I derailed a recent thread on color matters / devotion with some discussion about challenging conventions in Magic. It's an interesting topic to me and I wanted to start a new thread to keep it going.
The discussion centered originally around the origins of the "4-of" rule specifically with respect to constructed. Honestly, I'm not really at all interested in constructed magic at this point so I'm going to shift gears and bring the focus more towards cube. Specifically conventions in Magic and what could be changed to address weaknesses in the game.
As this group is pretty open minded and already doing a lot of unconventional things (breaking singleton, running custom cards, etc.), I figure this topic may get some traction and generate interesting ideas.
As a primer, here are three things about Magic which I find to be weaknesses of the game. They aren't horrible weaknesses that can't be worked around, but i see them as small design flaws that certainly could have been improved upon at the games inception but maybe even today with small changes to the game itself.
1. Mana flood/screw - I realize this is part of the game and many just accept it as such, but there really isn't anything fun about losing games because you can't draw land or you top deck 4 islands in a row. Proper land distribution during deck building, aggressive mulligans, 2 out of 3 - all that is just a bandaid for the problem really.
2. Power level discrepancies, including degenerate cards and card combinations - this is really not a problem in cube because we can just remove cards that create this scenario. But outside this format you are faced with this problem in various forms. In casual magic, it really boils down to how much you spend on the game a lot of times. Degenerate cards are a whole other discussion. Again though, in cube, this is a moot point.
3. Silver bullets / unanswerable card types - the biggest offenders are artifacts and enchantments. Some color and color combinations have no answers. Not sure why the game was designed that way, but again I think we can limit this problem with card selection in cube (get rid of artifact/enchantment bombs). Protection is another mechanic that I think really sucks too, but again you can greatly limit and/or remove it in cube. Even so, unless you gut all powerful enchantment/artifacts, you really can't prevent the occasional silver bullet scenario. With that said, it is probably a livable situation in the grand scheme of things.
Curious what peoples thoughts are on the above and if anyone has other things that they find weak about the game that could be improved upon.
As far as solutions... I had a small casual group that used to play with a resource land rule. It wasn't perfect, but it did help with mana screw (though did nothing for flood). Recently, I saw someone mention something about a card filtering rule (sort of like cycle). I thought it was really clever and I wanted to give you my interpretation of it and ask for thoughts on it. Here is the rule:
After your untap step, you may remove a card in your hand from the game. If you do, draw a card. This may only be done once and only on your turn.
I see several benefits to this rule:
1. It helps with both mana screw and flood. If you have too many lands, you can ditch them to draw a card. If you don't have enough, you can give up a card to get a card and hopefully draw into land.
2. It makes side board cards more tolerable in your maindeck. You can run disenchant without feeling like it's useless in some matchups. If you don't need it, filter it away and get a card.
Drawbacks:
1. This effect is pretty powerful and it is certainly going to help combo decks A LOT. In constructed, this would be a disaster probably. But in cube, you completely control the amount of combo that exists, so it might not be too bad.
2. Maybe this needs to also have a cost (similar to cycle)? Maybe pay 1 mana for the effect? I don't know. Having to ditch a card before you see what you draw feels like a drawback in and of itself. Sometimes it's a no-brainer. Other times though you will be faced with a very hard decision (what to toss?). And both players can do it, so I don't feel like it's inherently broken from that perspective (both players already get to draw a free card each turn for no cost - this is similar but requires you to pitch a card to get the effect).
Discuss.
The discussion centered originally around the origins of the "4-of" rule specifically with respect to constructed. Honestly, I'm not really at all interested in constructed magic at this point so I'm going to shift gears and bring the focus more towards cube. Specifically conventions in Magic and what could be changed to address weaknesses in the game.
As this group is pretty open minded and already doing a lot of unconventional things (breaking singleton, running custom cards, etc.), I figure this topic may get some traction and generate interesting ideas.
As a primer, here are three things about Magic which I find to be weaknesses of the game. They aren't horrible weaknesses that can't be worked around, but i see them as small design flaws that certainly could have been improved upon at the games inception but maybe even today with small changes to the game itself.
1. Mana flood/screw - I realize this is part of the game and many just accept it as such, but there really isn't anything fun about losing games because you can't draw land or you top deck 4 islands in a row. Proper land distribution during deck building, aggressive mulligans, 2 out of 3 - all that is just a bandaid for the problem really.
2. Power level discrepancies, including degenerate cards and card combinations - this is really not a problem in cube because we can just remove cards that create this scenario. But outside this format you are faced with this problem in various forms. In casual magic, it really boils down to how much you spend on the game a lot of times. Degenerate cards are a whole other discussion. Again though, in cube, this is a moot point.
3. Silver bullets / unanswerable card types - the biggest offenders are artifacts and enchantments. Some color and color combinations have no answers. Not sure why the game was designed that way, but again I think we can limit this problem with card selection in cube (get rid of artifact/enchantment bombs). Protection is another mechanic that I think really sucks too, but again you can greatly limit and/or remove it in cube. Even so, unless you gut all powerful enchantment/artifacts, you really can't prevent the occasional silver bullet scenario. With that said, it is probably a livable situation in the grand scheme of things.
Curious what peoples thoughts are on the above and if anyone has other things that they find weak about the game that could be improved upon.
As far as solutions... I had a small casual group that used to play with a resource land rule. It wasn't perfect, but it did help with mana screw (though did nothing for flood). Recently, I saw someone mention something about a card filtering rule (sort of like cycle). I thought it was really clever and I wanted to give you my interpretation of it and ask for thoughts on it. Here is the rule:
After your untap step, you may remove a card in your hand from the game. If you do, draw a card. This may only be done once and only on your turn.
I see several benefits to this rule:
1. It helps with both mana screw and flood. If you have too many lands, you can ditch them to draw a card. If you don't have enough, you can give up a card to get a card and hopefully draw into land.
2. It makes side board cards more tolerable in your maindeck. You can run disenchant without feeling like it's useless in some matchups. If you don't need it, filter it away and get a card.
Drawbacks:
1. This effect is pretty powerful and it is certainly going to help combo decks A LOT. In constructed, this would be a disaster probably. But in cube, you completely control the amount of combo that exists, so it might not be too bad.
2. Maybe this needs to also have a cost (similar to cycle)? Maybe pay 1 mana for the effect? I don't know. Having to ditch a card before you see what you draw feels like a drawback in and of itself. Sometimes it's a no-brainer. Other times though you will be faced with a very hard decision (what to toss?). And both players can do it, so I don't feel like it's inherently broken from that perspective (both players already get to draw a free card each turn for no cost - this is similar but requires you to pitch a card to get the effect).
Discuss.