Last week, I presented a hot take: The Case Against Planeswalkers. Despite playing Planeswalkers in both my cubes, I made the case for why you may not want to include them in your list. The post generated a lot of great discussion - in the comments, on reddit, and on social media. Some comments I agreed with, some I disagreed with, and many points I had not even considered.
Which brings me to the topic of this week:
It’s Okay to Be WrongMy first game of kitchen table magic was in 2010. Those days, I was certain Enormous Baloth was unbeatable. A year later, opened my first Innistrad booster - I thought my Past in Flames pull would be great in standard. At my first limited event, I swore Elbrus, the Binding Blade would carry me to victory (it promptly died to a Tragic Slip).
I assembled my first cube during the summer of 2013 from the remnants of my EDH deck and trade binder, where Sol Ring was played alongside Squirrel Nest. A year later, I built a Conspirancy cube under the pretense that we’d draft it weekly (who could predict Cinder Wall last pick would get stale?).
In my ten years of magic, seven years of cube, and four years of content creation, I’ve been wrong. A lot. And I’m sure you have been too - whether you’ve been playing magic for ten days or ten years.
But that’s okay. Being wrong is half the fun.
As cube designers and players, we have agency over our own format - we test new spoilers, remove entire archetypes, ban cards to power, and of course, endlessly debate our decisions and assertions. Maybe you are driven by a desire to create a balanced format. Maybe you want to showcase the most powerful cards, the best artwork, or a favorite set. Maybe it’s just a reason to kick back, drink beers, and talk Magic with friends. No matter your reason for playing or designing a cube, we are unified by our passion for and enjoyment of the game.
Perhaps your design goals shifted - your group became more competitive, or you no longer enjoy Jace, the Mind Sculptor, or someone really wants you to test out artifact aggro. Perhaps you landed that new job and now have a bigger budget. Or a friend moved away and you need to downsize.
Being wrong is not a sign of weakness; it is an indication of growth.
To prove it, I scoured the depths of my reddit history to find some of my hottest takes and most controversial opinions on cube over the years. Enjoy!
Worldknit is such a fun thing to see drafted or watch being drafted. /u/thesidestepkids, May 2017
At this time, I was still playing Conspiracies in my cube. They were a holdover from the merger between my main cube and my Conspiracy cube, and some members of my playgroup definitely enjoyed the unique card type. Later that year, I would ban cards which fundamentally break the rules of Magic (ie Worldknit and Backup Plan) since they were polarizing and warping to draft and gameplay. Worldknit reflects a time of unkempt power in my cube. Fun while it lasted, but unsustainable.
Chimera benefits from lists with big dudes obviously. Red 3s are already weak (especially for 3-power dudes), so I think this card is a slam dunk. When you turn it into an eldrazi or titan for the first time--cards you otherwise wouldn't play with in your list--you'll fall in love. For a cheap activation of 1R, even a two bombs and one mediocre card raffle make this very playable. /u/thesidestepkids, May 2017
It’s true, I really did love playing with this card. Aggro cards don’t typically create friction in a draft with cheat or ramp decks - Chimera did. However, even at the time, there were many better options at 3 mana for red. Much like I banned Worldknit, I also removed drafts-matter cards because of their logistical challenges.
Verdict: Hangarback Walker. This card can be dropped on 2 and activated every turn thereafter, then leave behind a bunch of buddies. Ballista has a cool ability, but for what is essentially 4-mana pings, there's much better investments for your mana which close out the game quicker. /u/thesidestepkids, February 2017
I made this comment at a time when I had actively played Hangarback Walker for several months. Meanwhile, Walking Ballista was on the outside looking in as a $20 standard card. In addition, Hangarback Walker was excellent value in the Goblin Welder deck, a favorite among our group. However, my on-the-paper comparison of Hangarback Walker and Walking Ballista turned out to be wrong, as Ballista has proven itself to be the much more powerful option. Hangarback Walker is still excellent value, but I drastically underestimated the high-interactivity of Ballista’s ping and overstated the four mana investment as prohibitive.
Leafkin Druid has a lot of potential here...I think this is competitive with things like Wall of Roots and Sakura-Tribe Elder. /u/thesidestepkids, June 2019
Just a year ago, an unassuming M20 common elicited this hot take. Leafkin Druid sees play in...exactly 1033 cubes on Cube Cobra. In comparison, it is far from competitive with Wall of Roots (4170) and Sakura-Tribe Elder (7007). In addition, Paradise Druid (3531), a card printed only a few months earlier, outshines it both on paper and in play. Paradise Druid's 2/1 body and hexproof is much more relevant than the conditionality of having three other creatures. Just goes to show, sometimes you swing and miss.
