Sup Nerds! I already know several of you from Discord where most of my cube discussion takes place (feel free to join in if you're into that kinda thing https://discord.gg/UzV3J3aNhw ) I'd like for this thread to be the spot where I keep track of my design process in a more transparent and traceable manner as opposed to the completely incoherent mess that is my changelog on cubecobra.
List can be found here:
https://cubecobra.com/cube/overview/unpowered_fair_stuff
Design Philosophy:
List can be found here:
https://cubecobra.com/cube/overview/unpowered_fair_stuff
Design Philosophy:
- Design Restriction:
Singleton for Non-Fixing Lands & No Combo
As is obviously apparent if you look at the list, the manabase breaks singleton for fetches and ABUR duals and is strongly leveraged to support a lot of cards like landfall zoo creatures, Daze, Snuff Out, etc. I do however try to keep the rest of the cube to a Singleton restriction as it allows for more unique combinations of cards leading to a gameplay experience myself and my playgroup enjoy as well as a wider power band which allows for less-skilled players to pick up a few extra W's in an otherwise challenging format.
The omission of combo is mostly due to myself and my playgroup not feeling like the games are particularly engaging. Games involving combo often devolve into "Go Fish" where one player simply asks "Do you have it?" either referring to the combo or the answer to the combo and the outcome of that binary exchange decides the game. I am of course okay with some games coming to that point at some point as all games should inevitably come to a conclusion, but the way in which combos invalidate all previous exchanges isn't something we enjoy outside of constructed. - Draft Format:
4 packs of 16 cards each (512 cards total) drafted by 8 players
The extra pack allows for the format to include some more narrow power spike cards for archetypes without having to worry about how parasitic they might be as well as guarantee more meaningful options during sideboarding and more challenging and decision intensive deckbuilding. - Power Level:
Very high Legacy+
I like cards that are efficient and strong but do not consistently lead to won games within the first couple turns. Players should expect the tempo axis to matter a lot as cards can snowball quickly but also that the tools are present to interact with things at a very cost efficient rate such that games aren't solely two ships passing each other in the night doing hyper linear things. I want decks to be filled with cards you would expect to see in constructed fair decks with a strong skew towards eternal formats only going down the power scale when effect density requires it IE: Lightning Bolt is the best burn spell and even though Fire Ambush is worse, it still makes the cut.
Cards currently banned due to power level:
Companions & Conspiracies (Lurrus of the Dream Den is allowed only in maindecks)
Fast Mana (Black Lotus, Moxen, Dark Ritual, etc)
1 card win the game spells (Tinker, Natural Order, etc)
Completely imbalanced old broken spells (Ancestral Recall, Time Walk, Balance, etc)
Power outliers that are currently allowed:
Brainstorm
Ponder
Preordain
Gitaxian Probe
Dig Through Time
Treasure Cruise
Gush
Abundant Harvest
Vampiric Tutor
Imperial Seal
Demonic Tutor
Skullclamp
Strip Mine
Wasteland
A lot of these allowed outliers are currently accepted because what they do is give decks added consistency and as the format lacks combo as an archetype, increasing consistency of decks simply allows more real games of magic to be played. Demonic Tutor is a supremely fucked up card that can be strongly abused to piece together game winning combos but in the absence of such interactions, while it is still an outrageously powerful effect at its price point, it isn't enabling non-games but is rather being leveraged to allow players to find necessary interaction to deal with a problematic permanent, find a critical early land drop, or their best threat.
Mana screw lands, while occasionally contributing to non-games, are an unfortunately important piece of allowing proactive blue decks to have a home. Due to the extremely high density of premium removal, and lack of combo, the environment is naturally hostile to fair blue creature decks and as a result having access to mana screw lands, in addition to cards like Stifle, Spreading Seas and Shadow of Doubt allow these decks to occasionally take wins against slower removal heavy strategies by choking them on mana development long enough for their evasive threats to cross the finish line. Additionally mana screw lands are enablers for Maverick-esque lock decks which allows for divergent play patterns and adds utility to several cards in my cube such as Ramunap Excavator, Weathered Wayfarer, Elvish Reclaimer, Knight of the Reliquary and Wrenn and Six. - Desired Gameplay:
I want games to last roughly 10-20 minutes a piece on with polar matchups lasting less time and mirror matches going a bit longer.
Play patterns I want to encourage are highly interactive games where players are constantly either trying to set up game winning boardstates or dismantling those of their opponent.
I want to mitigate the influence of mana screw and flood (with some exceptions) by making decks capable of functioning on low land counts as well as having ways to easily generate value or sink mana to play through a pocket of lands.
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