I swear we’re not going to turn this into the All Commander Cube, All the Time blog, but damn, that shit is a lot of fun. Sam was out of Portland for the past several months because of university, but he’s back now, and that means for a glorious month, we get to Cube draft together. Tuesday this week was the first time I was able to play EDH in quite a while, what with job and school taking up all my time and my brain meats, and the re-introduction was great. I ended up winning both games I played with my [card]Animar, Soul of Elements[/card] deck, but my victory was never certain until the last turn or two of the game.
I won the first game pretty much through sheer blind luck: I got both [card]Shielding Plax[/card] and [card]Runes of the Deus[/card] on a stupid-huge Animar with [card]Furnace of Rath[/card] out, which meant I was one-shotting people like a boss—I’m talking lethal damage, not just General damage—and then [card]Comet Storm[/card]ed Sam for great justice. A lot of this match involved hilarious plays like somebody enchanting [card]Birds of Paradise[/card] with [card]Eldrazi Conscription[/card], [card]The Mimeoplasm[/card] entering the battlefield as a stupidhuge [card]Stuffy Doll[/card], and me imprinting [card]Gilded Drake[/card] on [card]Mimic Vat[/card].
The second game saw Sam wielding a terrifying [card]Uril, the Miststalker[/card] enchanted with auras like [card]Empyrial Armor[/card], [card]Shield of the Oversoul[/card] and [card]Armadillo Cloak[/card], which meant the whole table teamed up to keep him under control. Ultimately, my [card]Wild Pair[/card], left unmolested for at least five turns (which tells you something about the state of the table, because I’ve never seen a Wild Pair left alone for that long), helped carry the day, because if there’s anything better than one 6/6 dude with stupid-powerful triggered or activated abilities, it’s two 6/6 dudes with stupid-powerful triggered or activated abilities for the same price.
These sorts of games are precisely why I play EDH. There’s very little that’s funnier than a 10/11 trampling Bird with Annihilator 2 beating somebody’s face in, even if that face is yours. (For the record, I was never hit with that Bird because it died before it could, which is cold comfort because the Conscription was [card]Retether[/card]ed to a Sunblast Angel, and that sure did smack me for 14 points of damage before I killed it the next turn—and promptly imprinted it on Mimic Vat.)
The glow of last night’s games had me thinking about why playing with the Cube is, in some ways, more fun than playing with my own constructed decks, and after a bit of pondering, these are the main reasons I came up with:
1. Greater variance. One of the biggest reasons people started playing EDH was because it provided a more varied experience than the standard 60-card, 4x copies model that makes up the vast majority of constructed Magic—not only because of the singleton format, but because we were able to use a lot of cards that had not seen love in a long time, either because they were awkward for other formats, or because their mana costs seemed prohibitively high.
But as people played more and playtested more extensively, certain cards and combos became auto-includes for the colors that supported it. [card]Tooth and Nail[/card] entwined into [card]Primeval Titan[/card] and [card]Eternal Witness[/card] to retrieve the Tooth and Nail and re-cast to toss down, say, [card]Avenger of Zendikar[/card] and whatever other bit of horribleness you can imagine (Ulamog, Consecrated Sphinx, one of the Praetors—you get the idea). [card]Exsanguinate[/card] + [card]Cabal Coffers[/card] + [card]Urborg ,Tomb of Yawgmoth[/card] + your mana doubler of choice. I’ve played games in which a couple of people would pop insane [card]Genesis Wave[/card]s consecutively, or win yet again with [card]Rite of Replication[/card] kicked targeting a Titan, or an Avenger.
Goodstuff cards tend to make their way into most EDH decks, and well they should, but it does mean that it lends an air to sameness to some games. With the Cube, however, decks and games truly ARE varied, simply because every draft is by necessity going to be different.
2. The chances for degenerate combos are almost nil, because the odds of assembling all the pieces in a draft are very, very low. If nothing else, people tend to hate on certain combo pieces; I, for one, always grab [card]Mycosynth Lattice[/card] as soon as I see it, whether or not I end up using it, because I have yet to see it being used for non-nefarious purposes.
3. The power levels are far more manageable. Again, people are going to pick the most powerful cards they see, which means if a pack contains both [card]Consecrated Sphinx[/card] and [card]Primeval Titan[/card], the odds that someone’s going to end up with both are very, very low. Not only that, but even if you somehow become insanely lucky and end up with nothing but top-tier picks, you still need to trim down to approximately 65 non-land cards, often less if you’re playing three or five colors. You get decks that are really, really good, because all the cards in the cube are pretty powerful to begin with, but it’s rare to play against a deck that’s completely overpowering.
4. The cube forces people to use generals that they wouldn’t normally and to go into colors that they don’t tend to play. Of the times I’ve cubed, I’ve built Animar a couple of times, and [card]Cromat[/card] once—wish I could remember the other generals I’ve picked, but these were the ones that stood out. These are two generals I don’t really plan to build decks for (though a creature-only Animar deck is kind of appealing). I still tend to disproportionately draft green and/or red, because I’m nothing if not a Timmy, and seriously, if somebody’s passing me an [card]Insurrection[/card], I’m damn well going to pick it and I’m damn well playing red. However, I’m determined to build Esper Control and venture into hilarious Zedruu territory the next time I cube. And it’s great, because it expands my horizons and allows me to have a glimpse of what it’s like to dabble in decks that I wouldn’t be interested in investing the time, energy and money in building.
