I won't get into the whole prison vs discard aspect you guys are discussing, but I feel that something important hasn't been mentioned about discard decks: they dumb down the game.
When you are in top deck mode, you have almost 0 decisions to make.
"Do I hold onto this creature in case the other dude has a wrath?"
Nope, you just slam everything you draw since you are losing it anyways.
It also takes away some of the fun in that you can't hold back tricks. Some guy is coming after you? Blow them out with Sudden Spoiling! Reins of Power their ass!
I don't like that discard takes away the potential blowouts of Magic.
- Miaou
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Nov 6, 2013Miaou posted a message on The "Don'ts" of Multiplayer Deckbuilding EtiquettePosted in: Cz Blog
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Oct 30, 2013Miaou posted a message on The "Don'ts" of Multiplayer Deckbuilding EtiquetteI know that the question was directed to Indalecio, but I'll just chime in (in reference to my play group):Posted in: Cz Blog
- Discard is not very appreciated. People like playing their spells so when their hands are depleted, setting up their strategies is a lot more complex. While discard is by no means overpowered, it is just not enjoyed.
- Tax effects (even though that fills into prison strats). I don't mind Propaganda and company since the opponents are taxed only if they want to pick a fight with you. However Grand Arbiter, Aura of Silence and the rest I try to avoid since not playing spells sucks.
Individually they might be fine but they stack up to become super annoying.
And good point on the $$ restrictions. Didn't consider that :/ -
Oct 29, 2013Miaou posted a message on The "Don'ts" of Multiplayer Deckbuilding EtiquetteI actually really like this guide. It covers all the shady areas and I agree with your analysis (except for Sylvan Library and Grave Pact which I enjoy too much to not play).Posted in: Cz Blog
Also, I think that if people follow your guidelines (no T1-3 decks, no combo kills, mindful of artifacts&enchantments) then spicing it up with the Vintage banned and restricted list could be fun from time to time. Who doesn't love the occasional Balance or Demonic Tutor? -
Oct 24, 2013Miaou posted a message on Tips on Effectively Using Mass Removal in MultiplayerWe are pretty lenient with the rules...We want the games to go smoothly so we won't fault the guy with the one miracle in the cube to just draw and back up to play Terminus.Posted in: Cz Blog
Other than that you reinforced my like for Terminus. Guess I will be trying it out with the new gods to see how it works out. -
Oct 23, 2013Miaou posted a message on Tips on Effectively Using Mass Removal in MultiplayerThanks for the write up, good info!Posted in: Cz Blog
Just curious as to how you would rank Terminus?
Clearly 6 mana for a wrath is too much (hello Hallowed Burial for 1 less mana), but the miracle cost means you can wrath + play a threat.
I'm curious because I'm wondering if it's a decent cube wrath (meaning no real way to abuse miracle except for top decking it in most decks). -
Sep 7, 2013Miaou posted a message on Multiplayer Theros Review (249/249) - Part 1I do indeed run drain in my black section, I guess I am underestimating the times he will turn into a creature.Posted in: Cz Blog
I agree with your green review, except for the Bow. If the ability was just deathtouch then that would be great. But since it is only attacking creatures that benefit from it, I don't think it's that great. -
Sep 6, 2013Miaou posted a message on Multiplayer Theros Review (249/249) - Part 1Thanks for the cube ratingPosted in: Cz Blog
However, I don't quite agree with the black god being all that good in cube unless you actively support a drain theme.
In cube he is obviously harder to get online than in a monoB deck, so he loses value there too.
It's going to be tough to make cuts for this set. I might have to expand! -
Jul 9, 2013Miaou posted a message on Multiplayer Cube Primer Part 2: Getting StartedI was thinking, when you have 9-10 players for a cube draft, do you do one giant FFA battle or split into two 4-5 player games? Are there other alternatives that you use?Posted in: Cz Blog
And I can't believe that I haven't proxied a Rolling Earthquake yet! I can even make it black bordered
Thanks for the guide so far! -
Jul 1, 2013Miaou posted a message on Multiplayer Cube Primer Part 1: Introduction to the Hows and WhysSweet! Thank you Cz for taking the time to start the discussion. While you might talk about this later, I just want to get my thoughts out there...Posted in: Cz Blog
I'm in a weird spot right now with my cube:
I have it built and while fine tuning it requires actual testing, I'm pretty happy with what I have.
The problem is introducing it to my playgroup. Nobody other than me has ever drafted any set and I'm not sure about how to get them to play.
Do I do a mock draft with cards face up explaining picks?
Do I try a sealed deck experience first to get used to the cards?
I'm also in the same scenario as Indalecio where we have pretty short sessions. How long does the draft process and actual game take for you guys on average?
