With revisits to Eldraine and Ixalan around the corner, this cube could get some more updates over the next several months. (Phyrexia: All Will Be One could also supply some new cards.) We now know that Tarkir, Arcavios (Strixhaven), and Lorwyn will also get revisits over the next few years, provide more opportunities for swaps.
In addition, March of the Machine is probably a perfect addition to this cube. The thematic overlap is high, and I bet I can connect battles to my own custom plane cards or the scoring system in some way. (Maybe winning a battle connects New Phyrexia to that plane?)
Alternatively, I could just save these revisits for "Planar Masters 2" or something like that, which would also feature the new planes we'll be visiting in the coming years. I might move away from the planar focus altogether, as I suspect Wizards of the Coast will increasingly do in favor of story, event, or even character-based sets.
I've been vacillating about whether to include Theros here, and I finally decided to bring it in because it doesn't have a significant presence in any of my other live cubes. Previously, I'd replaced Eldraine with Theros, but I rolled those changes back and am now just incorporating cards from Theros wherever it makes sense. Bestow is the keyword "shout-out" at common, and devotion shows up at uncommon. In general, swaps increase synergy at common, power at rare, and either/both at uncommon.
Having worked through the commons and uncommons, I'm making a few tweaks at rare to maintain variety and address some corner issues.
The mythics present some issues I'll have to iron out before finalizing the set, but it's good for now.
Most of these changes are about updating and spreading the keyword "shout-outs" around. The shout-outs are intended to be unique to the uncommons and evenly spread across the colors:
I also tried to line the uncommons up with the design skeleton, though I wasn't able to get it quite there for UB or UR.
Finally, I made adjustments to get the proportion of creatures to spells right. Overall, each color could still stand to swap a creature for a spell, which shouldn't feel all that noticeable since the uncommons are in fact less common.
If these changes are like those at common, hopefully the set still plays about the same.
I have been going along with my original configuration of lands for a long time without stepping back to reconsider if this was the best arrangement. Adding Shimmerdrift Vale in recently revealed how having just one very flexible snow land is more useful than three dual snow lands.
These changes look like a lot, but they're really just tweaks to smooth things out some rough edges after the recent playtests.
I just playtested a dozen pauper decks, using the revised common module. I'm somewhat surprised to find the set generally feels about the same, despite the numerous changes. The usual decks ran rampant, with the WBG lifegain theme producing two winners, one in WB and another in BG. I kind of like seeing this theme do so well, since lifegain is often denounced as a strategy in typical sets. The other winner was an aggressive RW deck that I actually thought was missing some key components, so I feel pretty confident the RGW "go wide" theme is fine. Runners-up were GU Ramp, UR "Midrange," and a recursive GW deck, probably most closely related to the GWU blink theme. Overall, most of the main (wedge) themes are showing up here, which is fine. That means the set's themes are functioning as expected.
The missing wedge is BGU, which has had issues in the past. I have tried to reposition the successful and somewhat obnoxious "grind out" theme into this wedge, and indeed a UB deck along these lines made an appearance and did alright. I actually don't want these decks to dominate, so I'm okay with this deck not steamrolling its competition. The profusion of restocking effects seems to have helped decks recover from getting milled, and it also helped that the (perhaps still overpowered) New Phyrexia plane card was the default for all decks. Despite the power of this plane card, aggressive decks did not actually need it, and it wasn't till I was testing really grindy games towards the end that its restocking effect was used more than once a game.
Perhaps the most worrisome issue was the total failure of the lone cycling deck, which was the main representative of the RWB wedge. I've seen these decks be pretty dominant in the past, but they probably need the Tarkir or Ikoria plane cards to really function well. That's a little unfortunate; I'd rather have the plane cards be understated utility cards that help microdecks run smoothly, rather than key components to dominant strategies, but there might not be another way to get cycling to work.
Most of the subthemes, situated in shards, did not really make strong showings. These subthemes came up as very minor synergies, probably most effective in the lifegain decks that used the sacrifice outlet on Gnawing Zombie to trigger cards like Epicure of Blood multiple times to win the game. There did not seem to be enough counters running around to get Backstreet Bruiser to work. Flyers seem pretty dinky, so the lone flyers deck just could not keep up with the competition. It's less important to me that these subthemes work, and the fact that RGW go wide and GWU blink were successful is actually good enough for me.
Colors were pretty evenly spread among the winningest decks, with every color showing up two or three times. Blue was absent from the undefeated decks but was in most of the 2-1 decks. White amkes a case for itself as the best color, appearing in most of the undefeated decks and one of the 2-1 decks, but these are pretty small sample sizes. White also did well at common in prior playtest drafts; its advantage dried up once I moved up in rarity and started doing sealed, so I'm not too worried here.