I would play Liliana, Heretical Healer over Liliana, the Last Hope...HH//DN excels in value creature decks, ETB effects, and the mono-black deck. At worst, she’s a 2/3 lifelinker that forces out a removal spell...LLH is better in the control shell, where her ultimate is a very viable finisher. Her -2 is rarely used, which is the biggest downside to the card. /u/thesidestepkids, June 2017
Liliana, Heretical Healer is a favorite of mine - a solid creature which flips into a powerful and interesting Planeswalker, and created a body to protect it. To give some context, my cube at the time slanted heavily toward midrange, and I assumed the value packed into Liliana, Heretical Healer was unmatched at the slot. Meanwhile Liliana, the Last Hope competed with the slot of Liliana of the Veil, boasted a $45 price tag, and seemed weaker on paper than other options. I was uninspired by the “return to hand” text (versus “to battlefield”) and undervalued the neutering +1. While I stand by my assessment of Liliana, Heretical Healer as an excellent cube card, my comparison of the two fell short.
I still play vadalken shackles, but I cut control magic/treachery long ago. Too swingy and dependent on your opponent playing something worth doing it to. /u/thesidestepkids, June 2017
Control Magic and Treachery were early cuts for my cube. At the time, I was concerned that they would often target creatures well below their respective casting costs. I wasn’t active in the online community for the first several years of my cube so I was never exposed to how powerful they were, nor did I have a reason to re-introduce them to my environment. These days, I consider Control Magic to be a top 10 blue card, with Treachery not far behind.
I personally cut most functional reprints. Wrath of God vs Day of Judgement. W 2/1s for 1. Cultivate vs Kodamas reach. /u/thesidestepkids, November 2017
Your design goals or opinions can change over time. The beauty of cube is that you have the agency to choose which cards your grop does or doesn't play. For instance, I used to be a singleton purist - only making an exception for Llanowar Elves and Elvish Mystic. I held the opinion that functional reprints diluted the card pool less diverse. However, I now feel that the benefits provided by functional reprints outweighed the impact of a slightly diluted diversity. My design priorities shifted, evoking a fundamental shift in the makeup of my cube.
Calling the shot: Best card for cube in RNA so far. Absolute slam dunk. I'm currently playing: Flesh Carver, Mardu Strike Leader, Ophiomancer, and Vampire Nighthawk. The only one I am not considering cutting is Ophiomancer. /u/thesidestepkids, January 2019
Well, I wanted Pestilent Spirit to be a slam dunk. I was excited by the Menace/Deathtouch combo, the 3 power it offered to both aggro and midrange, and the occasionally-relevant spell-modifying text. Unfortunately, Pestilent Spirit was far from a lock. After testing a few times on xmage, it never actually made it into my paper cube. Still a solid option in mid-to-low-power cubes, my initial impressions of Pestilent Spirit were much too high. Still, it’s okay to get excited about new cards - whether your expectations are met, or they fall short.
Perhaps my most controversial take has been about aggro. For many years, aggro was criminally under-supported in my cube, which led to my skewed opinion on how aggro decks fundamentally operated.
In red, your 2/x's for 1 are fine because you can back them up with burn - Monastery Swiftspear, Grim Lavamancer. You don't care if they die, because you put a very low cost into them. You get to Hellrider on t4 and turn them into pingers. They have haste or dash - Goblin Guide, Zurgo Bellstriker. They get +1/+1 counters - Stromkirk Noble...In white, however, they're pretty mediocre. Your Dragon Hunter or your Elite Vanguard just forces you into white to get an effect you really want in red. What do those cards do for you? They don't get better over time, they can't represent a top-deck shock, and they can't interact when your opponent plays a 3/3. /u/thesidestepkids, February 2017
While I still have a hatred for one-drop 2/1s (they aren’t good beyond turn 2 and are unwanted in draft outside of aggro), I now have a greater appreciation for their importance. Aggro is a critical mass archetype - meaning your cube needs to support that mass in order for decks to be successful. My cube fell short in supporting aggro.
Black shines at supporting the aggro decks, not being the aggro deck. In practice, this means that strong 2- and 3-drops supplement the haste-y 1-drops and 4-drop game-enders of red. Dark Confidant is a reason entirely to go into the archetype. Oona's Prowler and Heir of Falkenrath are both versatile cards that slot into aggro quite well. /u/thesidestepkids, March 2017
At the time, this assertion was relatively true. White’s one-drops relied more heavily on Savannah Lions, Elite Vanguard, et. al., while Black’s one drops were limited to things like Diregraf Ghoul or Tormented Hero. In the following years, several sets have expanded the scope of what generic 2/1s can do - cards like Dauntless Bodyguard, Skymarcher Aspirant, Dread Wanderer, and Knight of the Ebon Legion add dimension and power to the slot. Undoubtable, aggro is in a much better spot than it was four years ago.
Regardless, my perception of aggro was altered by the support it received in my list.
However you design cube - from P1P1 debates on twitter to discussing archetypes with your playgroup - it’s okay to be wrong. Our decisions, lists, and preferences inform our opinions on cube cards. Over time, new cards are printed, our design goals change, and other external factors - like budget or playgroup size - alter how we build and design our cubes.
Acknowledging where you have gone wrong isn’t an admission of weakness. It is a living history of your cube’s growth and change. What have you been wrong about, and what have you learned from it?
@thesidestepkids | thesidestepkids#7403 | /u/thesidestepkids