In:
I refer back to my previous post for the logic behind these adds/removals.
I've been diving more into what I want this cube to have in regards to archetypes and draft decisions. I think it's a good approach to more finely define archetypes first and then worry about having more deliberate draft impact such as flex cards, pivot opportunities and balancing color depth for a table of 8-10.
This article by Abe Sargent from 2015 really caught my eye and confirmed that I'm on a solid path:
https://www.coolstuffinc.com/a/abesargent-052515-alpha-beta-unlimited-decks
That said, something I found most interesting is my earlier omission of color changers such as Sleight of Mind. These cards might offer more than I'd originally thought. The idea back then was to combine color changers with Nothern Paladin, White Knight or CoPs to achieve the correct hosing effect against your current matchup.
The article also states that Karma combined with Magical Hack can morph into a wincon in any deck. This might offer Stasis a new and niche way to close out games.
I personally love these minisynergies - two or three card combos that create a unique effect. That's why this cube provides a lot of those: Channel + Fireball, Icy + Winter Orb, Fastbond + Wheel of Fortune/Timetwister, the list goes on.
Now, the question I'm mulling over in my mind is:
Is this actually fun?
To go about answering this, let's look at what these play patterns feel like from the perspective of players facing color hosing strategies. I'm quite sure nobody enjoys stepping up to your table with a suicide black deck only to face a CoP:Black on turn 2. That's because you're effectively stealing the most important game design element I can think of: agency. If you feel like you can never achieve anything in a match, it may bring you down. Though fun is subjective, this is likely a common thread.
My worry is that if you assemble this strategy, other decks can never expect to break through due to a shortage of tools to fight against it.
On the other hand, this cube is meant to bring the ABU(N) experience into our current year. Hosing colors is exactly what was part of the play patterns back then. Completely leaving it out, goes against this initial philosophy of the cube.
It's also not quite as impenetrable as it seems right now, limited as the tools may be:
- CoP's never affect artifacts. This makes artifact creatures like Juggernaut, already a powerhouse, a natural counter.
- There's Disenchant, Counterspells and, in a pinch, Desert Twister and Nevinyrral's Disk.
- Focused aggro decks should be fast enough to go under combo decks, at least that's my goal.
I think I'll give it a go. I'll need more practical experience and player feedback to make informed decisions and I'd rather throw everything at the wall than hold stuff back so it never gets a chance.
Surely.
The additions were originally overlooked in the import and fit well imo.
Black:
With Fear and Weakness joining the party, black has more room to become a bit more complex and doesn't need it's dud-ish creatures.
White:
Eye for an Eye really doesn't solve any of this color's problems.
Blue:
Green:
I have no idea how these didn't end up in the cube from the start. They're here in print, gotta be some sort of import error. Added for consideration.
For completeness sake, from the cards I forgot: Not adding Burrowing, Creature Bond, Cursed Land, Evil Presence, Farmstead (yuck), Feedback, Firebreathing, Holy Armor, Invisibility, Kudzu, Lance, Lure, Phantasmal Terrain, Power Leak, Psychic Venom, Steal Artifact, Unholy Strength, Warp Artifact