Take It, Part One

They Can Take It, But Not Dish It Out: Toughness and Magic 2014 (Part One)

by: CML

1. The Great Wall of China

It’s a time-honored tradition to be curmudgeonly and say that sets, after spoilage and before release, look “kind of lame” — but word on the street here in Seattle, trickling from The Castle Wizards HQ like so many Messages from the Emperor, was that Magic 2014 limited was actually bad. Given that there have been any number of bad limited formats that Wizards has said were not, I found this candor more ominous than refreshing.

Seraph of Dawn

What’s Liliana’s favorite font family? Sans Seraph!”

Yet they can afford to make M14 somewhat bad, since Magic is still spinning skyward, and my friends will in any case draft compulsively. No format has held my attention for its full tenure since Magic 2013, with sets like Gatecrash and Avacyn Restored compelling me to do only a few FNMs or Modo drafts. A few weeks after M14’s release, it looks like said set is headed in that direction. There are several reasons why — Blue is too strong; the removal is bad; Slivers are not my favorite — but I wanted to focus on one design choice I feel is connected to all the others: the creatures have too much toughness.

 

2. Stonewalling

In all of Magic history, toughness has always been bigger than power:

Wall of Stone

I like big butts, and I cannot lie.”

Old sets always came with dumb cards like this, and the classic old-Limited board-stall is one important consequence. Blocking can’t happen without attacking, and is therefore a creature’s secondary function; yet it was seen as so essential around the turn of the century that Shadow was costed as a drawback.

Soltari Visionary

No blocks.”

Magic has 1,183 creatures with power exceeding toughness, and 1,587 with toughness exceeding power (there are 4,245 creatures with “squared stats,” power equal to toughness). Here at RiptideLab we’re greatly interested in how subtle, quantitative adjustments can dramatically change the feel of a Limited format, so I wanted to pursue this finding further.

 

3. Toeing the (Number) Line

We’ll convert that ratio of 1183 / 1587 to a decimal for easier comparisons — it’s roughly equal to .745 (remember that this includes all the very old sets that weren’t made for drafting). With the rise of Limited and the creature, you’d expect the ratio to veer towards 1. Eventide, my favorite set, has 19 / 22 = .863. Magic 2011, my favorite core-set Limited environment, has 20 / 23 = .870. Alara Reborn is the one set I found where there were more creatures who could “dish it out” than “take it,” with 21 / 20 = 1.050.

 

Esper Stormblade

You say Blue mages are (rules-)lawyers? You’re damn right I’m suing Martell for use of my likeness.”

Modern Masters, a beloved format, has 20 / 20 = 1.000. In Zendikar the ratio 22 / 27 = .815 seems to favor the defender; however, the landfall mechanic made it notoriously difficult to block, and the annihilator triggers in Rise of the Eldrazi (19 / 38 = .500) also favored the aggressor. (Though, to be fair, RoE was designed to be slow, and 0/1 Eldrazi Spawn are better windows than doors.)

 

Jaddi Lifestrider

I was a 2/8 after creatures with big butts were cool.”

Yet in the last year the trend is dramatically different. Return to Ravnica has a ratio of 29 / 37 = .784, nearly as low as the historical one. Gatecrash, which had very few stalls, actually has more “tough” creatures than all of Magic put together, at 26 / 36 = .722. Dragon’s Maze has 20 / 29 = .690, which seems appallingly low until you crunch the numbers for Magic 2014 and find its ratio is 16 / 27 = .593.

 

Wall of Swords

Don’t bring salad tongs to a sword-fight …”

Next week, we’ll look at the implications of such a number for M14 limited.

 

Thanks for reading!

CML

@CMLisawesome on Twitter

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Shenhar’s UWR Control

By: Jason Waddell

80 days.

80 days until the Modern Grand Prix in my current city of residence, Antwerpen, Belgium. Although almost the entirety of my Magic time is spent on the cube format, lately I’ve had the constructed itch. I haven’t played constructed in any real capacity since the Stoneforge Mystic banning, but have had my eye on Magic’s non-rotating formats for some time.

As previously discussed, my favorite archetype is UWR Tempo with a heavy serving of burn. Fortunately, UWR decks sit firmly in the top tier of Modern’s metagame. Last weekend’s 2013 Player’s Championship was taken by Shahar Shenhar, member of MTGmadness.com, Riptide Lab’s site sponsor. He defeated Reid Duke’s Hexproof deck in the finals with the following:

shaharModern

 

The UWR decks, despite using a relatively stable list of format staples, is exceptionally customizable, and Shenhar’s list is perhaps the most middle-of-the-road in terms of tempo. Prior to the Player’s Championship, the most common UWR decks in the online metagame followed the mold of Brandon Nelson’s GP Kansas City Top 8 deck.

nelsonUWR_kansasCity

My personal tastes tend towards the aggressive, and I am quite fond of the more aggressive version that maxes out on burn spells and Geist of Saint Traft.

