Grillo_Parlante
Contributor
Inventors' Fair
Welcome to what is the updated and redesigned Penny cube. While I did not intend this, Kaladesh is an amazing block that brought some revolutionary mechanical changes to the game, which could only be properly implemented with a total makeover. This may not represent the type of magic that people are currently playing, I feel that it represents the type of magic that people want to be playing, and most want to play. I hope to see the game shift to reflect more the mechanical approaches that were unveiled during the Kaladesh block, and which I've sought to highlight with this cube.
Here is the end result of that project! http://www.cubetutor.com/viewcube/71323
The biggest change is the heavy policing of powerful ETB effects. There are almost no heavy hitting ETB effects left in the cube, instead the focus having shifted towards more mundane utility effects (ETB bounce your own permanent, conditional tutoring etc.), energy, and conditional ETB triggers (revolt).
--Design Notes: you can skip below to illustrative deck lists--
If you expect players to run out 4-5cc creatures (and sometimes 3cc creatures), it is important that they do get something for their mana investment. Otherwise, the drafter is just wrong for putting a 4-5cc creature in their deck, will feel like an idiot when their sweet gitrog monster is hit by cheap removal or reflector mage, and it was your fault (the designer) for making your player feel like an idiot because they played the format consistent with the tools you provided. This is why the reflector mage ban in standard was a good idea, and the printing of such cards makes no sense.
On the other hand, the NWO solution of creating creature value via strong ETBs--there is a connection between common design and ETB density: ETBs natively are easier to understand than the complex board states of TSP or Lowryn draft--has its own set of crippling problems.
Combining strong pressure with strong disruption is just fundamentally busted, and that is exactly what ETB effects do. It makes some sense to attach them to extremely high cost targets to justify the mana expenditure, but even than you run into problems with any sort of mana discounting strategy, such as re-animator. Attaching them to every 3-5cc creature has absurd warping effects on the game, as all that matters is a constant flow of simultaneous attrition and pressure. Curves have to move down, and spells have to become ever cheap to justify running.
Energy does an amazing job getting around this problem, because you're always getting something valuable for your mana investment--and you can even convert it into an immediate spell effect--but there is now a currency you have to pay to create that effect. Revolt is similar in that it offers an additional spell effect upon the creature's casting, but now its conditioned to something else happening--again, there is a currency that has to be paid for the ETB. This is similar to the idea behind echo, but much more interesting in implementation.
Other than that, the penny cube was always a cube dedicated to reducing negative variance, and this format takes things even further. Basically, the entire mana base reduces negative variance: bouncelands, scry lands, and now the five cycling lands. The cluestones have been added for additional smoothing and artifact sacrifice triggers, and the format is ripe with eggs, baubles, and assorted paperweights, ready to be sacrificed, bounced, tapped, and generally tossed around for value and profit and draw smoothing. This means less non-games, more real magic, and less losses to flood, screw, or uncooperative poor top decks.
The other major change is the incorporation of the sifting packages previously discussed (which also reduces negative variance) which means that curves can be higher as awkward cards from the draw sequence are traded in for relevant cards, which feeds graveyard interactions.
Generally, the creature suite is geared towards utility and beat downs, while the spell suite generally is more controlling in nature. This is a balancing tweak that I hope will be effective, and we don't have the extreme tempo cards like vapor snag, daze, force spike, or other cheap nonsense to make you feel like an idiot for playing a high CC spells not attached to a body.
The other thing that I've tried to do is use CC or power/toughness restrictions to draw draft lines that pull a drafter towards focusing on lower cc cards or higher cc cards, instead of forcefully having predetermined concepts of aggro, midrange, or control, and hoping the players find the sign posts on their own. I would rather have their be signs pointing towards small decks, middle decks, and big decks, and than give the player the flexibility to move around that mana range.
There are lots of cool and odd mechanics here that ended up fitting in nicely: madness, delirium (really!) being the ones I am most excited about.
I've also included a lot of conditional tutors, which i.m.o. are absolutely essential to a good cube. You don't want a bunch of demonic tutors as that results in too repetitive of play lines, but conditional tutors are healthy, because they reduce negative variance but are balanced in the manner they do so. This opens up lines of play as well as the draft, because a tutor is essentially a duplicate of an existing cards you drafted. Its like breaking singleton without breaking singleton.
The last big thing, is that I've taken feedback and culled out a few classes of cards that just make people feel like idiots or add to negative variance. These should have never been part of the game.
1. Any sort of duress or thoughtseize type effect. These are terrible cards that should never have been printed--all they do is result in de facto mulligans (the worst part of magic), non-games, and the mulligans even favor the disruption caster by giving them perfect information at the start of the game. Plus a lot of players just hate revealing their hand to an opponent. I'm not even running persecute anymore.
2. Reveal Hand effects like gitaxian probe or peek. Players just hate revealing their hand.
3. Low CC or ETB bounce land disruption. Penny cube results showed that direct bounceland disruption should not be attached to a body, should be a spell effect, and should cost 4-5 mana. Its possible they should all be pushed up to 5 mana but we will see. All of these cards that disrupt whatever the relative mana base is at the start of the game (strip mine, wasteland etc) are terrible, should not exist, and should not be ran anywhere, for any reason. They just accentuate the worst parts of magic's variance system.
--End Design Notes--
I've been making constant tweaks to mana costs, removal, and seeing how decks fall out, but here are a few lists!
W/R Artifact Aggro from CubeTutor.com
Artifacts are clustered into these sort of low CC aggressive decks that are heavy on utility. Again, we have my usual focus on these sorts of aggressive decks being more about utility and assembling a reach plan, rather than curves out into burn.
Baron from CubeTutor.com
The much-hyped baron deck. I smoothed out some of the black spot removal, after this. Previously, I didn't have enough at cheap enough cost to stunt an early rush.
U/R Vore from CubeTutor.com
So this is really cool and unexpected. This is a vore deck, which means its more of a tempo deck, which means its essentially a glorified burn deck. About part way through this I realized how amazing the red madness beaters would be in this sort of deck (especially the haste one), and would be perfect with the blue and red sifters. Unfortunately, I had only grabbed a tormenting voice, but its a cool idea, and highlights how good madness can be.
This is similar to the UG tempo decks I like to draft, but with a slightly different posture.
R/G Aggro Loam from CubeTutor.com
Here is our aggro loam deck, using the previously discussed green TOL manipulators to find and recycle the lands used to control the board via board control enchantments. Bouncelands and cycle lands fit into this. What surprised me was the energy powered focus on creature growth and damage. The synergy between architect of the untamed and bouncelands looks amazing.
R/W tiny aggro-control from CubeTutor.com
I have an issue now where I have to smooth out the two drops, which are generally less interesting than the 1s or the 3s, resulting in this kind of spread with these types of decks, but I still thought this was neat. Its utility focused to the point where its almost a tiny control deck, and can really grind with sunforger, that can be found with mistveil plains. Would have liked a single bounceland.
B/W Artifacts from CubeTutor.com
Really neat list: the idea obviously is to just toss bobbles and weights around while constricting resources and draining the opponent. Cheak out the relationship between demonic collusion, bouncelands, and underworld connections. Marionette master also looks hot.
Once thing that has surprised me how the focus on sifting and conditionality has resulted in actual sideboarding. You can really change your deck for matchups, to a degree and depth that I haven't seen with cube lists before.
I'll post more thoughts later, but I quite like the list and how its developing. There is no tribal package at the moment, but I have a few ideas for that. Obviously, there are space issues, and the power ETB of the splicer package violates the rule that was incorporated, but we will see.