Ideas for the Further Development of this Cube
I wanted to write this because we're about 33% of the way through the design process of this Cube (barring some late-stage swaps and changes we will inevitably need to make if we wish to create an optimized play experience) as a means to help guide the development of the rest of the Cube. Everything I am writing is based on trends I am observing from the overall card pool, and it is meant to be descriptive rather than prescriptive. The plan here is to simply talk about what I'm seeing, share that with the rest of the group, and attempt to see if we are on the same page for this process. Any archetype ideas or gameplay functions I observe we can still change as it is early in this process. I just want to talk more about this so we can have a more polished final product once we're done here. It would be nice if the community Cube is fun to draft for a reason other than "Cubes are fun and it's a Cube!"
This piece should help in an attempt to create a Cube with a reasonable color balance (if that is something we decide we want) and a reasonable power band in order to create the best gameplay experience possible (which we all should want). I can make this a living document- I will update it with new ideas and feedback.
Part 1: Guild Slot Structure
This Cube is pretty clearly going to be Enemy-Color (
) gold-focused judging from everything we've added so far. However, some of the themes and archetypes we are adding such as Artifacts, Lands, and Discard tend to be at home in the Ally Color combinations (
). We may want to further support for these mechanical themes in the Ally color pairs, even if we want the Cube to focus on the Enemy color pairs. I think there is a relatively simple solution to keep the Cube enemy focused while still supporting the Ally color pairs: an asymmetric gold section.
In my Cube, I've been trying to nudge drafters into the three color "wedge" combinations(which are based in the enemy color pairs) without entirely invalidating Ally or Shard decks. The way I have achieved this is by using an asymmetric gold section. I do this by supporting all 10 guilds, but giving the Enemy colors a couple more gold cards than the Ally colors, as opposed to keeping everything symetric. The Cube is still color balanced, but the gold cards are weighted away from the Ally pairs. They're still draftable, but they're not going to seem as naturally "open" to drafters.
An asymmetric gold section might look like:
-5 Enemy Color gold cards per color pair.
-3 Ally Color gold cards per color pair.
-1 Gold card per Wedge
Now, for this Cube, depending on how far we want to go into the Wedge theme, we may want to do a structure that looks like:
-6 Enemy Color gold cards per color pair.
-3 Ally Color gold cards per color pair.
-2 Gold cards per Wedge
This seems like a good structure because it allows for plenty of cool gold cards across all colors, allowing all 2-color combinations to remain playable, while naturally skewing the draft towards the enemy color combinations. Remember that the Ally color cards aren't only for Ally color decks- Wedge decks can play them too! Whatever card we add to
will be played in
decks.
Part 2: Draft Archetypes
Looking at the card pool so far, we seem to have the following archetypes forming.
Bold archetypes are clear directions for the pair based on the current card list, Normal archetypes are suggested but not quire supported, and
Itallicised archetypes are potential directions for the color combinations to be taken.
Enemy Colors
: Reanimator,
Aristocrats
:
Self-Mill,
Delve
: Spells,
Delve, Junk Tokens
:
Spells, Tempo, Artifacts,
Treasure, Pirates
: Tempo,
Spells, Equipment
Ally Colors
: Artifacts
: Cycling
:
Artifact Sacrifice
:
Lands, Dreadhorde Arcanist
:
Lands
Wedges
: Reanimator
: Noncreature Spells Matter (Artifacts+ Prowess),
Cycling
: Delve, Cycling
: Artifact Aristocrats,
Normal Aristocrats,Dreadhorde Arcanist
: Instants and Sorceries Spellslinger
Again, these are loose and based purely on observations. These would be good directions to take what we have already started, but things could change going forward.
Part 3: Theater Playstyles
This cube appears to be stuck between two potential identities: it wants to be both a fast, tempo-oriented format, and a slow, grindy format. The easy answer to this question is to just choose both! We can build a format where most of the suggested cards are viable without having to sacrifice most of the efficient, context variable cards or the low-power synergy cards. The key to making this work will depend entirely on shaping our broad play patterns well.
