Thursday, October 28, 2010

The First Johnny - the Living Death deck and How to Support Combo in the Cube

A friend coming for the first time to a cube draft put together the one deck that taught me a lot about combo in the cube. Before that, all decks fell somewhere in the aggro-control spectrum. Then he drafted a weird blue/red/black deck that did not seem to make much sense in the beginning. He would control the game a bit, play around some threats, filter, draw, scry and mill himself with Millstone. Something was weird. The turn before he would die, he played Bojuka Bog and cast Living Death, Wrathing the table and bringing the creatures he milled into his graveyard back. It was the first cube combo deck I saw.


The deck did not run too smoothly, as expected in a singleton limited format. However, by playing skillfully he 3-4'ed in matches, with a 7-10 game record, which meant the deck worked, at least in some games. We were all, however, appalled by the creativity of that design. It ignited a spark in my head. I wanted to see this more often.

I started looking for ways to enable combo in my cube. There was card drawing and filtering available already, but a total lack of tutors, and not many interactions to be explored. I thought about putting 2-card combos in the cube on purpose, but with that approach it would be risky to draft that combo. Odds were someone else would take the second piece if you took the first, then they would be two dead cards in the pools of two frustrated players. Even if you the two, without redundancy the deck would be extremely vulnerable to disruption. No, I needed a better approach.

Pondering about what allowed the Living Death deck to exist, I identified the following elements:
(1) A card that interacts in very particular ways with a lot of others - Living Death interacts with both players' dead and alive creatures by mass killing and mass reanimating.
(2) Support for that card - Bojuka Bog to prevent the opponent from getting back his dead creatures, Millstone to power up the player's graveyard.
(3) Control - Counterspells and removal so that the player has time to try to find the combo pieces.
(4) Ways to find the combo pieces - card drawing, filtering, scrying.
(5) A plan B - the deck featured some other reanimation cards (Animate Dead, Reanimate) that could be used when Living Death was not found or ended up milled.

(3) and (4) are easy, since these categories already existed in the cube, I just needed to make sure they weren't weakened much. Actually, I could definitely improve (4), so I added Diabolic Tutor, Congregation at Dawn, and plan to add other tutors.

(1) requires cards that combo, or at least have strong synergy with several others. Ajani's Pridemate, Manabarbs, Jolrael, Empress of Beasts, Meloku the Clouded Mirror, Panoptic Mirror, Kulrath Knight are some examples of this rare category: while being fine cards by themselves, they can create powerful effects when combined with a handful of right cards.

(2) is a complicated category, since we don't want the cards in this category to be just combo pieces. We want them to work decently in other decks. My approach was including a wide variety of effects in the cube. ajani's Pridemate, for example, is supported by all life gaining cards, some more strongly such as Soul Warden, Recumbent Bliss and Righteous Cause. Meloku combos with everything landfall (eg. Emeria Angel), the hideaway lands (eg. Shelldock Isle) and mass buffs (eg. Sunken City). Kulrath Knight turns Strength of the Tajuru into a mass Pacifism, works wonders with Serrated Arrows and so on. All these cards are quite good, but the combos are broken.

(5) might not be easy to figure as well. While simply looking for cards that do similar things to the pieces in (1), again we don't want to include narrow cards. Reanimation was a gift for Living Death deck, since it matters in pretty much any game, and interacts well with several other categories (discard, milling, removal). The best answers are frequently not obvious. Take Meloku for instance. No other card is going to bounce lands back to your hand AND create tokens. We can, however, include Squirrel Nest and Awakening Zone for one category and bounce lands, Vapor Snare, Gush, Khalni Gem for the other.



I'm working on getting to the point where combo can do well, however I found I'm too Spikey to risk drafting those decks. Several games have been remarkable due to interactions I had not imagined, however. In one, my Kulrath Knight locked down my opponent who had a Juniper Order Ranger out. In another, my opponent had Manabarbs and Chandra Ablaze, so I could only wait to be burned down 4 by 4 life. Huge Ajani's Pridemates have showed up, with various buffers, most notably a deck with Soul Warden playing against heaps of Rapacious One copies from a Soul Foundry. I take these as signs that I'm going in the right direction.

