As you may have noticed, there's a bit of a crossover episode happening in the cube community. Members of the MTG Cube Brainstorming (led by SirFunchalot) have started cross-pollinating, joining into both our Discord server and the forums. This is a good thing! Welcome to cubers of all shapes and sizes. A number of Riptiders have already been active on that discord for some time (Onderzeeboot, TrainmasterGT, landOfMorder).
Last night I recorded a podcast with SirFunchalot. I feel like for me it was a bit challenging at times because I wasn't super well versed in his design perspective going into it.
So to help ease some growing pains in both directions, I thought it'd be useful to try and define some broad design philosophy terms.
Riptide was founded and originally populated by people looking for a place to discuss alternative cube designs. There was already a well established home for conventional cube discourse, and needless to say it was quite hard to discuss designs that didn't fall neatly into predefined categories: powered, unpowered, modern-bordered, peasant, pauper, etc.
Pretty quickly after this site started, 'Team #VolcanicHammer' started the first kind of design offshoot here. These were people who were consciously de-powering their threats and removal, aiming to create a very specific rhythm of gameplay. Thanks to the contributions of Grillo and others, it's evolved into what I would call a Riptidian approach:
Riptidian Design
- intentionally lower powered
- often very archetype focused (see Penny Pincher). Many of these cubes explore themes that aren't viable in a high power environment
- 'decks not cards' approach. the decks in these cubes are synergy clusters that eke out resource advantages not through raw card power, but card synergy
Ironically, even though this is my website, my cube wouldn't be described as Riptidian. Last week I even found this cube through some Reddit post: The Former Wadellian 2021 Cube. Despite how they spelled it, I would call this approach:
Waddellian Design
- a six on the strix
- open to singleton breaking for both spells and lands. Double cycles of fetchlands (or more) are quite common for Waddellian cubes. Fixing lands in the range of 6-8 high-power fixing lands per player.
- a lower power tolerance for proactive plays. Cards are excluded for power level reasons, but they tend to be more in the Uro, Oko, True-Name Nemesis, Skullclamp, Jitte range.
- sometimes includes a Utility Land Draft or Duplicate Voucher system
Then comes what is a new school of design to me, and perhaps to you as well. I'll describe it as best as I can, but am not really the expert on it myself.
Funchian Design
- number of drafted cards greatly exceeds 45
- very high density of fixing. More in the range of 13-17 fixing lands per player
- not very concerned with traditional cube proportions (e.g. equal representation between colors). very gold heavy.
- very high individual card quality. Some cards will be excluded (power, combo), but high power spells like Uro, Oko, Wrenn and Six, etc. find their homes here. Funchian design leads to consistent, high-octane gameplay.
Other assorted terminology:
GRBS - game ruining bullshit
powermax - a cube that seeks to maximize power within a set of constraints and/or card exclusions
Let me know if there are changes you would make to any of these definitions, or other terms / considerations that are needed.
Last night I recorded a podcast with SirFunchalot. I feel like for me it was a bit challenging at times because I wasn't super well versed in his design perspective going into it.
So to help ease some growing pains in both directions, I thought it'd be useful to try and define some broad design philosophy terms.
Riptide was founded and originally populated by people looking for a place to discuss alternative cube designs. There was already a well established home for conventional cube discourse, and needless to say it was quite hard to discuss designs that didn't fall neatly into predefined categories: powered, unpowered, modern-bordered, peasant, pauper, etc.
Pretty quickly after this site started, 'Team #VolcanicHammer' started the first kind of design offshoot here. These were people who were consciously de-powering their threats and removal, aiming to create a very specific rhythm of gameplay. Thanks to the contributions of Grillo and others, it's evolved into what I would call a Riptidian approach:
Riptidian Design
- intentionally lower powered
- often very archetype focused (see Penny Pincher). Many of these cubes explore themes that aren't viable in a high power environment
- 'decks not cards' approach. the decks in these cubes are synergy clusters that eke out resource advantages not through raw card power, but card synergy
Ironically, even though this is my website, my cube wouldn't be described as Riptidian. Last week I even found this cube through some Reddit post: The Former Wadellian 2021 Cube. Despite how they spelled it, I would call this approach:
Waddellian Design
- a six on the strix
- open to singleton breaking for both spells and lands. Double cycles of fetchlands (or more) are quite common for Waddellian cubes. Fixing lands in the range of 6-8 high-power fixing lands per player.
- a lower power tolerance for proactive plays. Cards are excluded for power level reasons, but they tend to be more in the Uro, Oko, True-Name Nemesis, Skullclamp, Jitte range.
- sometimes includes a Utility Land Draft or Duplicate Voucher system
Then comes what is a new school of design to me, and perhaps to you as well. I'll describe it as best as I can, but am not really the expert on it myself.
Funchian Design
- number of drafted cards greatly exceeds 45
- very high density of fixing. More in the range of 13-17 fixing lands per player
- not very concerned with traditional cube proportions (e.g. equal representation between colors). very gold heavy.
- very high individual card quality. Some cards will be excluded (power, combo), but high power spells like Uro, Oko, Wrenn and Six, etc. find their homes here. Funchian design leads to consistent, high-octane gameplay.
Other assorted terminology:
GRBS - game ruining bullshit
powermax - a cube that seeks to maximize power within a set of constraints and/or card exclusions
Let me know if there are changes you would make to any of these definitions, or other terms / considerations that are needed.