you know how modo on occasion will try to make you forget it sucks by rolling out a sweet old draft format for a week or two? and then you remember that they should have them all the time? (i'm aware there are supply arguments for keeping these periodical, but those arguments are terrible, because old drafts are fun and they should have them all the time.)
well, shadowmoor block is in for the near future, and i just did one and it was great. the draft process was difficult. many punts were made. most of those punts were by me. i lost in the second round. i timed out, which is not something i ever do in even modern online. timing out was a bummer, but the event was a blast. it was way better than winning a GTC draft. i didn't even realize how much i hated GTC until i drafted SSE. maybe that's why they only roll out old formats once in a while...
my train of thought led to the following theory (i am blessed to have drafted basically every format due to a nice LGS). modern limited formats can be fun, and there's an argument for their even being skill-testing (if you believe that good players HAVE been posting better results since NWO, which could be true or thinly-veiled mothership bs or both at once. if it is true, i have no idea why -- beyond variance -- and would be interested in an explanation.) anyway, new formats are not ... difficult. activated abilities are scarce. complexity is combat tricks and curving out. bombs are opened and played. all of this is true for even the good NWO formats. M11 and M13 were multi-faceted enough but still had that core-set feel of old-school magic. SCR is full of efficient beaters (and not durdly utility dudes) and is the likely predecessor to full-RTR-block drafting. ZZW has fewer game-ruiners but is still very fast and simplistic. ROE is a challenge to draft the first few times and the boards can get gummed up but beyond that it's straightforward. DII is decent but heinously overrated, and III while better is still the same format.
my theory is this: cube is the successor to old format drafts. (the range i have in mind is from IPA to SSE.) this is mostly a function of complexity; cube games are supposed to be hard, and if they're not hard enough to make me fuck up, then i've fucked up my cube. other comparisons are easy: 'being able to do anything' (as opposed to getting sucked into a boring guild), flatter power curves, and a general 'grindy' feel. i like grindy. grindy is great. it means not so much 'dull' as it does that the games have gone long and involved a lot of decisions. a board-clog is not 'grindy' because the turns are easy; just play another dude and pass. getting a bomb at the end of a board-stall isn't grindy. being grindy involves eking out incremental advantages over the course of a game. i like incremental advantage, too. it means that the decisions up until that point have mattered and will continue to matter. it means a sense of control over the course of the game, and a psychological battle that goes levels beyond 'durr does he have aetherize?? he has it / i lose; he doesn't / i win.' if i wanted to cast giant bombs and watch the game state get obliterated over and over again while pretending to be challenging myself and deluding myself into thinking it wasn't the same goddamn thing time after time, i'd play EDH. or i could play the modo cube!!!
but i digress. my cube and sse also share a few specific similarities, viz. a multi-colored theme, few clear first picks, and being 1/3 eventide cards. most of my other favorites (RGD, SCR, IPA) are multi-colored and power-flattened too, though a couple of them are neither. but how much sweeter would ROE and OTJ be if they were multi-color, I wonder? anyway, though old draft formats (at least some of them) are the work of geniuses, a well-designed cube can be better. cube instantly solves a few of the issues with these formats, viz. fewer non-games due to color-screw, at least some familiarity with the cards (to minimize level-0 mistakes), and having to go out and buy the damn packs. cube combines the powerful interactions and mind games of constructed with the improvisatory joy, creativity, and accessibility of limited. you can draft for free, with only people you like!
that being said, SSE was the nadir for MTG's popularity. because SSE sold so poorly, NWO started right afterwards. NWO formats have sold phenomenally well; the absolute maximum continues to ascend, and the community continues to widen. it's a good thing people like to buy NWO cards. they come out to FNM to draft even hackneyed GTC, bland M12, and dresden-bombed SOM; of course it would be better if they came out to draft the old RGD, but the fact is they didn't. how much of the commercial success of NWO sets is due to NWO itself is up for debate, but even though the wotc marketing team underestimates the effect of mtg's demographic shift towards older people (as kids who play it grow into adults), it's got to be at least part of it. no doubt the modo cube's design reflects how wizards sees NWO -- 'people expect bombs', chiefly -- but that's a topic for another time. what do you guys think?