Aggro
"True" aggro appears to be undesirable in the current version of this Cube, with most of the splashy cool cards costing in the 5-7 mana range. While this Cube doesn't look like it's retail limited power level, a lot of the top-end pieces are below Standard constructed power level and would probably be most at home at a Casual EDH table if they weren't in this Cube. A deck that is focusing on vomiting out a ton of 1 drops and then killing the opponent with Burn spells before turn 4 probably isn't going to fly in this Cube if we want to ensure the top end is still viable. I also feel that the community nature of this project will make it
really difficult to reach the expected 9 or so one-mana spells we would want in a format running true aggro.
I think, given the current card pool, our best bet for aggro would be to split the ticket between a
miracle-grow/prowess style deck and
Equipment decks modeled as a higher-power version of the
decks from the Penny Pincher 2.0 cube. This will allow us a good range of extremely proactive synergistic strategies that won't be too fast for other decks to efficiently compete with. We can even tailor our removal suite to keep these decks main engine pieces in check, more on that in part 4.
Control
Control is going to have a difficult time being well-supported in this Cube without being oppressive. The problem is that we are going to want ways to defeat highly proactive strategies while not entirely invalidating slow, non-controlling decks. I still think we will need Board Wipes, Cantrips, and Counterspells to make Control strategies viable, however, I think we will need to choose our cards carefully. Personally, I think unique spells like
Ritual of Soot,
Sweltering Suns, and
Languish can help to
eliminate some of the low-to-the-ground decks that would otherwise ruin Control's day, but won't hurt the midrange synergy decks too badly outside of some of their frail early game value engines.
As for color combinations, I see control in this Cube being primarily based in
,
, and
probably being a
Cycling deck with Board Wipes. I think this plan will play well with cards like
Censor and
Miscalculation- control staple spells we're already going to want for their smoothing abilities and non-oppressive interaction.
Combo
I don't see any true Combo decks appearing in this Cube unless someone goes off the deep end and tries to add Twin or Storm or something.
Midrange
Midrange is the bread and butter of this Cube, with virtually every currently supported Synergy deck falling into this Theater of Play. Basically every Midrange deck in this Cube is likely to be a Synergy deck, not focusing on raw value as much as it is focusing on trying to build an engine. I think we will need to temper the power level of our removal spells in order to make sure efficient spells like
Path to Exile aren't ruining a
Marionette Master player's day. More on this in the next section.
Part 4: Potential Additions to Mirror Apparent Play Patterns
Removal
Well-balanced removal is the difference between a good and a great limited environment. I think in this Cube, we will want to have three classes of removal: cheap things that kill small creatures, expensive things that kill all creatures, and inexpensive things that stop attacks but won't shut down abilities. This way, decks will have the tools they need to stop early threats like
Tarmogoyf and
Grim Flayer, without dunking too hard on higher-cost cards like
Teshar, Ancestor's Apostle and
Lightning Angel. This will also help to prevent inevitable "Enchantment Baneslayers" like
The Gitrog Monster from being invalidated by the removal required to keep the efficient cards in check.
Classed-Removal Examples
Cheap things that Kill Small Creatures
Expensive things that Kill all Creatures
Inexpensive things that Stop Attacks but won't Shut Down Abilities
Fills Several Categories
This section will be expanded in the future if more ideas arise.
Part 5: Potential Swaps
I think we're going to need to swap some cards at some point, but I'm going to reserve publicizing my swap thoughts until we add more to the Cube. I think we will need to chop some over and underpowered cards out of the final product, though.
Conclusion
Hopefully, you all like these ideas. Please provide feedback on this post. I think this is a good base to fill out the rest of the Cube with but these ideas are entirely based on my own thoughts and observations. Don't treat this as a final word or anything- I just want to try to make a plan for filling out the rest of the Cube list.