CML
Contributor
Two things, I think WO is good in both aggro and Tezz. Second, I think we have a different understanding of fun. I'm not trying to persuade you because fun is subjective. I just want to offer an alternative viewpoint. I am a big believer in having "villains" in my cube. I don't want too much broken stuff, but having a small amount creates opportunities for good stories. I almost always lose to Jitte, but it was really sweet when I used Opposition and Llanowar Elves to eventually beat it one time. Winter Orb is a perfect mini-game card. It's also a lot more difficult to play than Armageddon, Sulfuric Vortex, or other cards aggro uses to seal the game. From what I've seen, most time WO is cast, neither deck can break the symmetry. It requires timing and set-up to be good. Also, I started playing Magic shortly before Legends, and so WO has a some nostalgia for me.
There's often an undercurrent in these conversations of what is "fun" or "good design" that seem pretty subjective for me. For example, I like Batterskull and want artifacts that are good in everything. I don't mind having some broken cards, like Jitte, Swords, and Tezz locking people out of the game. I think Tezz requires so much to come together for him to be good, that if someone manages to draft the deck, kudos. A Tezz deck has yet to 3-0 any cube draft I've participated in, and I've seen a couple 0-3.
i agree with most of this -- after all, this forum was birthed when someone decided typical cubes were in poor taste and that our subjectivity was something both to be recognized but also analyzed, and not used as an excuse to substitute whatever our fetishes are for the elusive moving target of 'good design.'
the best way i can put my own objective is that i think magic at its best is a game about people, and designing a cube to maximize fun not only makes the games a more psychological experience, but is itself also psychological: what's the best way to get my friends and playgroup to have fun? remember that they too are unreliable narrators of their own experiences, just as they can misplay and dissimulate in game. nabokov and kafka novels are all about this kind of creative process.
by maximizing psychology, you can make good players screw up more. decisions should feel and be important. the ideal game of mtg for me is one where each player plays well, maybe not even perfectly, casts haymakers, makes a number of interactive decisions based on the opponent's decisions, etc. and then it all comes down to something very marginal. that way, it has the ebb and flow of a good narrative or sports game or whatever. magic coverage struggles to create that narrative because (a) the sets are not designed that way often enough and (b) because official wotc coverage is full of idiots.
anyway, the experience of modern magic is way too often 'what cards do you have?' and i find this kind of level-zero consideration to dominate casual play, as well as the culture of the game; wizards all but explicitly encourages its customers to have and memorize stuff, instead of using and analyzing it, and so the players begin to be as dull as their cards. when that boring constraint is not eliminated but lessened (after all, sometimes you just get passed and draw the nuts), you get the forms of mtg that I find to be the richest -- competitive constructed, and cube.