Chris Taylor
Contributor
Every now and again I try and take a step back from my cube and see how we're doing on the old complexity budget.
Ah, well on into the red and plummeting, eh? Business as usual then.
But that doesn't mean I shouldn't try and keep things reasonable where I can. Inspired by an offhand comment on a recent lucky paper radio episode, I've done a bit of an audit of any keywords my cube is running, and weather or not they should stay.
First, let's discuss some broad categories:
Dual faced cards
both Tranforming (Search for Azcanta) and Modal (Spikefield Hazard) are a contentious topic in the cube community. Many people don't run them on principal, but I often treat the back side of a card as a mild downside when handled correctly.
I'm not one to shy away from a whole mechanic for the flaws of it's worst example, and I can absolutly see why people don't want to touch the omenkeel with a 10 foot pole, but I won't let that stop me from running truly excellent cards like The Restoration of Eiganjo and Spikefield Hazard.
At present, I'm running the following DFCs:
I think Malevolent Hermit could go, but that's on the back of it's individual design and power level.
I think I'd actually want more MDFCs in my cube if possible (provided the back was a land), but nothing has really come to mind as designs of my own I'd like to add.
Verdict: Positive
Artifact/Creatures
This one is a bit less unified, but I've put any card with For Mirrordin!, Living Weapon, and Reconfigure under the same umbrella of "this equipment is good actually because it's also a creature"
Each of these has their own benefits and drawbacks, and I like the effect all 3 have on the environment. I think if I wanted to switch entirely to one mechanic of the 3, it would probably be for aesthetic reasons only, which I think makes it a bad swap.
It's possible the singleton card I run with For Mirrordin! (Glimmer Lens) could change for other reasons though.
Verdict: Positive
Those two out of the way, lets discuss things I don't have strong feelings about:
Each of these is the lone example of their given keyword in my cube, and I'm kind of alright with it. I always make sure to get versions with reminder text (or else make them myself), and if someone's never seen a changeling before, it's not going to take a huge amount of mental load to parse that one out.
Orzhov Psychopomp is a glow up of a glow up of Bone Shredder, a card practically old enough to drive. I like echo in basically this specific case and no other: It has a desirable ETB you want to loop, it's cheap enough for unearth (And wouldn't be without echo), echo puts it in the graveyard for looping, and (unlike basically every echo etb creature thus far) there's an actual incentive to occasionally pay the echo cost, as deathtouch is a compelling reason to keep this in play.
Delirium is great in theory, frustrating in practice. Darcy has a reputation from eternal formats, but my experience in cube is that it's easy to get the first 3 card types, agonizing to get the 4th. As a result, I've leaned into delirium cards that help get themselves the rest of the way there (I don't run unholy heat, for eg), and I'm not sure I'd want to run more. I might add more on a card by card basis, which is sad given a whole 5th of my cube ( ) is dedicated to self-mill, graveyardy type gameplay.
These are all great standalones. Escape is interesting, I think I like it better on creatures than noncreatures, it lets the opponent interact with a well timed exile spell and loops less frequently, keeping gameplay interesting.
In terms of mechanics I found negative:
Amass: I think I wanted to cut Callous dismissal for other reasons, but for the trifecta of not that strong, unique token, unique keyword it really takes the cake.
Battle Cry: Technically this is inoffensive, but I think I want to cut this card for other reasons.
Boast: I understand why it is the way it is, and I like both of these cards, but UGH
Delve: Delve is inherrently frustrating. It's SO HARD to get the numbers right on these cards, and I hate asking my drafters to exile as many cards from their graveyard as they can while still keeping Tarmogoyf and Oversold Cemetery happy, so I've tried a few other things, but unfortunately delve is the only graveyard payoff blue gets, so here we are.
Eternalize: This mechanic has legs and these cards have been power crept out. For others, this might cause some reflection and a re-affirming of goals, but I am happy to ride the rising tide of power creep.
Chatterfang: Yeah this bastard has forestwalk, who knew
Mentor: You know, I can see this going. I like a free body each turn, but maybe I can find a better way.
Regenerate: I hate how much I love this card It's awkward, it's the only use of "regenerate" I've played in years, you can't sac it if you draw your card for turn, BUT it's on balance the 2 mana mind rot that isn't hymn to tourach, AND you can recur it with all the tasty black tools to really strip down an opponent's hand.