Once again thanks for this, can't wait to read the rest -
Jun 8, 2013Miaou posted a message on Banned from the casual forum for 2 weeks.I would like to second the idea that if you have the time and desire to, writing about MP cube would be great.Posted in: Cz Blog
I have tried my hand at it, but insight from someone with experience is always valuable. -
Mar 20, 2013Miaou posted a message on Fairness in MultiplayerMy meta is far from competitive, but the level is slowly getting better. We play 4 player FFA generally.Posted in: Cz Blog
Therefor the decks aren't unfair like you put it but we always have one guy playing some kind of "combo" deck. I say "combo" because it isn't a win on the spot but he can take out the table pretty quickly (compared to the rest of us) if he isn't kept in check.
That used to be a problem before I started running dedicated artifact/enchantment removal (which most of his combos used - like Sneak Attack + Eldrazis for example).
This allowed me to slow him down enough that my fair decks would have time to set up and eventually lock him out. I could handle the others given time so it was all I needed.
My favorite fair "unfair" deck is a Birthing Pod deck bursting with value and with Craterhoof Behemoth as a "surprise" finisher (as I said, not a competitive meta!).
I like them a lot more than combo decks since once your meta figures out that they should be packing that extra removal, they might give you a run for your money. Plus I find that fair vs fair is a lot more fun than combo vs combo. - To post a comment, please login or register a new account.
Disrupt Decorum: This seems like a great board stall breaker, but how does it play out in practice? Is the first guy who has to attack just dead afterwards or is this card just too inconsistent?
Risk Factor: Have any of you played this? Seems like it could be decent in a few situations and the "flashback" is fun for GY decks. Is this more of a "depends on your players" type card?
Spitting Image: This card is really slow and probably too low power, but it fits into a lot of archetypes and is hybrid. Any recent experiences with it?
Trading Post: Same thoughts as above, slow and clunky but with lots of utility. I really like that it's a colorless discard outlet as white could get some help binning cards for Miraculous Recovery, Karmic Guide and Reveillark among others.
Thanks for the help!
I would also play the fourth Cathars' Crusade over the first Dictate of Heliod. Crusade is completely broken and will win you more games than the other.
It's probably a lot easier to do the prowess deck as artifacts, enchantments, planeswalkers all trigger to give you tokens. You could also play cards like Battle Screech or Sram's Expertise which give you multiple casts while still making tokens.
With Saheeli, you could also consider an artifact theme if you want to add cards like Shrine of Loyal Legions which work off casting multiple spells as well. Add in Sai, Master Thopterist, Spear of Heliod, Bident of Thassa and you have the beginning of a deck.
Anyways, good luck building a deck. I would try to make the most out of Monastery Mentor as that card is the most busted one there!
I'm going to let someone else let you know about the new staples, because I avoid some (most) of them due to power level. So I haven't actually tested them out.
However looking at your cube, here is what I find "meh"
Arial Responder - Too vanilla for my taste. I think white has better alternatives
Frost Titan - Compared to other 6+CC cards in your cube, this card seems very tame.
Liliana's Specter - Not bad, but not exciting
Foul Renewal - Seems like an expensive recursion spell for no reason
Morbid Curiosity - Black has better card draw and better sac outlets than what this offers imo
Braid of Fire - Seems super niche
Ashcloud Phoenix - Vulnerable and not that easy to recur. There is a new phoenix from Ixalan: Rekindling Phoenix that seems more abusable
Deadbridge Goliath - Not bad, but not great either. I'd rather see something like Vizier of the Menagerie
Mindswipe - Holding up a lot of mana for a conditional counterspell doesn't get me going.
Other than that I could see myself playing most of the cards no questions asked. Sure some are missing from more recent sets, but this still looks fun.
My playgroup said they were open to try for a while. I"m trying this for a 3 player FFA cube (one in signature is out of date).
In my mind this centers around the Mardu wedge.
In white, I have:
I'm missing Cataclysm, but I think it is just too difficult to defend against, so I don't want to include it. The white package can easily tie into aggro decks and I think it's important to have some cross between archetypes. I avoided Ghostly Prison and such, because I'm not a huge fan of how it plays out. But maybe I should be in a new mindset with the prison package.
Black has:
Along with some recursive creatures.
The cards here tie nicely with the sacrifice deck. I'd like a few more discard effects (thinking about Arterial Flow or Syphon Mind. I'm just not sure that the latter is worth it in 3 player FFAs).
In red I have:
With some tokens, planeswalkers and a few value creatures (Tuktuk the Explorer, Squee, Goblin Nabob).
Multicolored:
Angrath, the Flame-Chained[/card]
A wincon and some more discard.
Colorless:
I probably missed a bunch, but you get the idea.
So any thoughts or experiences with this archetype?
Good call on Flamekin Village. I had forgotten about it. I also really like Anger. I feel it also "signals" better as red has GY payoff and synergies.
