Well, I tried to make a thread for this kind of talk, but you nerds took it to Strixhaven testing of all places and started talking about Lord of the Rings there.
Part of the reason I made that thread is that I don't want these boards turning into some sort of culture clash. There's a concept, I don't know where I first encountered it, maybe xkcd or something, where groups tend to encounter conflict not with groups that are very different from them, but to ones that are
very similar but a
little bit different.
Cube design is already a niche (compare the traffic on cube design Youtube channels vs. channels that play constructed format X deck of the week), and non-mainstream cube design is a niche within a niche. Here we all are.
Funch's cube and my cube are kind of... second cousins? First cousins? They have a lot in common. Both seek to focus on fair, interactive Magic. Both have broken singleton in fixing, and both have a density of fixing that is above the norm for mainstream cube design. In a lot of ways the Brainstorming cubes have elements of concepts that I've written about and cranked it up to 11.
The Utility Land Draft was made under the concept that there are lots of cards that are good enough for your
deck, but maybe hard to find room for in a 360 list. Brainstorming cubes take this idea to its furthest extreme on fixing. The Utility Land Draft increased the number of cards drafted beyond 45, and Funch's cube tick the number all the way up to 64. My gut says this might be a
bit higher than necessary, but I haven't tested it so I'm not going to dismiss it.
I've written in 2013 about how lower mana curves increase decision density.
Article Link.
This was a hand from a relatively strong deck in a format that most regard as one of the best ever made. Yet, this game doesn’t promise to have a lot of play to it. Part of the reason is that the cards are so expensive, mana wise. The higher your curve, the less the cards in your hand compete with each other for casting opportunities. With a low curve, you have to decide which spell to play each turn. With a more stretched-out curve, that decision may be made for you.
It happens that, over the course of a regular Limited game, that the player makes no meaningful gameplay decisions. Next time you watch a draft video, after each game, ask yourself, “did the player’s choices really affect the course of the game?” Some games just play themselves
I went on to compare a Rise of Eldrazi opening hand to a Legacy opening hand, taking examples from CFB videos of the time.
[draft]Wasteland
Polluted Delta
Daze
Stoneforge Mystic
Swords to Plowshares
Ponder
Force of Will[/draft]
This hand has it all: interaction, decisions, competing mana costs, and a threat that can take over the game on its own if left in check. The hand doesn’t win on its own, but instead depends highly on the decisions of its pilot.
And further on:
Low CMC curves increase the likelihood that you will have to make decisions about how to sequence your spells.
Every removal spell involves a choice: when do I cast it, and what do I point it at? The more removal we can pack into our environment, the more we contribute to interactivity and decision density.
However, the following reality exists: cheap removal is inherently anti-aggro. Traditionally, the way to contain this is by limiting the quantity of removal in our draft environments. Most beatdown decks won’t be able to best a deck consisting of, say, 22 Terminates and a Sphinx of Jwar Isle.
The corollary here is that, the stronger we make aggro in our Cubes, the more removal we can afford to run in our environment. It’s no coincidence that my primary Cube is one of the most aggressive and most interactive Cubes out there.
I think you could probably strawman the 22 Terminates argument, but you get the idea.
The other ideas in this
same article is that there is so much unexplored design space in both directions. The next two sections talk about how cubes with Less Power (e.g. Riptidian) and More Power (e.g. Brainstormian) have potential.
The problems of low decision density aren’t isolated to low power Cubes. The last time I played a Powered Cube, the owner said:
“If we could, we’d outsource the games.”
After playing his Cube, I understood the sentiment. Drafting was fun (when isn’t it?), but the games his environment produced were broken and unsatisfying. This is almost entirely due to the gross imbalance of threats and answers in a power-maximized, singleton cardpool.
I do think it is possible to design a Vintage-style Cube with multiple sets of power and heavily interactive skill-testing games, but it would be an immense design task that requires liberally breaking singleton and countless hours of testing and tuning. I’ve seen Vintage decks that, despite being otherwise singleton, still run a playset of Force of Will, which should be a point in the right direction.
What I was trying to get at here is that, I thought a cube that actually captured the essence of a constructed environment could be immensely satisfying. One of the things I really don't like about Constructed decks are the broken decks that lead to non-interactive Magic. I like seeing Jund versus UW control, but games involving Boggles, Dredge, Storm, etc. really don't interest me.
