Play Magic With Tom LaPille

I talk about cube drafting.
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Archive for October, 2007...

Filed under Cube

Reflecting PoolWhen it was first announced that this year’s Magic Invitational was going to use cube draft as one of the formats, I was very excited. It’s my favorite format, and the designer and developer parts of me that working on the cube awakened were very interested to see what R&D’s take on building a cube would be. It turns out that Wizards R&D and I disagree a lot about what a cube should look like. I was initially very unhappy with the R&D cube; I thought it was built hastily and with bizarre sensibilities. However, after having spent some time thinking about the choices they made I think I understand what they were doing and why their choices were different. By discussing these differences, I hope to show you the thought processes that lead to interesting cube construction and the ways that your design decisions will affect the games people play using your cube.

The most important difference between my cube and the R&D cube is the amount of lands and mana fixers we have. My cube has 100 lands in 640 cards, while Wizards’ has about 50 lands in 720 cards. My lands include full cycles of original dual lands, Ravnica dual lands, Ravnica bouncelands, painlands, and Onslaught and Mirage fetchlands; Wizards included only the original duals and the Ravnica bouncelands. I have a full set of signets, talismans, and diamonds, while Wizards’ has none of these. This difference may be subtle, but it leads to very different play experiences. Every decklist from the invitational cube draft had eleven or more basic lands; plenty of decks I have seen drafted in my cube have had as few as three basic lands in them. The invitational cube decklists were also almost all two colors with maybe a splash of a third color; most control decks drafted in my cube are solidly in three colors, and it’s not too hard to draft all five if you want. When you draft the invitational cube, a color commitment actually means something because basic lands are going to provide most of your mana.

This may be a little bit hard to understand for someone who had never cubed before, but recent blocks have shown us some extreme variation in the availability of mana fixing that demonstrate exactly this phenomenon. Ravnica block had the best mana fixing at common that Magic has ever seen, with one signet and bounceland per two-color combination across the full block. Any given Ravnica block draft cardpool included an average of one and a half signets and one and a half bouncelands per player, and a sealed deck included an average of two and a half of each. Because of this, players were free to splash around with little penalty; most full block draft decks were at least three colors, and many sealed decks could branch out to four or five colors and still have reasonable manabases. Time Spiral block constrasted starkly with Ravnica; the only common colorless mana fixers in the block are Terramorphic Expanse, Prismatic Lens, and Chromatic Star, and these along with the storage lands at uncommon gave players a small amount of flexibility for splashes. Players who had incentive to splash off-color flashback costs or simply strong off-color cards tended to take the available fixers higher than those who did not, but people who went out of their way to splash were able to.

My cube’s mana works very similarly to Ravnica’s by deliberate design.  In a booster draft in my cube, one sixteenth of the total cards will be in play per person.  I have 24 mana fixing artifacts that cost two mana in total, which is exactly one and a half “signets” per player.  I have 63 multicolor lands, which comes out to about four per player in a draft.  The invitational cube has only about one and a half multilands per player and zero color-aligned mana fixers, making it feel more like a “normal” limited block like Time Spiral.

Given that Ravnica block is one of two multicolor blocks that Magic has ever seen, it’s obvious that that level of mana fixing is not something that we are going to see in limited too often. However, cube isn’t exactly a normal limited format.  Most modern constructed formats have been able to support decks being a lot of colors, and I like my cube exactly becuase it produces games that feel like constructed.  I also find that players have more fun when they can cast their spells.  For example, filling up white with beatdown creatures that cost WW and then not giving people plenty of multilands that let them play other colors along with them would be cruel.  Decks in my cube look like imitations of constructed decks; the invitational cube decks looked like limited decks that happened to have crazy cards in them.  My cube is not a reflection of Magic as it is supposed to be, but a reflection of what Magic looks like when its boundaries are pushed by good players.  Their cube reflects what Magic is “supposed” to feel like, with color commitments that are actually commitments and a lot of basic lands.

Although I understand why they had so few colorfixing lands, I still find it incredibly odd how few other nonbasic lands they included.  Basic lands are just absolutely terrible cards in a lot of ways since they don’t do anything other than make mana.  Drawing too many basic lands is a recipe for disaster, but appropriate nonbasics can give you some game even if you mana flood.  I think it would have helped to cut some of the marginal cards of each color- think Flying Men or Opalescence- for some color-aligned nonbasic lands.  I mentioned above that there are 63 color-fixing lands in my cube; the other 37 make colorless mana and do interesting things or are aligned with a single color.  The Urza’s Saga and Onslaught cycling lands are great for smoothing out mana draws, and cards like Flagstones of Trokair or Tolaria West give you interesting ways to get value out of your land slots.  I believe that the more interesting cards you put in a deck, the more likely you are to have complex and challening games, so I’m completely happy to overload on nonbasic lands to get more effective spell slots into my players’ decks.  This is also the philosophy behind having so many colorless lands.  I love cards like Urza’s Factory, Quicksand, and Temple of the False God.  They aren’t sexy or exciting, but they do interesting things and I’m thrilled to have as few basic lands around as possible.

