Well, that's a really good question. I didn't know, so I went and drafted my cube, then redrafted the seat imagining I had perfect mana. Didn't figure it out, then I went and drafted Attack on Cube.
What I felt is that when I have to pick a couple of colors instead of be able to cast anything, I lack tension during the draft. I often ask myself during drafts with less fixing: "will I have a decent deck?" "Did I pivot too late?" "I wanted this card, but I really need to pick this dual." "Maybe I have to let go of my first pick." With incredible fixing, there are fewer risk/reward choices. Picking the best card in the pack is pretty much always safe. It felt comfortable, but I missed the uncertainty, the curiosity to see the next packs and the excitement when the cards I wanted wheeled.
It's more scrappy because good cards feel scarce rather than abundant. Putting together a good deck feels like an accomplishment rather than an certainty.
We have such different paradigms in this respect! When I pass Questing Beast P3P1, I'm ok with it going to the green drafters. Each colors gets its share of rares, and it's a reward for who found the open colors. If I could just splash it into my UB deck, it would make the P3P1 feel forced, since it's obviously the best card in the pack, and I'd begrudgingly pick it, play it, and apologize to my opponents when I cast it. I couldn't even say "yeah, I saw green was open then got this passed pack 3!" There would be no merit to me, it would just be "yeah, I opened this."in retail limited, there are some amount of games where I’m locked into my lane such that it’s correct to pick Reave Soul over Questing Beast (which I did many times in pack 3s of ELD). It gets even worse in heavy gold sets like RTR or IKO. I’m not actually fighting other players for maindeckable cards cuz we’re all already siloed into retail limited draft archetypes (although I guess im scrapping to make 23 C+ or better cards).
The best cards can always be played though, so the overall deck power in the same cube is higher. In lower fixing environments, lots of top cards stay in sideboards because they were taken early, speculatively, or, to a lesser extent, hate drafted. That opens up space to use those fringe, "bad" cards that would 100% stay in sideboards if there was perfect mana.in a high fixing density format, a greater %age of cards are viable picks in each pack — not only the lands, but the spells — which to me sounds more scrappy, since drafters are more free to pick powerful cards and shoulder into others’ lanes. More picks are fought over more vigorously, ime.
If there aren't many slots to leave spells out of your maindeck because nonbasics took up draft pool space, then being stuck with narrow or bad cards is particularly bad, since you might have to maindeck them. This creates an incentive to make safe picks rather than speculative ones.Same thing about fewer sideboard slots. I never use all 15 slots anyways, and so fewer sounds scrappier to me.
Oh yeah, for sure you can have mimic Legacy including the land disruption. But if the intention is to move in the way of avoiding color and mana screw, it seems counterproductive to add cards that actively promote it.I also feel riptiders are uniquely well-suited to know that one can mimic any environment via Cube, even a Legacy format with Wastelands where 4-color isn’t always optimal but otherwise @japahn’s points are well taken
Yeah, it's badly defined. It's something I feel more than think about, and hard to translate into words. I always think of the feeling of scarcity when playing Slay the Spire, Don't Starve Together, Rimworld, and other similar games. That satisfaction of creatively and skillfully carving a path through a challenging situation.Then again, maybe it’s all just semantics about scrappiness that went over my head, lol.