Most of the new additions got a chance to shine, but a few jumped out as clunkers I might want to reconsider. Gnarled Sage seems terrible, as it relies on cycling, which is mostly situated outside of green and apparently needs specific plane cards (neither of support green) to be good. The new cards from New Capenna were not that great either. None of them fit easily into the set's synergies, so they have to be good on their own, which they aren't. The only payoff for counters is Backstreet Bruiser, and I never got that into a deck with other cards that produced enough counters for it to work. I'll keep an eye on this as I move up in rarity. Amonkhet provides a way to mess with counters, and I could add something like that to a revised New Capenna plane card as well.
While this is a significant revision to the common module, it should be all I do here until I playtest. I am bending over backwards to get my keyword "shout-outs" in here, adding UR Raid for Ixalan and BG Adventure for Eldraine here. In so doing, I have to move around foretell, move keyword counters from UR to GU, and so on.
The more important aspect I'm paying attention to is the mana curve for each color. At uncommon and rare, it doesn't matter as much, but all the commons are going to show up in every session, so it is important to avoid gluts and gaps. With these changes, I'm bringing blue's curve down a bit and am using Stone Golem to address an overall gap in 5-drops. (Bottle Golems is more interesting and suggests a couple different deck types, which I really like, but there are tons of other 4-drops here, so it has stiff competition in every deck.)
I have not paid close attention to the mana curve with all the recent changes, and quite a few issues have cropped up as a result. These swaps try to bring in somewhat similar cards at better points on the mana curve of each color. There will be more to come.
I'd originally left card draw effects in here, acknowledging that they wouldn't be as good as they typically are. However, I'm now trying to extricate them to the extent possible so players don't fall into the trap of taking them as they normally would, only to find their library's run dry without a way to replenish it. There are plenty of other ways to discover the peculiarities of this format, such as by running out of cards at a normal pace or accidentally discovering how useful graveyard recursion is. (Getting milled would also do the trick.) I'm all the more cautious about draw effects because they're typically excellent, but here they are actively bad, creating whiplash for players new to the format.
Prior playtesting showed me that ways to get cards back once your library is depleted are essential to this format. Cards like Cogwork Archivist, which were okay in their original formats, are all-stars here, often valuable as early picks and the targets of swift removal once played. In order to retain some balance, I've kept things somewhat measured across colors, but if memory serves the set could actually use more recursion. These swaps advance that need at common.
These swap reposition shield counters in GW and persist in GU, while also addressing the overabundance of blue's 2-drops. The final result is not perfect. Dawning Angel feels a little too similar to Winged Shepherd. I prefer the variety of a mana discount (Etherium Sculptor) to another mana dork (Apprentice Wizard), but blue also has a couple creatures too many. (Apprentice Wizard's 0 power makes it count as a spell in Wizards of the Coast's design skeleton.) Finally, green's got a hybrid GU; I might be able to smooth this out with other hybrid cards, or I'll have to mess
New Capenna gets its keyword "shout-out" through the addition of shield counters in GU. Shield counters are a nice, clean mechanic, and they play well with the "counters matter" subtheme that's already in the set.
Shield counters displace mutate, which is rather complex and underwhelming in this set because there isn't a critical mass of mutate effects. In addition, Dreamtail Heron's card draw effect is pretty weak with microdecks, so it is basically a 3/4 flyer for 5.
Keyword counters become the new "shout-out" for Ikoria, now positioned in UR. While you can't double or manipulate keyword counters, they can still interact with cards like Backstreet Bruiser and provide a nice influx of flexibility. For more than Dreamtail Heron, Wingfold Pteron adds 2 toughness and the option of hexproof instead of flying. Overall, it is not a great rate, but it is on par with Dreamtail Heron's actual power level in this environment.
I'd originally had treasure as Ixalan's signature mechanic at common, but treasure has become so ubiquitous that it no longer feels like a hearkening back to that plane. To address this, I'm swapping Golden Egg for Orazca Relic, which basically does all the same things while also tossing in ascend. Neither is all that impressive in this format, since card draw is meaningless; the relic costs more but provides one of the few ways to get to over 6 mana. Hopefully I come up with a more useful "shout-out" for the plane, but this will have to do for now.
As of these changes, blue has an extra common, and green is missing a common. I'm also noticing blue has too many commons that cost 2, so I'm going to need to make some changes to smooth the mana curve.