It’s not just me that likes to have a lot of mana fixing in cube.  Most cube lists that I have seen on the internet and played with in person have felt more like multicolor blocks than normal blocks, with between one tenth and one eighth of the cards being gold and a healthy amount of lands and other mana fixing.  When I built my cube, I assumed that four out of five metaphorical cube owners probably weren’t wrong, and it turns out that I don’t think they were.  Should you decide anyway that you want games in your cube to feel more like “normal” Magic than a multicolor block, I would still encourage you to find as many interesting nonbasic lands that don’t fix colors as you can.  Nonbasic lands that affect the game in ways other than making mana make for more interesting games and make manaflooding a less painful experience.  The cube is all about having fun, and nonbasic lands give players something to do when they might otherwise be forced to sit there miserably with a hand full of Swamps.  That just isn’t fun.

Comments (2) Posted by Tom LaPille on Tuesday, October 23rd, 2007

Filed under Cube, General

Rich Hagon interviewed me for the Magic Invitational 2007 coverage while I was in Valencia for the cube segment of the coverage. A cropped mp3 containing only the interview is located here.

Comments (9) Posted by Tom LaPille on Saturday, October 20th, 2007

Filed under Constructed

Mogg FanaticSo in the last post, I closed with the suggestion that playing goblins would have been a mistake even if I knew how to play them. The reason is that the goblin deck is inconsistent, but not in the way that you might think.

Going into Valencia, the consensus among most players was that the fundamental turn of the format was turn four; that is, the overwhelming majority of games would be decided by turn four. TEPS and Enduring Ideal are generally four-turn clocks that are hard to interact with, and aggressive decks have warped themselves around the requirement that they goldfish by then. Affinity, domain zoo, and goblins are all aggressive decks that win on turn four unopposed. Any other decks, like Urzatron or rock decks, are built to interact with these other two kinds of decks by turn four with hand disruption, removal, and counterspells.

Because decks are built with turn four in mind, everyone can tell you exactly what happens in games that go according to plan. A TEPS player will tell you that he will have cast a huge Mind’s Desire and killed with Tendrils of Agony, and an Enduring Ideal player will tell you that he has cast, well, Enduring Ideal by turn four. This is all well and good. What is not immediately obvious is what happens when these games don’t go according to plan. Let’s look at some decklists:

Andre Mueller
Pro Tour Valencia 2007, Extended
2nd Place

3 Sulfur Vent
4 Ancient Spring
3 Flooded Strand
1 Godless Shrine
1 Mikokoro, Center of the Sea
1 Plains
3 Sacred Foundry
4 Tinder Farm
3 Windswept Heath

4 Lotus Bloom
4 Pentad Prism
4 Sensei’s Divining Top
1 Honden of Seeing Winds
2 Dovescape
1 Pernicious Deed
4 Burning Wish
3 Form of the Dragon
4 Seething Song
3 Enduring Ideal
4 Orim’s Chant
3 Solitary Confinement

Sideboard:
3 Tormod’s Crypt
1 Cranial Extraction
4 Leyline of the Void
1 Vindicate
1 Pyroclasm
1 Enduring Ideal
1 Morningtide
3 Boseiju, Who Shelters All

Ari Capristani
Pro Tour Valencia 2007, Extended
Day Two

4 Gemstone Mine
2 Tinder Farm
2 Ancient Spring
4 Sulfur Vent
4 Geothermal Crevice

4 Lotus Bloom
4 Chromatic Star
4 Chromatic Sphere
4 Sensei’s Divining Top
4 Burning Wish
4 Rite of Flame
3 Mind’s Desire
4 Cabal Ritual
1 Tendrils of Agony
2 Infernal Tutor
4 Seething Song
2 Sins of the Past
1 Chain of Vapor
3 Channel the Suns

1 Mind’s Desire
1 Channel the Suns
1 Tendrils of Agony
1 Hull Breach
4 Duress
3 Orim’s Chant
1 Deathmark
1 Krosan Grip
1 Empty the Warrens
1 Chain of Vapor