Tuesday, October 26, 2010

Draft Report - Oct 23, 2010

I can't say much about this draft since, despite being played with my cube, I wasn't in town. The final standings were:

- RW Aggro (4-1, 9-3)
- UG Midrange (3-2, 8-6)
- WB Control (3-2, 7-6)
- WG Aggro (3-2, 7-6)
- UB Control (2-3, 5-6)
- WG Midrange/Control (0-5, 1-10)

RW Aggro
--------
8 Mountain
7 Plains
Dread Statuary

Jackal Pup
Battle-Mad Ronin
Rakdos Guildmage
Goblin Legionnaire
Skirk Shaman
Coal Stoker
Guardian of the Guildpact
Flametongue Kavu
Serra Angel
Rapacious One
Butcher Orgg
Myojin of Cleansing Fire

Condemn
Reciprocate
Firebolt
Flame Slash
Lightning Bolt
Pacifism
Temporal Isolation
Reprisal
Searing Blaze
Puncture Blast
Pulse of the Forge
Rolling Thunder
Captain's Maneuver


Uncontested first place in this draft, this deck plays cards that are dubious in terms of power like Coal Stoker but work as fine threats in a deck with a good deal of creature removal. Since most of that removal is burn, they also provide reach and are not dead cards against creature-light decks. Although the deck can play pure aggro depending on the draw, it has staying power enough to work well in the long run, with finishers (Butcher Orgg, Serra Angel and Myojin of Cleansing Fire), spot removal and reusable burn.


UG Midrange
-----------
9 Forest
7 Island
Mosswort Bridge
Simic Growth Chamber

Magus of the Vineyard
Scute Mob
Silhana Ledgewalker
Quirion Elves
Vinelasher Kudzu
Pilgrim's Eye
Wake Thrasher
Call of the Herd
Ohran Viper
Summoner's Egg
Spectral Force
Rhox
Plated Slagwurm
Simic Sky Swallower
Ulamog's Crusher

Lightning Greaves
Fertile Ground
Naturalize
Evolution Charm
Moment's Peace
Squirrel Nest
Control Magic
Confiscate


This midrange has a good threat density and quality, backed up by light packages of defense (Squirrel Nest, Moment's Peace), removal and card stealing. It may deploy cheap and efficient threats like Vinelasher Kudzu and Ohran Viper, keep pressure with medium creatures and proceed to the late game strong with stuff like Plated Slagwurm and Simic Sky Swallower. There are a few ways to cheat and spring those creatures into play as well, with Mosswort Bridge and Summoner's Egg.


WB Control
----------
11 Swamp
6 Plains

Vampire Lacerator
Reassembling Skeleton
Bone Shredder
Stillmoon Cavalier
Smoldering Butcher
Faceless Butcher
Howling Banshee
Murderous Redcap
Ghost Council of Orzhova
Visara the Dreadful

Bonesplitter
Dark Ritual
Reanimate
Inquisition of Kozilek
Last Gasp
Bad Moon
Hymn to Tourach
Pulse of the Fields
Cage of Hands
Oblivion Ring
Rend Flesh
Sudden Death
Mortify
Zombify
Diabolic Tutor
Second Thoughts
Annihilate
Phthisis


A deck extremely heavy in removal with too few threats. The good ones were: Visara the Dreadful, Ghost Council of Orzhova, Howling Banshee and Stillmoon Cavalier. Zombify and Reanimate could be used as threats too, depending on what was reanimated, but without blue and counterspells to protect its finishers, this deck will take really long to win when facing removal on the other side of the table. It will put up a great attrition war though, unless it faces some untargetable or protection creature.

Wednesday, October 20, 2010

Drafting Archetypes

Cube decks vary a lot, mainly because of the fact that all cards are singletons. The most effective decks, however, typically follow an archetype. Archetypes are proven strategies that generalize a set of decks. They can be found in pretty much any format, from standard constructed to legacy constructed to booster draft. Some decks are primarily of one of these archetypes but may switch to another by changing how the cards are used, even in the middle of a match.

1. Aggro.
Beatdown decks try to win as fast as they can by using cheap aggressive creatures to overrun a slower opponent and take his 20 life before he can react. These decks focus on offense, often by giving up card advantage, life points and long term staying power. Good attackers, blocker removal and creature buffs are important for this archetype. At least half of the spells should be creatures for them to work.

2. Control.
Control decks are the opposite of aggro. They focus on surviving and growing until they subdue the opponent with powerful cards, so the cheap cards tend to be defensive, and the expensive ones, offensive. Essential components of a control deck are defense, diverse removal ("answers") and finishers. Card advantage spells like card draw, discard and mass removal are very desirable to have. Most spells should be about defense and a few should be finishers.

3. Aggro-control
An aggro deck that starts offense early by setting up "clocks", that is, creatures taking life from the opponent. Then, it focuses on protecting that lead by killing or bouncing defenders, and discarding, countering or nullifying the opponent's removal somehow. Cheap creatures and midrange control are the base of this archetype. Fliers, shadow and unblockable creatures in general make great clocks. To protect them, counterspells are most effective, along with discard and untargetability effects. Reanimation and card draw helps to keep aggression and control coming.

