These are the goals of my cube:
This cube, especially since a recent overhaul with these specific design goals, turns out a good few of the cool and fun decks I am looking for mixed in with some boring old goodstuff decks. The two genres seem able to compete with one another in games well enough. The current list restrained by what I own in paper as I don’t like to proxy more than just duals and fetches. I’m generally against customs and rewriting the rules of draft as I want to maintain a baseline of accessibility, but I freely break singleton. There are a number of cards currently in the list, mostly from new sets, which will probably have a short life-span in this cube because I suspect they are either too powerful or too narrow, but I’m still interested in testing them.
- the fun decks are the good decks
- drafting is never on rails
- I’ve spent a lot of time playing the various iterations of the cubes on MTGO. What I’ve found, even as an admittedly average player, is that it is quite easy to go infinite if you just eschew the entertaining and funky decks in favor of the boring ones.
- For as long as I could stand it, which was maybe 20 or so drafts in a row, I only drafted blue control, green ramp, and red aggro in last year’s vintage cube. In the swiss queues (and often enough, the 8-4s), this basically guarantees a 2-1 or 3-0 because so many people love the bad storm decks.
- The reason why storm and similar combo decks fall by the wayside is that the boring decks are much more consistent and lower risk; they care about individual card quality more than the specific interactions between cards, so they can easily adapt to the sorts of cards they are opening or being passed, whereas a storm player has to take on the risk that they might not get the critical mass of enablers and payoff cards necessary for their deck to even function.
- Even if you’re not building literal storm decks into your cube, any sort of combo or heavy synergy strategy is usually difficult to incorporate, especially without making a great concessions in terms of the draft experience.
- The MTGO cubes are obviously terrible, but this is something I often think about when reviewing much more thoughtfully designed cubes: that the fun, synergistic decks simply aren’t worth going after.
- This perception can be caused by a lack of support for those fun decks, or the impression that the payoffs in the fun decks are not powerful enough relative to whatever else is going on in the environment.
- In addition, drafting a deck which is based around synergies is naturally riskier than one where the cards are individually good; you might not open, get passed, or draw the proper enablers and payoffs in the correct ratio or density.
- Back to the goals of my cube: I want as many cards in as many packs as possible to be reasonable picks no matter what archetype a drafter is going for. The way I can accomplish this is to compose my cube primarily of versatile, goodstuff cards.
- At the same time, I want to make sure that fun, synergistic strategies are not only viable, but optimal. Such decks require case-specific cards which are often worthless to other archetypes. This makes drafting more shallow.
- The solution is to determine which archetypes are effortlessly supported by cards that are good enough to play in any case and which as many drafters as possible will be interested in, but are not so rawly powerful that they end up pushing thoughtless goodstuff decks to the top.
- Simply, the less parasitic, more widely applicable, and thereby better for draft a card is, the more it endangers fun, synergy driven strategies and biases my cube in favor of boring decks.
- Take Birthing Pod for example: It’s easy enough to drop a couple Birthing Pods in your cube, and playing and building a deck based around them is possible and enjoyable as long you have a reasonable number of value creatures in your list, but making the Birthing Pod deck actively worth seeking out over traditional goodstuff midrange from the perspective of a minmaxing player is difficult; the upside to warping your draft around Birthing Pod has to make up for the power you give up in some number of individual picks as well as the chance that your deck doesn’t quite get there.
- To fulfill this requirement and maintain a reasonable draft environment, I must figure out which creatures are versatile enough that multiple drafters in multiple archetypes might be interested in them, but are not goodstuffy to the point that the required density of them to support a deck like Birthing Pod ends up invalidating that strategy.
This cube, especially since a recent overhaul with these specific design goals, turns out a good few of the cool and fun decks I am looking for mixed in with some boring old goodstuff decks. The two genres seem able to compete with one another in games well enough. The current list restrained by what I own in paper as I don’t like to proxy more than just duals and fetches. I’m generally against customs and rewriting the rules of draft as I want to maintain a baseline of accessibility, but I freely break singleton. There are a number of cards currently in the list, mostly from new sets, which will probably have a short life-span in this cube because I suspect they are either too powerful or too narrow, but I’m still interested in testing them.