You are right for Wheel. It just didn't see much play lately so it got me thinking that maybe I was off on my evaluation.
While I'm at it:
Dusk Legion Zealot vs Gifted Aetherborn vs Nezumi Graverobber. Cut 1.
I like all 3 for different reasons (and therefore maybe my cut is elsewhere). Zealot is fine early and late but I really like that it can smooth out draws in the early game. But he might just be the weakest of the bunch. Aetherborn is the strongest of the 3, but is also less interesting since it's pretty generic. Plus there is the double black CC. But it's awesome early and late. Graverobber is a great mana sink and decent disruption, which is a lot for a 2 drop. I really don't think he is the cut.
Drake Haven in cube? Blue has tons of support for it, so do other colors. It seems like a sweet build around, but it is slow.
Vizier of Tumbling Sands: If Haven goes in, this guy could be decent. He cycles with upside, ramps and can even fuel nice Birthing Pod plays. Is he too low impact/power?
If you had to rank these? I think really like Polukranos, Vengevine and Oracle. The others are also great, but I could see myself cutting them. Raptor seems weakest, but I want to support Wildfire archetype (but maybe Polukranos is enough?).
Anger vs Hamilar Battlements: I'm thinking of switching the land for Anger. Not that the land is bad, but the potential upside of Anger seems higher since it's a free activation. What I don't know how to factor in is land vs deck slot. How much more valuable is it being a land? Enough that it's still better than Anger?
Wheel of Fortune: Red is really bad at drawing cards, but wheel seems tough to play since it gives new cards to everybody. I support reanimator strategies, artifact.dec and have some fast mana (5 ABU moxen, Mox Diamond, Mana Vault, Grim Monolith). Is that enough to make up for the downside of giving everybody cards (we are talking 3-4 player FFA).
The other option is to cut it and replace it with a second Faithless Looting.
Thanks!
I was wondering what your thoughts were on Drake Haven, Curator of Mysteries and Archfiend of Ifnir in cube.
Clearly, they aren't the most powerful cards out there, but they look like fun build arounds. In blue you already are going to be looting some way or another and Ifnir easily cycles early and is reasonable(ish) on 5. Curator seems like the safest inclusion since cycle one and a 4/4 body is always decent.
I'm thinking the payoff is probably too low for it to be worth it (this is for 3-4 player FFA games).
For example your Jund shard of cheating big creatures could look like:
Red: Sneak Attack, Feldon of the Third Path, Goblin Welder, Daretti, Scrap Savant
Black: Animate Dead, Living Death, Recurring Nightmare
Green: Oath of Druids, Selvala's Stampede, Pattern of Rebirth
Then in your Golgari guild, have cards that hint to the game plan. Grim Flayer and Lotleth Troll for example, both enable you to get your reanimation spells going. But they also might fit in your self-mill Sultai decks.Meren of Clan Nel Toth can potentially recur big things and is great in a sacrifice deck.
The red cheat spells all have cards sacrificed or sent to the graveyard. A Deathreap Ritual would synergize well with them.
Then you realize that Pattern of Rebirth and Recurring Nightmare go well in your Abzhan enchantment theme, so that is a great bonus. They even go in your sacrifice decks. Basically trying to layer as much as possible so that when you draft, you aren't drafting on rails as KLT mentioned.
Anyways, good luck! This is the fun part in cube
Maybe pick 5 shard or wedges you want to support and flesh out all 10 of the guilds plan and how it works with your goal for each shard/wedge. Otherwise I'm afraid you are trying to do too much for a cube draft.
We usually glimpse draft at 3 or 4 players, but sight drafting might be more strategic with 4 players since more than one pack comes back.
I didn't add Brainstorm, because it often isn't a great early play, but when you are desperate, you got to do what you got to do!
Green has Traverse the Ulvenwald and Oath of Nissa that are pretty good at fixing and have late game relevance. White has a few good ones like Land Tax, Oreskos Explorer, Knight of the White Orchard, and the other variants.
I'm not sure I understand how the rainbow lands help, but Thawing Glaciers could be playable (probably at lower power level than what I have though).
I wanted to talk about a subject that is particularly important to multiplayer cube design: mitigating variance. By that, I mostly mean mana screw since missing early land drops and falling behind in a 4+ player game is unforgiving, which can lead to a very boring experience if the player is taken out fast in an hour+ long game.
So, how can you reduce mana screw? First of all bounce lands and/or Temples can go a long way to helping. Beyond that, there are some cheap (CC wise) cards that filter/draw.
Preordain, Ponder,... Those are pretty much a lock in most cubes, but what about more marginal effects?
Do you think for example that Chart a Course is worth it? Not power-level wise (since blue has so many better draw spells), but in the aim to smooth out draws. Same with Night's Whisper, Tormenting Voice.
What else do you do to avoid non-games for your players?