I think the Funch cube has succeeded in creating a Legacy-like environment that focuses on the best the format has to offer (interactive, powerful, fair Magic) while omitting the parts that personally dissuade someone like me from really playing the format. It's a full commitment: constructed quality manabases, an overrepresentation of blue relative to other colors, etc. I mean it when I say that I think I would enjoy the experience of playing his cube more than 99% of the cubes that are on the cube map.
That said, I have seen some points where things differ. "Bad cards out, good cards in" doesn't really represent how I think about my environment. I've had people say to me, even before the podcast, that they liked Funch's novel ideas but thought that his thinking was a bit
too spikey.
Mark Rosewater wrote a great article on
variance in game design, and contained in there is a bit about the types of experiences that apply to different people.
High Choice, Low Variance
This is the quadrant that experienced competitive players enjoy the most. It gives them the greatest ability to impact the game while lessening things outside their control that can lead to random losses.
High Choice, High Variance
This is the quadrant that experienced casual players enjoy the most. It makes for the most exciting games to play in and watch. Things tend to change a lot from game to game, allowing players the ability to feel like they've had an impact.
Low Choice, Low Variance
This is the quadrant that newer but competitive players enjoy the most. It's the easiest for them to understand but also rewards them for playing well.
Low Choice, High Variance
This is the quadrant that beginners like most. It's the least complicated to understand but allows them the best chance of winning from time to time.
The 'Unpowered Fair Stuff' cube is a cube designed by Spikes, for Spikes. And that's fine. But it's not the only way that Spikes can design things.
RiptideLab has had plenty of very skilled competitive Magic players who design things in a different way. Kirblinx was a finalist in the MOCS and runs a Type 4 stack. Dom Harvey's competitive resume speaks for itself, and his cube isn't remotely power-optimized. CML
won a Magic tournament on Shrooms and ran a very Waddellian cube. Other examples: blacksmithy, safra.
The point being that there are plenty of design objectives one can have, and I think part of the disconnect is that these objectives don't always align in discourse. One party might be of the opinion that a card or strategy is not competitively optimal, and the other might not care at all.
Beyond that, I think decisions for most Riptide cubes are driven by a
fun-maximization philosophy, rather than a
power-maximization philosophy. Granted, 'fun' is a gooey, very subjective term and power is something that is (in a context-sensitive way) quantifiable. That said, I don't doubt the 'Unpowered Fair Stuff' cube is very fun.
For the most part, the vibe here is very 'kumbaya'. Personally, there are plenty of cards that don't appeal to me (most commander cards, for example), but I'm happy to let those interested in discussing them discuss them.
The reality is that most cubes rarely get drafted at all. For many people, cube is more or less just a creative outlet. A way for people to tinker with combinations of mechanics and cards they love, to dream up archetypal combinations and overlaps. It's their little happy place.
I'm going to put my cards on the table here. Funch, since posting the podcast, I've had people coming out of the woodwork to warn me about you. There's a comment on the YouTube video from someone who must have been sufficiently rubbed the wrong way as to write a time-stamped annotated rebuttal to your points.
Personally, I wasn't around for any drama that happened before. I'm not going to prejudge. I had fun in the podcast, and you seem like a bright, witty member of the community. Lord knows I've rubbed people the wrong way in the past, and recently have been making efforts to make amends. I also know from personal experience that there will be people who are against you simply for presenting new, unconventional ideas. I enjoy that you have your own perspective, and some of the ideas in your cube have me reevaluating mine.
Here's what I do care about:
the RiptideLab community. This place has been chugging along for 8 years now, and it's never been a profitable venture. I think this is an amazing corner of the internet, full of bright minds, creative spirits, and you guys carried the torch even when I've been away.
As you've noticed, I've been pouring energy into making public-facing RiptideLab content. One of the reasons that I pushed for these recent forum updates (which James has been crushing) is so that we can be more ready to welcome any new people in. People are now more likely to encounter our community, and more easily able to register and engage.
So this goes to long-time members and newcomers alike: let's continue to be a great community. We exist in a subniche of a subniche of the internet. If anybody, new or old, is feeling uncomfortable about discourse here, please send me a message and let me know.