Before deciding on a keyword "shout-out" for New Capenna, I am making a small adjustment to the planes already in the set. I've never been a fan of the "power matters" mechanics (e.g., Tarkir's formidable), and Alara's unearth asks too much of microdecks, where exiling your own cards is usually terrible. I realized Alara is also represented by landcycling in RG, and Tarkir's dash mechanic is the perfect fit for microdecks, which would love to get multiple uses out of their precious few cards.
This shift does open up a couple gaps that I'll address soon enough.
This swap is the only one at common that seems obvious. Aegis Turtle was a generic filler fulfilling the role of a blue creature with defender or 0-toughness. Backstreet Bruiser is a more interesting alternative that provides a minor payoff for counters, a subtheme I've been trying to push in UBR.
I do want to bring in a keyword from New Capenna at common and uncommon, and these additions will be part of a broader tweaking of planar keywords.
Notable ExclusionsUnlike the rares, New Capenna's uncommons do not offer any "no-brainers" for this set. It does have some cards that I might add once I step back and take a look at the overall environment, such as Citizen's Crowbar, Rogues' Gallery, Involuntary Employment, or Elegant Entourage. I'll also want a "shout-out" to one of New Capenna's keyword mechanics, like blitz or alliance. However, nothing is clearly a better fit for this environment than what's already in here. Below are some notes on cards or groups of cards I've chosen not to include.
Full integration of New Capenna will probably be a bit more of a project, but adding rares is fairly straightforward. Rares in this cube are kind of like a more traditional "power max" cube, where the only considerations are power level and variety. Of course, budget is a factor here, as I try not to include cards that cost over $1.
While there are a number of contenders from Streets of New Capenna, these three swaps are the only ones that seemed like no-brainers.
Some more cards are in the mix as potential swaps in the future. Their addition will depend on other changes I might make to the set and a broader consideration of the overall variety of the rare module. These cards include Rabble Rousing, Depopulate, Extraction Specialist, Reservoir Kraken, Undercover Operative, and Jaxis.
Notable ExclusionsLorwyn is already partially represented in this cube with the inclusion of cards from Shadowmoor (Lorwyn's darker half), the minor tribal synergies, and the prevalence of changeling, which was Lorwyn's signature mechanic. These swaps just finish the job, so that the full expanse of Lorwyn-Shadowmoor gets its due, rather than just Shadowmoor.
Perhaps just as notable are the exclusions, many of which were essential to the Lorwyn cube but don't stack up against the alternatives here:
BGU and WUB have been challenging throughout this set's development. It's tough to stock your graveyard. Once you do, you want all those cards back immediately. As a result, the usual theme for BGU is pretty limited. Meanwhile, exile effects in WUB have been so strong that I had to rein them. I also noticed some decent skies decks in playtesting, and these are naturally based in WU.
I could just leave things as they are, but that would leave BGU lagging behind other wedges and WUB considerably stronger than other shards. For the sake of balancing the color combinations, I'm making a few tweaks. I further downgrade exile effects in white, which ought to minimize the unfun games where a player's cards are just gone forever. I don't want white to be weakened overall, so I'm replacing these effects with perfectly decent removal that simply does not exile. However, I am upping the ways to exile cards from graveyards, which require ways to get cards into graveyards in order to be effective and can double as a way to win with the Ixalan plane card. Overall, I hope this strengthens BGU and diminishes white's ability to do better at grinding people out of the game than any of the colors in the wedge intended for that purpose.
I'm also upping the number of flyers in black slightly, hoping that it can join WU to make skies a decent theme for WUB. These shard themes are meant to be fairly minor, showing up once in a while but not as much as wedge themes.
I'm pretty pleased with where this set is at right now. A third round of sealed playtests showed further diversity in decks. In general, decks tend to fit into the themes built into the set, and rares provide them with a specific flavor. "Peasant" decks devoid of rares have been quite successful, so I'm not worried this is a "prince" set right now. Although enemy pairs are more prevalent, allied pairs have been more successful, which is a perfectly fine place to be.
If there's an issue that merits a chunk of revisions, it might be the BRG sacrifice theme, but it might also be that I have not put together a good deck there. I passed up a chance to make a red deck with this theme, so I haven't tested those cards, and I suspect the BG deck I made was not built optimally and might have done better with sideboarding. Maybe this is a deeper problem for shards, as only WUB has had clear success, and I already amped up these themes as much as I could.
Apart from that, there's just ongoing testing of rares, many of which I've yet to try. The plane cards seem to be in a good place for now. I think this is ready for extended testing with others!