Updates 5.0.8 - 5.1.0
More blocking
I've noticed in my cube about 2/3 of creatures in white and blue had some sort of evasion ability or "harder to block" ability. A great part of this is because I support aggro-control decks, and have been relying on evasion for them to be viable.
This takes away from the fun of combat, which is my favorite part of retail drafts. Attacking and blocking decisions are interesting and provide players a lot of agency over their tempo and their opponent's tempo and grants them the ability to make tradeoffs between the two tempos and card advantage. It also opens the possibility of morphs, combat tricks, and other mid combat interaction as extra tension and ways for players to gain an edge and surprise the opponent.
With this in mind, I drastically reduced the number of fliers in white and in blue, and because I still want to support blue tempo, I replaced them with aggro and tempo creatures.
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Rein in power level
Power level had crept a little bit with time, and it's time to rein it down again. Some archetypes are doing well enough that I'm ok with taking away powerful pieces that are good in any other decks (Hazoret the Fervent, Nightpack Ambusher, Whirler Rogue.
I'm also removing some cards that in practice haven't been problems, but don't lead to good play patterns, so out with Splinter Twin, Pestermite and Helm of Possession.
In occasionals, I've also adjusted power level, removing some cards that were too strong, and also plenty that were too weak, particularly morphs.
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Shave unplayable cards
On the other end of the power band, some cards looks useful for certain archetypes, but in practice they weren't worth the risk or the difficulty to set them up.
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Utility Lands
I want more of the drafted pools to be used, more agency in general, and more mana sinks in the format, and the Kaldheim uncommon lands (like Axgard Armory) add a nice layer to the format and improve the format a lot. Because they are multicolor, I don't want to add them to the core, but I did add them to occasionals and added two monocolored utility lands cycles to the core. I might end up swapping this setup around in the future, but I prefer to run monocolor cards when possible.
The two cycles I chose are the Eldraine castles (Castle Embereth) and the Hours of Devastation pain deserts (Ifnir Deadlands). Because each cycle has one land I don't like (Castle Garenbrig and Ipnu Rivulet), I've replaced the first with the green Dominaria memorial and the second with a cycling desert, to maintain some symmetry.
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Equipment
My favorite part of Kaldheim was the equipment, and I enjoyed the options they offered when my cube had a larger equipment section in the past. I still run plenty of equipment, but most were resilient payoffs for specific decks. In this update, I add a bunch of generically playable equipment (yay, Goldvein Pickaxe!), and the runes (though only Rune of Sustenance to the core). I may end up moving the other runes to the core at some point, but it feels like a good place to start.
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Artifacts Archetype
The artifacts archetype felt all over the place. I'm giving it an equipment identity. Besides increasing the amount of equipment, I've added Giant's Amulet and Tormentor's Helm, which join Ancestral Blade to signal which colors are most interested in artifacts.
I also swapped some payoffs. Toolcraft Examplar doesn't really block, so I put in a little less swingy version: Stone Haven Pilgrim. The Antiquities War replaced Thopter Spy Network, which took the deck in a very controllish direction, and added to the evasion problem.
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Changeling upgrades
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Other
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