Suspend: I used to run Ancestral Vision as well, but epochrasite is getting less and less appealing when it's not in concert with a flicker card (And I don't have a ton of those either).
Vanishing: this card ends the game so well it might as well not have a keyword, but I don't think I'd gain by making a custom card here.
Positives:
Adventure does actually fit in with a few of my themes, and specifically where prowess is concerned, it's very useful to have both a threat and a spell to keep your cards active on a single card.
It is of course, powerful, and WotC does know that, so in general we're probably unlikely to get a large number of power outliers in the future.
I've made a few of my own, and I expect that to continue.
Evoke is another cube designers dream, and fits nicely into graveyard and aristocrats strategies quite nicely. Like kicker, this just fits in with playing good magic.
I'm a sucker for modal spells as much as the next person, and this mechanic is as good as any other kicker variant.
The whole previous post is a love letter to prototype, no surprise I love it.
Unearth is also excellent, in a lot of the same was evoke is (basically flashback to evoke's kicker).
I could add more of these, most of the unearth cards have been crept out over time.
With some one-offs to finish.
Revolt: I like it, could see some other usage, but it is a bit too easy with the amount of fetchlands I run, so I'd really have to consider the "on" version of the card.
Blitz: Love it, but nothing in actual new Capena spoke to me. This is another of "I'd like more but I'm not sure what to make"
Rebound: I'm a bit surprised there isn't more of this? It's another excellent mechanic for ensuring all your prowess cards are "on", but not every card lends itself well to happening twice in a row. Since the second casting is free, it also pushes itself further up on the curve, which can also limit space, given how few 5 drops a given deck (or cube) even wants.
Retrace: Honestly this is mostly just to be cute. For the uninitiated, if Refine the mind had flashback it would still exile itself when cast from the graveyard, so I've opted for another effect to make sure it keeps looping.
The impact here is minimal, since Refine shuffles in if you ever cast it, so this is only a concession to it being accidentally milled over. I guess this could be escape, but it barely matters.
All and all, this provided me with a few cuts and swaps I could make to improve the comprehensibility of my cube. It's something we can easily forget, it helps to take stock every now and again.
Ah, well on into the red and plummeting, eh? Business as usual then.
But that doesn't mean I shouldn't try and keep things reasonable where I can. Inspired by an offhand comment on a recent lucky paper radio episode, I've done a bit of an audit of any keywords my cube is running, and weather or not they should stay.
First, let's discuss some broad categories:
Dual faced cards
both Tranforming (Search for Azcanta) and Modal (Spikefield Hazard) are a contentious topic in the cube community. Many people don't run them on principal, but I often treat the back side of a card as a mild downside when handled correctly.
I'm not one to shy away from a whole mechanic for the flaws of it's worst example, and I can absolutly see why people don't want to touch the omenkeel with a 10 foot pole, but I won't let that stop me from running truly excellent cards like The Restoration of Eiganjo and Spikefield Hazard.
At present, I'm running the following DFCs:
I think Malevolent Hermit could go, but that's on the back of it's individual design and power level.
I think I'd actually want more MDFCs in my cube if possible (provided the back was a land), but nothing has really come to mind as designs of my own I'd like to add.
Verdict: Positive
Artifact/Creatures
This one is a bit less unified, but I've put any card with For Mirrordin!, Living Weapon, and Reconfigure under the same umbrella of "this equipment is good actually because it's also a creature"
Each of these has their own benefits and drawbacks, and I like the effect all 3 have on the environment. I think if I wanted to switch entirely to one mechanic of the 3, it would probably be for aesthetic reasons only, which I think makes it a bad swap.
It's possible the singleton card I run with For Mirrordin! (Glimmer Lens) could change for other reasons though.
Verdict: Positive
Those two out of the way, lets discuss things I don't have strong feelings about:
Each of these is the lone example of their given keyword in my cube, and I'm kind of alright with it. I always make sure to get versions with reminder text (or else make them myself), and if someone's never seen a changeling before, it's not going to take a huge amount of mental load to parse that one out.