4. Midrange
Somewhat of a short-term control deck, which defends and ramps during the first turns, then proceeds to deploying a stream of medium to expensive attackers. Controlling the beginning is important against aggro decks, and having more threats than the opponent has answers is the way to go against control. Early defense and midgame offense are the core of midrange. Removal, counterspells, blockers, mass removal and bounce are good early control elements, while 4-6 cost creatures that have a big impact of the game are effective threats.

5. Combo
The most different of these five archetypes, combo aims to win by putting together a combination of cards that's very hard to beat. An example is Illusions of Grandeur + Donate, a combo in which you cast Illusions to gain 20 life and Donate it to the opponent. When he can't pay its upkeep cost, he'll lose 20 life. Combo is, by far, the hardest archetype to draft though. The singleton restriction already makes it nearly impossible, and if you focus on getting one combination, it's possible that not all cards will show up. Tutors, card drawing, card filtering and protection for your combo in the form of card draw and discard are necessary. It is also good to have some defense, as it is unlikely there you'll find too quickly your combo pieces.

Monday, October 18, 2010

Draft Report - Oct 16, 2010

This time we had 6 people over and no one was inexperienced, so the playing level was higher than normal. The final standings were:

- UG Control (4-1, 9-3)
- WBG Midrange (4-1, 8-3)
- R Burn (2-3, 6-6)
- BR Aggro (2-3, 5-7)
- RG Aggro (2-3, 5-7)
- UB Aggro (1-4, 2-9)

White was underdrafted while red was overdrafted. It looks like burn is becoming more common, and those three red decks competed for it. Blue wasn't drafted too strongly, so a control and an aggro deck split its cards without much competition.


WBG Midrange
------------
5 Plains
5 Forest
4 Swamp
Rupture Spire
Jungle Shrine
Savage Lands
Grand Coliseum

Twinblade Slasher
Nezumi Graverobber
Youthful Knight
Wall of Blossoms
Putrid Leech
Stillmoon Cavalier
Yavimaya Elder
Brigid, Hero of Kinsbaile
Ghost Council of Orzhova
Serra Angel
Extractor Demon
Phantom Nishoba
Myojin of Cleansing Fire

Wayfarer's Bauble
Prophetic Prism
Pacifism
Loxodon Warhammer
Oblivion Ring
Search for Tomorrow
Call of the Herd
Mortify
Putrefy
Unmake
Explosive Vegetation


I drafted Midrange again, but this time a 3-color deck. I started the draft trying to get a BG Rock going, but both black and green quality dropped and, noticing how underdrafted white was, I started picking it. I should have gotten out of black and gone towards WG Control, but I decided to try WBG. I picked green mana fixing and nonbasic lands when I could and in the end I didn't have as many mana problems as expected, but those fixers definitely dilluted the threat density of my deck. I typically ramped and killed some creatures at the beginning of the game then proceeded to cast my big creatures. I only had 5 good ones, however: Ghost Council of Orzhova, Serra Angel, Extractor Demon, Phantom Nishoba and Myojin of Cleansing Fire. Decks heavy on removal or counterspells gave me a lot of trouble because of the few threats I had.

The upsides of my deck were its mana fixing capacity - four non-basic lands and five spells - and its versatility in removing permanents - Oblivion Ring, Mortify, Putrefy, Pacifism and Unmake. As always, Loxodon Warhammer was very valuable in making any creature a threat and was frequently targeted with removal.


UG Control
----------
7 Forest
7 Island
Mosswort Bridge
Flooded Grove
Treetop Village
Simic Growth Chamber

Lighthouse Chronologist
Vinelasher Kudzu
Quirion Elves
Coiling Oracle
Sea Gate Oracle
Prodigal Sorcerer
Kavu Primarch
Karstoderm
Darkslick Drake
Garruk's Packleader
Indrik Stomphowler
Overbeing of Myth
Krosan Tusker
Plated Slagwurm
Simic Sky Swallower

Brainstorm
Diminish
Dolmen Gate
Journeyer's Kite
Sylvan Might
Crystal Ball
Elephant Guide
Voidslime
Icy Manipulator
Dismiss
Control Magic
Repeal


Although a lot of elements don't point towards control, like those agressive Karstoderm, Indrik Stomphowler and Elephant Guide, I believe this deck should be classified as control because of how its late game is sustainable and powerful. It typically casts threats like Vinelasher Kudzu early, for defense if the deck is being beatdown or offense if it's not, and in the latter case it applies pressure onto the the opponent, forcing him to spend resources dealing with the offense. With a quality late game, it takes control of the match when it drags long enough. Note the Diminish and Sylvan Might combat tricks that can make combat steps very profitable even when the board position isn't favorable.