I think an important lesson I’ve picked up from all this is that I need to add more variability when building my actual EDH decks. I need to try and build a green deck without P-tits; a blue deck without Consecrated Sphinx or Rite of Replication; a black deck without Exsanguinate; a white deck without Wrath effects; a red deck without [card]Aggravated Assault[/card], [card]Insurrection[/card] or extra combat steps. My new resolution, inspired in large part by last night’s games: build more decks in color combinations that I’m not too familiar with, like Esper, Grixis, Boros or Orzhov. Commander Cube, man: it changes lives. It’s a fact.
8 responses to “The Cube is Not a Lie”
How long does it take to play one cube session, from start through drafting, deck construction, to the end of the game?
It sounds really fun, but I’m concerned by how long it might take.
@Charles: To give you an idea of how long cubing takes, we started drafting around 9 p.m., and managed to draft and play two games (one moderately long one and one fairly quick one) by 1 a.m. That’s pretty typical.
Drafting usually takes about an hour. Deck construction depends on the people doing it, but figure at least another fifteen minutes. Definitely not something you can just start on a moment’s notice, but if you’re at all like me, drafting is probably the most enjoyable part of the entire experience.
Anyone who reads this blog or has seen my decklists on TappedOut probably knows that I spend a lot of time thinking about the intricacies of deckbuilding. To me, drafting is the ultimate test, the most pure expression of your deckbuilding skills. Every pack you open is going to have a number of cards that would be game-winning bombs in traditional limited, so just making every pick based on raw power really isn’t going to get you anywhere. You have to constantly ask yourself: “What does my deck want to do?” “What are my win conditions?” “What are my answers” “What does my deck need to accomplish these things?” For a Spike like me who gets her jollies by exercising her skills, it’s a pretty fantastic experience. I highly recommend it.
Hi PCC-A!Clay is my original Fryber! He and I found each other when we first showed up at Wo#d&ress.ItPr8217;s nice to see you have found me here.I have enjoyed your comments, too. *blush*I think we’re dating now.
Might as well throw my own draft report in here.
My draft started out strong, my first five picks being [card]Fact or Fiction[/card], [card]Artisan of Kozilek[/card], [card]All is Dust[/card], [card]Mana Vault[/card], and [card]Trinket Mage[/card]. I briefly flirted with Green, picking a [card]Chord of Calling[/card], [card]Scavenging Ooze[/card], and [card]Primal Command[/card], but as the draft went on it became clear that black was much more open, so I stepped right in, snagging some standouts like [card]Rune-Scarred Demon[/card], [card]Go for the Throat[/card], [card]Beseech the Queen[/card], and [card]Bane of the Living[/card].
As the draft went on, I started to pick up a number of enablers for ETB effects such as [card]Cloudstone Curio[/card], [card]Cavern Harpy[/card], [card]Ninja of the Deep Hours[/card], [card]Venser, Shaper Savant[/card], and [card]Man ‘o War[/card], so I pushed my picks in that direction, picking up things like [card]Snapcaster Mage[/card], [card]Mulldrifter[/card], and [card]Sphinx of Uthuun[/card].
In the end, I had a pretty sweet UB bounce/flashback list headed up by [card]Dralnu, Lich Lord[/card]. My game didn’t go nearly as well as I would have hoped, though. I had a strong start, using [card]Mana Vault[/card] to ramp up to a turn-5 [card]Rune-Scarred Demon[/card], but my vault was destroyed immediately afterward and I proceeded to brick on lands for the next ten turns or so. By the time I was able to claw my way back to seven mana, my efforts were made futile by a combination [card]Living Death[/card] + [card]Sunder[/card]. Not the most satisfying end, for sure.
One more thing that makes Commander Cube interesting that you missed, Candy: there’s only one copy of each card in the cube. Nobody is pulling the same shenanigans because every deck has a completely different set of cards to work with. That means you’re seeing far, far more variance than you’d ever see in normal Commander, which is itself a highly variable format.
Good point! In my experience, cubes have all featured only one copy of any particular card, so I didn’t even bother pointing that out as part of the reason why there’s greater variance; I just assumed people reading would know that if a particular card were picked, it’s out of the pool for that draft.
While EDH cube is an exciting test of deckbuilding skills for the experienced player, I’ll go out on a limb and say I found it a good experience for a novice as well.
As a beginner with a smaller card collection than many, building an EDH deck from scratch that can compete with the honed decks out there is challenging and definitely requires the attitude that Sam describes of learning to enjoy losing to crazy plays. There’s also a financial barrier for a beginning EDH player. I don’t know that I’ll ever purchase original duals.
But when I played the cube, I was on even footing with everyone else as far as availability of good cards, and I got to experiment with cards that I might not look at twice otherwise, especially if they have a high dollar amount attached to them.
A skilled deckbuilder definitely has an advantage in EDH cube drafting in terms of picking towards deck synergy, but as long as a novice like myself makes sure to get a good land count, some mana fixing and a bomb or two, good plays and even wins aren’t out of reach.