So we know what happens when these decks do their thing successfully. What happens when they miss? The TEPS deck is full of rituals and tutors, so it’s just going to sit there with either not enough mana or nothing to do with all the mana it has and then die. The Ideal player, however, is not in as bad of shape if he has mana. The fact that Andre played three copies of Form of the Dragon means that he doesn’t mind drawing it at all. In fact, he wants to draw it a decent amount of the time. He makes the same statement about Solitary Confinement. If he wanted to just make sure there was always one in his deck to search up, he would be playing two of it, like he does with Dovescape. However, three is a different story. Andre knows that he is going to sometimes not have an Enduring Ideal, and when that happens, he is going to turn into a dragon and ask you what you are going to do about it. Next turn, he might hide behind a bubble with Solitary Confinement. Andre and Ari both are going to have games not go according to plan some of the time, but while Ari is shuffling up for the next one, Andre is going to be breathing fire at his opponents and wondering if that will be good enough. This is exactly how Andre won one of his games against Nakamura in the top eight. Nakamura’s Meddling Mage named Enduring Ideal, so Andre shrugged, became a dragon, and then won. Andre can even just play out his Hondon and then a Confinement for the full lock against an aggressive deck. TEPS can kind of do this with Empty the Warrens, but 1/1 goblin tokens are much less fragile than a seven mana moat.

Now let’s talk about why Goblins fails this test. Here are lists for Goblins and Domain Zoo:

Takayuki Koike
Pro Tour Valencia 2007 Top Eight, Extended

1 Stomping Ground
4 Wooded Foothills
4 Bloodstained Mire
4 Windswept Heath
1 Blood Crypt
1 Steam Vents
1 Temple Garden
1 Overgrown Tomb
1 Godless Shrine
1 Mountain
1 Sacred Foundry

4 Grim Lavamancer
4 Kird Ape
3 Isamaru, Hound of Konda
3 Mogg Fanatic
4 Tarmogoyf
4 Dark Confidant

4 Tribal Flames
4 Firebolt
4 Lightning Helix
4 Vindicate
2 Umezawa’s Jitte

Jon Swearingen
Pro Tour Valencia 2007, Day Two

3 Barbarian Ring
4 Ghost Quarter
12 Mountain

4 Mogg Fanatic
4 Skirk Prospector
4 Goblin Piledriver
4 Mogg War Marshal
4 Goblin Warchief
4 Goblin Matron
3 Gempalm Incinerator
1 Goblin King
1 Goblin Sharpshooter
4 Goblin Ringleader

4 Rite of Flame
4 Chrome Mox

4 Tormod’s Crypt
1 Overload
1 Pendelhaven
1 Siege-Gang Commander
1 Goblin Sledder
1 Gempalm Incinerator
2 Fury Charm
4 Seething Song

The goblin deck obviously has a ton of synergy. Goblin Warchief makes every card in the deck crazily efficient, Skirk Prospector and Mogg War Marshal can work together to make a ton of mana while you go off with Goblin Ringleader and Matron, and Goblin Sharpshooter can do crazy things with a Prospector. Goblin Piledriver is also obviously a massive offensive threat when it comes with friends. This is all great, but what happens when things don’t go well? Without Goblin Warchief, a lot of these cards start to look really embarassing. Mogg War Marshal is very inefficient compared to Tarmogoyf or Dark Confidant, Skirk Prospector without a team is a Mon’s Goblin Raiders, and Goblin Matron at three mana is no bargain. When the goblin deck’s plan doesn’t come together, it plays like it is a deck made entirely out of terrible inefficient creatures. It may not just immediately lose like TEPS does, but the effect is the same. When the plan doesn’t work, the goblin deck doesn’t have enough power to compete with other extended decks, and it will lose. The domain zoo deck takes the opposite approach from the goblin deck. All it asks of its draws is appropriate land, some guys, and a little burn. It doesn’t have the synergy that the goblin deck has, and it can’t win before turn four, but games can’t go that wrong when the plan isn’t very specific. Domain zoo is not nearly as potentially powerful as goblins, but it doesn’t have a plan that can go wrong. The story of my Pro Tour is essentially that my goblins didn’t come together in the right way very often, and when they did my opponents had enough removal to make sure that the engine never fired.

In this extended format, most decks are going to do something decisive by turn four if everything goes according to their unfair plan. During the buildup to the pro tour, I thought that the important feature of these decks was how good the unfair plan was. It turns out that the more important question was what happens when the plan goes awry. If I could play the tournament over again, I would play a deck similar to Andre Mueller’s. He has a really strong unfair plan, but he has by far the best backup plan of all the unfair decks. That backup plan is what set his deck apart and took him to the finals, and my lack of a good backup plan was what turned me into a Goblin Machinist.

How good is your backup plan?

Comments (0) Posted by Tom LaPille on Saturday, October 20th, 2007