RG Aggro
--------
8 Mountain
8 Forest
Dread Statuary

Magus of the Scroll
Jungle Lion
Ironclaw Orcs
Scute Mob
Wild Mongrel
River Boa
Fireslinger
Tin Street Hooligan
Suk'Ata Lancer
Ohran Viper
Great Sable Stag
Spitemare
Bloodbraid Elf

Rancor
Genju of the Spires
Seal of Fire
Burst Lightning
Phyrexian Vault
Fecundity
Krosan Grip
Arc Lightning
Manabarbs
Fireball


A typical aggressive deck that deploys cheap attackers and burns blockers to get a quick win. Rancor and Genju of the Spires, as always, make things hard for the opponent, while Fecundity and Phyrexian Vault help getting extra fuel. Although the 1-2 mana creature slots aren't that strong, the 3-4 mana slots present awesome creatures: Ohran Viper, Great Sable Stag, Spitemare and Bloodbraid Elf. One only problem I see in this deck is the lack of creature buffs apart from Rancor. Although the aura does its job well, a few more equipments or auras would have made this deck a more consistent killing machine.

The R Burn deck had access to the tools to be the first pure red burn deck in the cube. Hammer of Bogardan, Pulse of the Forge and Goblin Charbelcher are powerful reusable burn engines that can be aimed at a player's head without card disadvantage. Along with the reusable burn, the deck could deal loads of damage with the few creatures played, heavily equipped (a bit too heavily as too often the equipment laid on the table without bearers).

The RB Aggro deck was not especially fast, but at all stages of the game presented good quality creatures and removal. Blightning, Visara the Dreadful, Dauthi Horror and Rolling Thunder worked especially well, breaking stalemates and attrition wars. Its weakness was its inconsistency due to not comitting to any particular strategy too strongly.

The UB Aggro deck had evasion creatures to beat like Wind Zendikon, Drifter il-Dal, Looter il-Kor and Shadowmage Infiltrator. It also featured removal, card drawing and, lastly, some control elements that looked a bit out of place. Swapping those control cards for aggressive card would probably have made the deck more consistent and help its record.

Wednesday, October 13, 2010

Drafting Tips

Although some of these tips apply to any draft, there are some quirks that apply specifically to cube draft.

1. Draft a cohesive deck. In an environment where archetypes work, decks without a strategy are at disadvantage. That would not the case if the individual power of their cards were much higher, but since cubes tend to have powerful cards anyhow, the difference will rarely be worth the lack of synergy.

2. Two color decks work. That does not mean that monocolored decks don't, or that three-colored decks will be mana screwed too often, but there is no discussion that two colors is a good balance between effect variety and mana requirements. If you play only one color, the mana base will work very well, but the cards it powers might not be the best. Decks with three of more colors will have a harder time getting the right colors of mana, but will have access to a vast pool of cards. It should also be pointed that multicolored cards tend to be powerful, and monocolored decks don't have access to them.

3. Pay attention to the mana curve. It it easy to get carried away and draft 15 3-mana cards, but that means you'll either have to dump most of them to the sideboard or not get the most of your mana every turn.

4. Have answers or ways to play around most threats. A common mistake is not including artifact/enchantment removal. Some decks don't require that type of card, either because they win too quickly or can counter/discard them, but most of them are happy to play one or two cards in this category, as cubes typically include problematic artifacts and enchantments. This is true for creatures as well - creature removal is an important part of pretty much any deck.

5. Avoid antissynergy. In the same way that some card combinations potentialize each other's effects (combos), some combinations don't go well together. Pyroclasm, in a creature-heavy deck for example, will usually hurt you as bad as your opponent. Gigapede's untargetability, in a deck with several equipment and auras, is a drawback rather than a desired ability. Wonder and Levitation effects aren't very useful in decks with lots of fliers.

6. Don't load up on a card category. Too much removal for one type of card (typically creatures) will leave you with dead removal in your hand. Too much discard won't matter after your opponent is topdecking. Too much acceleration in a ramping deck and you'll have little to do with your huge amount of mana. Balance your deck, have varied effects, in reasonable proportions.

7. Stick to 40-45 cards. Smaller decks maximize the odds to draw the cards you planned your deck around. This helps cohesion and the proportion of land drawn will be slightly better.

8. Draft non-basic lands. You'll only play about 23 non-land cards out of your 45, so drafting non-basic lands - which don't take spell slots - may help your mana base and long term game.

9. Change your draft plan if you need to. Sometimes blue/white control simply isn't coming, so you might want to dump that plan and switch to blue/white aggro-control or white/red control using some of the cards you already got. Remember you'll only use about 60% of the cards you draft in your deck, so 40% can be left out. That being said, only switch plans if it's early enough - switching in the last pack is usually a bad idea.

10. Send signals and interpret them. A signal tells the players in front of you what you are playing, and that if they try to compete, they'll lose because they are in front of you. One valid strategy is to first-pick the color that has only one good card in the opening booster, and try to follow that color from then on. This highly decreases the chances that your neighbors will be competing with you. It is also important to watch the signals you're receiving. A very strong signal (not so much in cube because of card power) is a powerful card getting late-picked. In cube draft, some last picks are unbelievable (I've seen Phyrexian Arena and Scute Mob get last-picked).

There will be more tips in a post about archetypes in the near future.

Monday, October 11, 2010

Card List Online

I've uploaded the spreadsheet with my cube's current card list. I'll keep it updated as I make changes to the cube. It can be used by anyone trying to organize a sheet with their cube, the automatic statistics are very useful, although it may require adjustments if you don't use the 5 colors/lands/artifacts/multicolor separation model.

The Limbo is where I put cards that I intend to put in the cube or that I took out of it. It's good to see my options and to keep track of how they performed while they were in. Also it saves the time of typing the cards again.

The Statistics page is where I check how the mana curves and card type distribution for each color are, allowing me to control the cube's balance more effectively.

The link is at the right bar of this blog, or here.

Draft Report - Oct 9, 2010

8 people this Saturday, with the new batch of cards in the cube! I was afraid control was too strong in the cube because of the last metagames, but this draft was dominated by aggro. The balance from 2nd to 6th place was also remarkable.

- WU Aggro (6-0, 12-2)
- UB Aggro Control (3-3, 9-8)
- BR Aggro (3-3, 7-7)
- UG(b)(r) Control (3-3, 6-7)
- UBG Aggro Reanimator (2-3, 5-7)
- WR Aggro (2-4, 5-8)
- WU Control (1-2-1, 3-5)
- RG Midrange (0-2-1, 2-5)

An aggro intensive metagame was definitely more fun than a control one, probably because of the intensity of the matches, races and tight plays. The balance between aggro and control seems hard to maintain, but it's important for greater deck diversity.

WU Aggro
--------
9 Plains
5 Island
Shelldock Isle
Faerie Conclave
Sejiri Refuge

Soul Warden
Suntail Hawk
Ajani's Pridemate
Azorius Guildmage
Noggle Bandit
Aether Adept
Aven Mindcensor
Mangara of Corondor
Spitemare
Emeria Angel
Grand Arbiter Augustin IV
Sky Hussar

Bonesplitter
Disenchant
Impulse
Pacifism
Journey to Nowhere
Sword of Light and Shadow
Loxodon Warhammer
Paralyzing Grasp
Prison Term
Faith's Fetters
Mind Spring


I drafted a WU Aggro that I was happy with. Actually, at the time I was putting it together I realized I could either go Aggro or Midrange, but opted for Aggro because I'd already played Midrange two weeks ago.

Really, the deck has a mediocre creature suite up to 3 mana, but the deck's all-stars are the 4 mana creatures Spitemare, Emeria Angel, Grand Arbiter Augustin IV and the equipments Bonesplitter, Sword of Light and Shadow and Loxodon Warhammer. The rest were basically equipment bearers and creature removal. The deck aimed to always apply pressure by swinging early and remove blockers and nasty creatures in general. I was impressed with Azorius Guildmage, which was always useful with her abilities, locking Kiku's, Meloku's abilities, tapping blockers and attackers and ruining the opponent's plans in general. In particular I liked Mind Spring in this deck, which was a very welcome injection of gas if the opponent was stabilizing.

To transform this aggressive build midrange, I just needed to switch 5 cards: Soul Warden, Suntail Hawk, Bonesplitter, Noggle Bandit and Ajani's Pridemate for Draining Whelk, Oona, Queen of the Fae, Confiscate, Legacy's Allure and Ith, High Arcanist. I didn't sideboard into midrange, however, because I was doing well as aggro.

UB Aggro Control
----------------
8 Island
8 Swamp
Gemstone Caverns

Flying Men
Dauthi Horror
Dimir Guildmage
Rakdos Guildmage
Kiku, Night's Flower
Dauthi Marauder
Stinkweed Imp
Shadowmage Infiltrator
Ninja of the Deep Hours
Smoldering Butcher
Nekrataal
Meloku the Clouded Mirror

Wind Zendikon
Inquisition of Kozilek
Pendrell Flux
Doom Blade
Last Gasp
Mana Leak
Counterspell
Stupor
Scythe of the Wretched
Control Magic
Annihilate


This was Kamila's deck, against whom I played my hardest match. This deck deploys nasty small threats like Kiku, Night's Flower, Dauthi Marauder and Shadowmage Infiltrator, follows with protection for them in the form of discard (Stupor and Inquisition of Kozilek) and counterspells (Mana Leak and Counterspell). Blockers and threats can be dealt with by using Control Magic, Doom Blade and Pendrell Flux. She realized my equipments were the strongest threats I had, so after losing to them game 1, she took care of them with discard in game 2 and counterspells in game 3, although in the latter I managed to Mind Spring into a lot of gas just after she stabilized, and took the match.

BR Aggro
--------
9 Mountain
6 Swamp
Tresserhorn Sinks
Valakut, the Molten Pinnacle

Odious Trow
Child of Night
Fireslinger
Nezumi Cutthroat
Stigma Lasher
Manic Vandal
Suk'Ata Lancer
Hypnotic Specter
Flame Elemental

Lightning Bolt
Flame Slash
Seal of Fire
Genju of the Spires
Night's Whisper
Chainer's Edict
Staggershock
Firespout
Acidic Soil
Phyrexian Processor
Lightning Blast
Manabarbs
Bedlam
Earthquake


As close to a Red Deck Wins as we've seen with this cube, this deck aims to play uber-aggressively by burning down the opponent quickly. Genju of the Spires was the MVP, taking a lot of matches almost by itself. The burn suite is very strong and Manabarbs is incredibly effective here. What I consider the weakness of this deck is the inclusion of a few cards: Odious Trow, which is a defensive creature, Phyrexian Processor, which seems too slow for this list and maybe Bedlam, because the deck does not have creatures enough for it to be abused. It's a scary deck to see at the other side of the table, weak against life gain and very good against control.

UBG Aggro Reanimator
--------------------
6 Swamp
6 Forest
4 Island

Wild Mongrel
Vinelasher Kudzu
Quirion Elves
Bone Shredder
Phantom Tiger
Doomed Necromancer
Lorescale Coatl
Psychatog
Karstoderm
Plague Fractius
Throat Slitter
Extractor Demon
Arcanis the Omnipotent

Animate Dead
Elephant Guide
Rend Flesh
Frantic Search
Compulsive Research
Necromancy
Phyrexian Arena
Putrefy
Defense of the Heart
Diabolic Tutor
Living Death


The most original deck of the day, an Aggro deck that pressures with Wild Mongrel, Phantom Tiger and Karstoderm, or sets up big threats with the reanimator enablers Compulsive Research, Frantic Search and Psychatog to put them into play early in the game. Living Death does its share of being an out for nearly unwinnable games, fetched by Diabolic Tutor. Defense of the Heart also steals some games without bothering with reanimation. Lorescale Coatl works especially well with the {2U} filters. In all, a very cohesive and fun deck to play.

The UG(g)(r) Control deck has this weird denomination because its lineup varied wildly from match to match, sometimes including black, sometimes including red, others just using blue and green. It was a ramp deck with control elements like Moment's Peace, Psionic Blast and Voidslime to buy time and make big threats. The ramp cards were numerous (Harrow, Rampant Growth, Bird of Paradise, Arbor Elf among others) and the big threats too few, but still it performed decently.

The WR Aggro deck did not work very well, as the overall card quality was low, and despite having a lot of removal, there were not good small threats to be successful as Aggro or late game threats to work as Midrange. The mana curve was weird as well - a huge spike at 3cc, meaning mana was wasted often.

The WU Control deck was played by a friend that had not played Magic in almost 10 years, but got decent results. It was a bit slow, but the finishers were great - Jareth, Leonin Titan, Djinn of Wishes, Eternal Dragon et al. There was a good amount of defense and two board sweepers (Wrath of God and Myojin of Cleansing Fire) to control the game.

I helped the RG Midrange player to put her deck together, and was impressed with how well she had drafted - we ended up with a very competitive deck, featuring burn to hold the beatdown in the first few turns and a good number of 5-7cc creatures, topped by Overwhelming Stampede. She played incredibly well given we taught Magic to her one hour before the draft.

Wednesday, October 6, 2010

What is a Cube Draft?

A Cube is a collection of cards, containing only one copy of each. A Cube Draft is carried by randomizing those cards into 15-card boosters and drafting them as in a normal booster draft.

This is one very simple definition for such a deep and fun way to play Magic. Cube Drafts are the best way I've found to play casually. As with limited formats, it rewards skill and does not require previous preparation from each player. It is as cheap or as expensive as you want - pauper cubes are not uncommon -, and does not require any investment from the other participants.

The fact that Cubes are composed of singletons adds great variety to the format, as happens with EDH. The much lower 40-card limit for decks, on the other hand, allows cohesive and consistent decks to be built. The introduction of similar cards in the cube will contribute to that as well.

Each Cube can be shaped to create the format that its owner wishes, in a role that resembles Wizards' R&D. The available card pool is large enough that there is a nearly infinite number of possible environments to try. Most, however, simply try to create an environment with a power level as high as possible. Also, Cubes can be sandboxes - mixing versatile and wacky cards, inviting players to design creatively -, or more archetype focused, with powerful built-in decks leading to less variety but more consistency.

Want to build your Cube and starting playing? First, you need to build the Cube. Find cards in your collection that you never got a chance play with, cards that have been good in the past but never came back to standard and are not good enough for legacy. Fill the rest with what you have that does not require a very specific deck to play. You will need 45 cards for each player, so for a full 8 person draft, 360 cards.

Don't worry too much with the first version you put together, just use the same amount of cards from each color (or not, if that is the proposal of your Cube), have around 50%-60% creatures (again, unless your Cube is not supposed to have this proportion) and you'll be fine. Stronger colors will be balanced out by more people drafting them, too weak cards won't be played and too strong cards will be apparent. As long as you and the other players have fun - and it's most likely they will - it's all good.

The material needed needed to host Cube Drafts is:
- The cards themselves.
- Basic lands: around 5 of each color for each player, which will cover occasional unbalances between colors.
- Sleeves for all cards and lands.

If you've already played a few times with your Cube and want to improve it, think about what's good about it, and what's bad. Reinforce the former, try to solve the latter. If a card is too strong, add ways to deal with it. If a strategy is too strong, take out some of the cards that add redundancy to it and make it less stable, using those slots with other strategies. Take out cards that are never played or are underperforming for other interesting ones. Add wacky cards if games are too predictable for your taste, remove them if they are too crazy.

It requires a significant time investment to start a Cube, but I strongly recommend it as a casual variant.

Draft Report - Oct 2, 2010

This Saturday we had a 4-person draft with my cube, with the same group from Friday. It's remarkable how harder it is, in smaller drafts, to take the deck in the direction you want. They end up less cohesive because the card pool is smaller.

I started drafting WG control, which I want to try badly in my cube, but green stopped coming at all. I had to switch to WB control, after a while trying to get fixing for a WGB deck, and failing. Half of my deck was creature removal, which turned out to be too much. The other players had BR burn, WUG control and WRG aggro, so all my removal was only effective against the aggro deck.

The final standings were:
- WB Control (3-0, 6-2)
- WUG Control (2-1, 5-3)
- BR Burn (1-2, 3-4)
- WRG Aggro (0-3, 1-6)

After the 3 rounds we played a 2-headed giant game which was quite boring. My WB control paired with the WRG aggro, while the BR burn was with the WUG control, so there wasn't much creature action as there was a lot of removal on everyone's hands. The game became nearly locked on the 4th turn when I imprinted Bone Shredder onto Soul Foundry, but since they had a lot of removal as well, we didn't manage to do more than ping them with Shredder copies each turn. Realizing this game was going to be like that until they drew artifact removal and overwhelmed us with creature quality, we held a few lands and then I cast Catastrophe destroying all lands. They had a Junktroller refueling their libraries with lands though, and the burn player was digging towards them with Crystal Ball, so we were on a clock despite a small initial advantage. We dealt a lot of damage with a Goblin Balloon Brigade enchanted with Boar Umbra, and just after they got enough mana to cast Chandra Ablaze and kill it, we got through the last 4 damage with Dread Statuary.

My deck was just a standard WB control with too much creature hate for the environment, so nothing very interesting about it. The WRG aggro didn't work very well. The other 2 decks are interesting, so I'll analyze them further.


WUG Control
-----------
7 Island
6 Forest
4 Plains
Graypelt Refuge
Simic Growth Chamber

Odious Trow
Arbor Elf
Surveilling Sprite
Frontier Guide
Thalakos Scout
Yavimaya Elder
Calcite Snapper
Junktroller
Ninja of the Deep Hours
Juniper Order Ranger
Overbeing of Myth
Rhox
Arcanis the Omnipotent
Amugaba

Disenchant
Pendrell Flux
Mana Leak
Pacifism
Counterspell
Legacy's Allure
Paralyzing Grasp
Armadillo Cloak
Mystic Melting
Dismiss
Overwhelming Stampede
Confiscate



This control deck is a bit slow at the beginning, but it's filled with card advantage everywhere. It plays a lot of creatures, which is atypical for control, and they serve defensive and offensive purposes. The defense is characterized by the hard to kill blockers Odious Trow, Junktroller and Calcite Snapper. It does well on the offense as well, with Ninja of the Deep Hours, Rhox, Armadillo Cloak and Amugaba, frequently ending games sudddenly via Overwhelming Stampede. Counterspell and removal support complete the package.

On the long run, this is the most balanced and powerful deck of all four.


BR Burn
-------
7 Mountain
5 Swamp
Akoum Refuge
Tresserhorn Sinks

Child of Night
Reassembling Skeleton
Ironclaw Orcs
Skirk Shaman
Noggle Bandit
Flametongue Kavu
Heartless Hidetsugu
Jiwari, the Earth Aflame
Kulrath Knight
Vampiric Dragon

Mox Diamond
Voltaic Key
Pyroclasm
Guerrilla Tactics
Fellwar Stone
Necromancy
Puncture Blast
Arc Lightning
Grafted Wargear
Crystal Ball
Coalition Relic
Darksteel Ingot
Lightning Blast
Solar Blast
Manabarbs
Panoptic Mirror
Chandra Ablaze
Slice and Dice


This deck plays 14/42 lands, much much less than the default 17/40. It makes up for it, however, with a lot of acceleration artifacts. Its main plan is to hit the opponent relentlessly with direct burn and aggressive creatures. It has a good midgame with Crystal Ball, Panoptic Mirror and the three 5cc creatures, Heartless Hidetsugu, Jiwari, the Earth Aflame and Kulrath Knight. It's a very unusual deck for this cube, and it worked well sometimes, racing fast when it had a powerful damage engine going on like Panoptic Mirror + Arc Lightning, Heartless Hidetsugu or a creature with Grafted Wargear. It suffered against control decks when they had time to stabilize though.

Monday, October 4, 2010

New Card Batch

I just got a batch of cards I ordered 3 weeks ago. Some cards I'm confident that will work well, like Thawing Glaciers, the 3-color lands, Ancestral Vision, Defense of the Heart, etc. Others are ones I'm willing to give a shot at, like Kavu Predator, Celestial Crusader, Glasses of Urza, Search for Tomorrow and the Pulses.

Several of these cards I picked to mend some deficiencies of my cube. The RG combination has really bad cards, so I'm adding Boggart Ram-Gang and Bloodbraid Elf. BR also has underwhelming cards (and Kulrath Knight is the only hybrid), now being upgraded with Rakdos Guildmage, Murderous Redcap and Terminate. Green control was lacking, so I got Wall of Blossoms, Indrik Stomphowler, Defense of the Heart and Living Wish. I'm also playing a lot of mediocre lands, so the tri-lands, Faerie Conclave and Thawing Glaciers will help a lot. Mana fixing will be improved by Search for Tomorrow, Journeyer's Kite, Armillary Sphere and the lands already mentioned. Sligh gets Jackal Pup, Staggershock and Hammer of Bogardan.

Now off to find spots for them.

Full list:
Sudden Death
Defense of the Heart
Psionic Blast
Celestial Crusader
Ancestral Vision
Jackal Pup
Wall of Blossoms
Murderous Redcap
Dusk Urchins
Boggart Ram-Gang
Harmonize
Chimeric Idol
Acidic Slime
Howling Mine
Savage Lands
Seaside Citadel
Jungle Shrine
Crumbling Necropolis
Arcane Sanctum
Galepowder Mage
Ghost Council of Orzhova
Voidslime
Indrik Stomphowler
Thawing Glaciers
Pulse of the Forge
Pulse of the Fields
Living Wish
Hammer of Bogardan
Bloodbraid Elf
Faerie Conclave
Frantic Search
Search for Tomorrow
Looter il-Kor
Cabal Interrogator
Staggershock
Kavu Predator
Aven Mindcensor
Flame Slash
Isochron Scepter
Armillary Sphere
Journeyer's Kite
Cage of Hands
Rakdos Guildmage
Oblivion Ring
Terminate
Glasses of Urza
Nekrataal

Sunday, October 3, 2010

Draft Report - Oct 1, 2010

Friday night we had a 4-person draft with a friend's cube, which is pure Magic 2011. The environment was something between my cube and M11 limited - the power level wasn't that high, the good cards in M11 limited were good, but there were more bombs than normal (one of each planeswalker for example), which made removal even better.

I started drafting a BR control deck after opening Liliana Vess, Fireball and Lightning Bolt, but black wasn't coming anymore so I switched to WR aggro, since there were a lot of white weenies (Ajani's Pridemate, Elite Vanguard, Stormfront Pegasus) and Ajani Goldmane. The deck performed alright, with me winning at 2-1, 5-2. It was fast enough to take games easily against slow ones, but after the initial burst it didn't threaten much. After the "official" games I tested the BR control version, which might have worked better against that field.

The cube's owner played a crazy UB deck that had artifact creatures powered up by Steel Overseer and killed often by milling via Traumatize, Jace's Erasure and Temple Bell. He had a 2-1 record as well, but 4-4 in games.

The other decks, that ended at 1-2, were an UG and a GB aggro - the one I lost to, basically by killing me too fast before I got my mana base working.

Set cubes may be a good alternative to booster draft, although one problem is that they support at most 5 people (modern big expansions have around 240 cards). A cube with a whole block would support 8 people with good variety, and the card synergy would be better than in a normal cube, so it's another format I'd like to try someday.