In a splashier environment there are much more divergent ways the game could unfold.
I think these two posts nail down what's going on here. The rest of the thread seems to be about big powerful plays and powerful combos vs edging out small advantages through synergistic, but lower-powered cards. But the new idea I'm getting here is about drafting a deck which presents you with fairly different lines of play, not just micro-optimisations of a single, focussed strategy. I don't think this has anything to do with the power level of the cards.
I remember a great game on stream against Jason where I was playing aggro. The beat-down plan didn't work out, but my deck had the tools to switch gears and win with burn, as long as I could drag the game out long enough, and not blow too many burn spells on opposing threats. It was a long shot, and I would have to commit to it. These decisions, moments of "tactical divergence" perhaps, make for a great game of magic. Perhaps you can have formats that are really interesting to draft, and lead to hard games, but have decks which don't present these moments. Is this what you're talking about, Jason?
On another note, one things I love of cube, and the community, and this forum, and the Quest for Ultimate Fun, is how people keep finding new ways to shed light on this whole cube thing. In the beginning it was just "put the 400 best magic cards ever in a shoebox and draft it - it's the most fun way to play magic". But eventually there was some acknowledgement of archetypes and the need for archetype support. Get this right and you had the new most fun way to play magic. And over time, more landmark changes in thought: You can break singleton, you should understand and support specific archetypes, you should look for archetype overlap, you should ban unfun things, you should understand what in gods name tempo even means, you should keep the curve low, you should make the format decision dense. We went so far on some of these ideas that more landmark thoughts have just been about reversing some of these ideas: The archetypes shouldn't be set in stone, there should be room for players to find decks no-one thought of before. There are ways to include wacky cards, perhaps only some of the time, to keep the spirit of wonder and exploration alive. And perhaps, if we figure out what this thread is about, we'll have another element to consider in crafting the most fun way to play magic.
It's all an examination of what exactly we find fun about magic. It turns out to be a large number of things, and we keep finding new ones, not only by seeing what we enjoy about cubes, but also what we miss in cubes. I'm
not good at any of this, but it's been great seeing it evolve for so many years.