 

UWR_largeBrandon

Although this list did win a pair of back-to-back online PTQs in January, the Geists appear to have fallen out of favor in the current metagame.

I’m not sure where my deck will land on the aggression spectrum, but look forward to the testing process and the opportunity to attend my first Grand Prix. Congratulations once again to Shahar Shenhar on his Player’s Championship victory, and for pushing my favorite archetype one step further.

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Primeval Stronghold (Playsession Report)

By: Jason Waddell

For some time, I’ve had a theory that one of the most powerful things you can do in my cube involves the following two-card combination:
Primeval TitanVolrath's Stronghold

The archetype is basically a Golgari Timmy deck, that wants to ramp out powerful cards and recur them for value until you trample over the opponent for lethal. I’ve won with this archetype before, but when I last played if my cube was sporting the Recurring Nightmare engine, which is no longer in my list. Those who have followed or played my cube will know that ramp isn’t a very central focus of the design, and can be a dangerous prospect given the powerful aggro decks running around and the plentiful Wasteland effects in the format.

In last night’s draft, I dove into the archetype straight away with the following two picks:
Primeval TitanVerdant Catacombs

Unfortunately, this would the last relevant land-based fixing I would see in the packs. Two seats to my right, an ambitious second-time drafter was amassing a very color intensive BUG deck. The first time he drafted our cube, he made the rookie mistake of drafting a fixing-free two-color aggro list that stumbled on mana and never managed to hit the ground running. This week he took things to the polar opposite extreme by picking fixing in seven of his first ten picks. Needless to say the Bayous and Overgrown Tombs never made it to my end of the table.

primevalStronghold

The deck was very resilient, and had multiple ways to get its engine online.

Demonic TutorPrimal Command

Primal Command was exactly what this sort of deck was looking for. I brought in Primal Command in place of Plow Under in the Gravecrawler update, and have been impressed with its versatility and impact. Over the course of the night I tutored up Deathrite Shaman, a land (off Demonic Tutor), Vampire Nighthawk and Primeval Titan. The 7 life had huge impacts on the race math, and the tutors gave me a sense of control over the games that I don’t always feel when piloting a ramp deck.

Most interestingly, I never wanted to tutor up Grave Titan. Sure, Grave Titan is a great threat, but Primeval Titan gives you a game-long engine and the mana to use it.
Volrath's StrongholdTreetop Village

Even if your Primeval Titan is killed or exile, the deck was perfectly content to bring back Skinrenders and Wolfir Silverhearts from the graveyard.

Further, the deck had some fairly effective sideboard cards, including:
Pernicious Deed
Awakening Zone
Hymn to Tourach
Kozilek’s Predator
Wall of Roots
Innocent Blood

Keeping Pernicious Deed in the sideboard feels like a crime, but with my decks reliance on 1-drop elves it felt like a losing proposition. The other three drops were absolutely vital to our acceleration and board stabilization plans, and were far more vital to the deck.

Ultimately the deck 3 – 0’d, but not without some punts and scares along the way.

In the finals I beat the following deck piloted by forum member Hannes:
Hannes

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ChannelFireball: Set Cubes

By: Jason Waddell

Nearly every time I visit the cubing subreddit, the place is plastered with questions from aspiring cubers looking for advice on how to build a set or block cube. Invariably, they get bombarded with a mix of conflicting suggestions and numbers, and I can’t help but wonder if they walk away feeling more confused than helped.

As has always been my mantra, there’s no one right way to do design. Today’s ChannelFireball article, however, should provide some clarity on the topic. Perhaps the most surprising aspect of set design is how great an impact your “pack creation” method has on the number of cards you need in your set cube. One can achieve nearly identical results using a mere 400 cards or by using nearly 1000 cards.

The topic of set cubes likely isn’t of tremendous interest to cubing veterans, but I think they serve as a great opportunity for giving beginning designers an accessible hands-on way to start learning lessons about cube and game design. What happens when you tweak this variable? How are the different aspects of the design connected? Can we make the set more fun than Wizards’ set when gameplay is our only focus?

On a personal note, it was nice to write an article that lived in the intersection between my professional life (statistics) and one of my hobbies (cube design).

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ChannelFireball: M14 Cube Review

by: Jason Waddell

My Magic 2014 cube set review is online over at ChannelFireball. Have a read, then chime in with your thoughts in our forums.