Orzhov Psychopomp is a glow up of a glow up of Bone Shredder, a card practically old enough to drive. I like echo in basically this specific case and no other: It has a desirable ETB you want to loop, it's cheap enough for unearth (And wouldn't be without echo), echo puts it in the graveyard for looping, and (unlike basically every echo etb creature thus far) there's an actual incentive to occasionally pay the echo cost, as deathtouch is a compelling reason to keep this in play.
Delirium is great in theory, frustrating in practice. Darcy has a reputation from eternal formats, but my experience in cube is that it's easy to get the first 3 card types, agonizing to get the 4th. As a result, I've leaned into delirium cards that help get themselves the rest of the way there (I don't run unholy heat, for eg), and I'm not sure I'd want to run more. I might add more on a card by card basis, which is sad given a whole 5th of my cube ( ) is dedicated to self-mill, graveyardy type gameplay.
These are all great standalones. Escape is interesting, I think I like it better on creatures than noncreatures, it lets the opponent interact with a well timed exile spell and loops less frequently, keeping gameplay interesting.
In terms of mechanics I found negative:
Amass: I think I wanted to cut Callous dismissal for other reasons, but for the trifecta of not that strong, unique token, unique keyword it really takes the cake.
Battle Cry: Technically this is inoffensive, but I think I want to cut this card for other reasons.
Boast: I understand why it is the way it is, and I like both of these cards, but UGH
Delve: Delve is inherrently frustrating. It's SO HARD to get the numbers right on these cards, and I hate asking my drafters to exile as many cards from their graveyard as they can while still keeping Tarmogoyf and Oversold Cemetery happy, so I've tried a few other things, but unfortunately delve is the only graveyard payoff blue gets, so here we are.
Eternalize: This mechanic has legs and these cards have been power crept out. For others, this might cause some reflection and a re-affirming of goals, but I am happy to ride the rising tide of power creep.
Chatterfang: Yeah this bastard has forestwalk, who knew
Mentor: You know, I can see this going. I like a free body each turn, but maybe I can find a better way.
Regenerate: I hate how much I love this card It's awkward, it's the only use of "regenerate" I've played in years, you can't sac it if you draw your card for turn, BUT it's on balance the 2 mana mind rot that isn't hymn to tourach, AND you can recur it with all the tasty black tools to really strip down an opponent's hand.
Suspend: I used to run Ancestral Vision as well, but epochrasite is getting less and less appealing when it's not in concert with a flicker card (And I don't have a ton of those either).
Vanishing: this card ends the game so well it might as well not have a keyword, but I don't think I'd gain by making a custom card here.
Positives:
Adventure does actually fit in with a few of my themes, and specifically where prowess is concerned, it's very useful to have both a threat and a spell to keep your cards active on a single card.
It is of course, powerful, and WotC does know that, so in general we're probably unlikely to get a large number of power outliers in the future.
I've made a few of my own, and I expect that to continue.
Evoke is another cube designers dream, and fits nicely into graveyard and aristocrats strategies quite nicely. Like kicker, this just fits in with playing good magic.
I'm a sucker for modal spells as much as the next person, and this mechanic is as good as any other kicker variant.
The whole previous post is a love letter to prototype, no surprise I love it.
Unearth is also excellent, in a lot of the same was evoke is (basically flashback to evoke's kicker).
I could add more of these, most of the unearth cards have been crept out over time.
With some one-offs to finish.
Revolt: I like it, could see some other usage, but it is a bit too easy with the amount of fetchlands I run, so I'd really have to consider the "on" version of the card.
Blitz: Love it, but nothing in actual new Capena spoke to me. This is another of "I'd like more but I'm not sure what to make"
Rebound: I'm a bit surprised there isn't more of this? It's another excellent mechanic for ensuring all your prowess cards are "on", but not every card lends itself well to happening twice in a row. Since the second casting is free, it also pushes itself further up on the curve, which can also limit space, given how few 5 drops a given deck (or cube) even wants.
Retrace: Honestly this is mostly just to be cute. For the uninitiated, if Refine the mind had flashback it would still exile itself when cast from the graveyard, so I've opted for another effect to make sure it keeps looping.
The impact here is minimal, since Refine shuffles in if you ever cast it, so this is only a concession to it being accidentally milled over. I guess this could be escape, but it barely matters.
All and all, this provided me with a few cuts and swaps I could make to improve the comprehensibility of my cube. It's something we can easily forget, it helps to take stock every now and again.
Last edited: