more of the same isn't engaging. I want them to walk away having felt that their 2-3 hour session was an experience that they would want to revisit again in the future.