I've slowly been purging my cube of protection, and I've been pleased with the results. The only remaining offenders now are the Swords, and they get a pass - if barely - because I like the pressure that they allow aggro decks to exert on control decks, who otherwise wouldn't bat an eyelash over equipment. Still, the swords are under careful watch.
Interestingly, the Kamigawa dragons like Kokusho and Keiga have been a little underpowered, if anything. A 5/5 dragon for 6 mana doesn't turn too many heads anymore, and even though they have splashy death triggers, savvy opponents can time the trigger to be of minimal impact to them. As someone who likes the dragon cycle more than most, I know I've been frustrated that my dragon is still sitting on the board alive, when I'd rather it be binned so I can reap the rewards. They should improve in this iteration of cube, but I think they're pretty inoffensive as far as power level goes.
Good call on Baneslayer, though. I'd forgotten how dominant she was when she was first introduced to the world back in 2009. And then how quickly she was eclipsed a year later by the titans. With them gone, she might become queen bee again, so I'll have to keep an eye on her.
Don't have much to add to the theory discussion, but as for specific finishers: Prime Speaker Zegana is the sort of thing I'm looking for. It's amazingly strong, but requires setup and a colour commitment and can't just be jammed by any control deck that knew it could rely on getting some dumb animal to win the game with 10th+ pick.
Borborygmos Enraged
Empyrial Archangel
Spitting Image
Sun Titan
Angel of Serenity
Frost Titan
Tidespout Tyrant
Angel of Despair
Sheoldred, Whispering One
Ink-Eyes, Servant of Oni
Kokusho, the Evening Star
Inferno Titan
Rampaging Baloths
Yosei, the Morning Star
Elesh Norn, Grand Cenobite
Reya Dawnbringer
Adarkar Valkyrie
Keiga, the Tide Star
Scion of Darkness
Broodmate Dragon
Dragon Broodmother
Gisela, Blade of Goldnight
This is pretty much just a risk/reward question. Do you consider "win the game" finishers like Grave Titan and Wurmcoil Engine to be an appropriate prize for getting to 6 mana? If you included a lower power card would players even put them in their deck given the speed of, say, my cube? Are these cards a necessary evil?
Well, that ties into one of the core tenets of design that people don't seem to get. Just because you power maximize as a player doesn't mean you power maximize as a designer. I'm not going to throw a fit because Wizards didn't include Inferno Titan as a 6-drop in Gatecrash. The goal is to design a place that's fun to maximize in. Far too many cubers seem to have trouble separating those two ideas.
I have many many thoughts on EDH and I don't think any of them are positive. All the local games end with people complaining about something. They can't agree on what the point of the activity is.
Chris, I don't know if you're already familiar, but this is a must-read: http://www.sirlin.net/ptw-book/intermediates-guide.html
It's exceptionally relevant to EDH. It also has nothing to do with design.
EDIT: Not to dig at all EDH players, just the ones who spend all their time complaining about things being "cheap". An arms race doesn't end in the middle.
Not to sound argumentative, but I'm a little skeptical of that logic. Like, imagine if the designers of RTR had said:
"We don't mind Pack Rat. It fits nicely with the scavenge theme, encourages opponents to prioritize low-cost removal, synergizes with the other rats in the block, and is splashable so that almost any deck can play it if they want."
Like, I agree that it has some nice properties in the abstract, but its blunt power level has resulted in a lot of really unfun games.
But I also don't know how far logic can be taken to justify the inclusion / exclusion of individual cards. My counterarguments are admittedly a little fuzzy. It's mostly from personal experience. I feel that any nice synergistic properties it has are far eclipsed by the game-ruining power level. I don't need to be working sacrifice or artifact subthemes to win with Wurmcoil.
Chris, I didn't quite understand your comment. I'll clarify on my end though. I feel apologetic towards my opponent anytime I win with cards/plays that feel undeserving of a victory. This feeling is particularly accentuated by limited formats. In constructed, you choose what to show up to the table with. If you want to gamble with a deck that can't beat my Splinter Twin combo (or whatever), that's your choice. But you didn't choose to get hopelessly wrecked by Pack Rat or some SOM bomb. And it's not like I'm not going to pass these cards when I open them. No, in those cases the negative emotion shifts to the designer. I'm sorry the environment's designer didn't think we were worthy of a good game of Magic. Well, usually it's an oversight. I'm not going to assume malicious intent.
As far as competitive vs. casual, to me it doesn't matter if it's at the PT or in a casual draft. I'm going to make the same play in either place, and feel the same way too. Probably worse at the PT even.
On Monday, April 15, 2013 1:21:24 PM UTC+2, Dom Harvey wrote:
Not to sound argumentative, but I'm a little skeptical of that logic. Like, imagine if the designers of RTR had said:
"We don't mind Pack Rat. It fits nicely with the scavenge theme, encourages opponents to prioritize low-cost removal, synergizes with the other rats in the block, and is splashable so that almost any deck can play it if they want."
Like, I agree that it has some nice properties in the abstract, but its blunt power level has resulted in a lot of really unfun games.
But I also don't know how far logic can be taken to justify the inclusion / exclusion of individual cards. My counterarguments are admittedly a little fuzzy. It's mostly from personal experience. I feel that any nice synergistic properties it has are far eclipsed by the game-ruining power level. I don't need to be working sacrifice or artifact subthemes to win with Wurmcoil.
Chris, I didn't quite understand your comment. I'll clarify on my end though. I feel apologetic towards my opponent anytime I win with cards/plays that feel undeserving of a victory. This feeling is particularly accentuated by limited formats. In constructed, you choose what to show up to the table with. If you want to gamble with a deck that can't beat my Splinter Twin combo (or whatever), that's your choice. But you didn't choose to get hopelessly wrecked by Pack Rat or some SOM bomb. And it's not like I'm not going to pass these cards when I open them. No, in those cases the negative emotion shifts to the designer. I'm sorry the environment's designer didn't think we were worthy of a good game of Magic. Well, usually it's an oversight. I'm not going to assume malicious intent.
As far as competitive vs. casual, to me it doesn't matter if it's at the PT or in a casual draft. I'm going to make the same play in either place, and feel the same way too. Probably worse at the PT even.
On Monday, April 15, 2013 1:21:24 PM UTC+2, Dom Harvey wrote: