Мониторинг экономической ситуации в России, 29131, Декабрь 2020 г Институт Гайдара
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April 8, 2023An Introduction to the Degenerate Micro Cube
I love to play and I get along with all the other pups in the house. I hid a few times under the Bulldog stuff table because I was getting a little overwhelmed. I’d love one who will play and snuggle with me, too. When it came time to add to their family, they decided not just one, but two Bulldogs in need would join their home.
Discussion of potential cards and archetypes was near constant, and we drafted the cube every weekend for months. I was fascinated by the novel constraints, radical recontextualization of cards and effects, and the idea of playing Magic with dramatically increased consistency. Not including all of the cards in a given draft risks splitting up combos, potentially torpedoing someone’s draft by pure chance. While I don’t think the draft format is ideal, it hasn’t kept us from having fun with the cube and drafting functional decks. The draft, which consists of 2 packs of 10 cards, is the aspect of the cube I am least happy with.
Sideboarding
In a 15 card deck, you have a 47% chance of having a given card in your opening hand, compared to a 40% chance in a 60 card deck running a full playset of the card in question, or a 17% chance in a typical, 40 card, singleton cube deck. Since my goal is to emulate powerful constructed combos, this allows singleton decks to mimic the proportions of their 60 card equivalents. With small decks and short games, those mistakes are often easier to spot. Instead of thinking about card advantage or tempo or who’s the beatdown, players must determine which cards and interactions matter in the matchup and play accordingly. In the Degenerate Micro Cube, however, that range is greatly reduced, enough so that it is almost always correct to plan in terms of specific, singular cards in yours and your opponent’s decks.
Lands
- I am a strong proponent of Mark Rosewater’s advice to game designers that they make the optimal decisions also the fun decisions, so Vault-Key got the axe.
- For just two cards and four generic mana, which can be paid in installments over two turns, you can take infinite turns and win easily.
- While it might be possible to play enough Sinkholes and Ghost Quarters to make these lands reliably answerable, almost all land destruction is very narrow.
- They are actually much stronger because they negate methods of recurring the milled cards, and would be oppressive in my opinion.
- In the Degenerate Micro Cube, however, that range is greatly reduced, enough so that it is almost always correct to plan in terms of specific, singular cards in yours and your opponent’s decks.
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To put it another way, in constructed formats, the power of storm decks is partially in the explosive card advantage they can generate. The line from your draft and gameplay decisions to the outcome of the game is short — all your choices really matter and you can feel it. The social aspect of in-person games that paper Magic offers has always been important to me, but digital Magic is better than no Magic, so my Cube drafts moved from in-person to online.
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I thought the cube would be the Magic equivalent of taking turns shooting sawn-off shortguns at eachother at point blank range. The concept behind the Singularity Cube wedged it’s way into a corner of my brain when I first read about it in 2017. With so few picks and dramatically fewer wheels, there is much less time to find the open lane at the table. With such small libraries, if winning through mill were possible, I believe it would be a meta-warping and possibly dominant strategy.
- It’s seriously engaging watching it all play out, images alone won’t sell how good it feels to kill an enemy in one turn with thousands of HP.
- In addition to being a card I loathe, Veil is strictly a sideboard card.
- They also open up more creative deckbuilding and sideboarding options, as players who have prioritized fixing have the opportunity to splash for spells in different colors to shore up bad matchups.
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- Cards like Lotus Petal, Dark Ritual, and Simian Spirit Guide enable combo decks to effectively win on turn one.
- The acute impact of sideboarding has a profound effect on otherwise dead draft picks.
For just two cards and four generic mana, which can be paid in installments over two turns, you can take infinite turns and win easily. While it was a controversial decision at the time, even some of the players that were opposed to cutting it have since conceded that it is not missed. Second, and more importantly, Shelldock proved one of the most polarizing cards in the cube. Shelldock Isle — Shelldock Isle was in the cube for a long time, from the first iteration through months of playtesting. Counterspells and discard spells are useful against many cards and are excellent maindeck inclusions, but the 5-10 land removal spells needed to keep Karakas and Maze of Ith in check would mostly clog up sideboards.
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Like swimming with sharks or eating a Ghost pepper, playing the Degenerate Micro Cube is not for everyone. However, if the match does turn into a battle of attrition, decks with a plan for that contingency are better equipped to go long. Alternatively, Emry and Lurrus allow you to repeatedly cast answers or threats from the graveyard, while a card like Red Sun’s Zenith doubles as an inevitable win condition and removal. Instead, I waited a few turns and sequenced Thoughtseize, into Duress, into Channel all in one turn, which taxed my opponent’s answers just enough that I was able to resolve my Channel and win the game. This may seem like a ludicrous decision, but my opponent knew my deck’s strategy, and I knew they had access to free countermagic. While I run a number of free spells in my primary cube, they are not at a sufficient density that I believe it is correct to play around them.
While Ensnaring Bridge or Balance are similarly strong answers to the cheat decks, they can be countered or discarded — Karakas and Maze of Ith cannot. I want resource denial to be a viable strategy in the cube, but Strip Mine allowed any deck to also be a resource denial deck at the cost of only a single card. During its tenure, it was aggressively drafted by any variety of deck and it often more-or-less locked the opponent out of the game even when it wasn’t used in tandem with some recursion, which it often was. Strip Mine — Strip Mine is an amazing card in every format in which its legal, and in the Degenerate Micro Cube it even gets an additional buff from the fact that decks, and therefore land counts, are so small. But, there are a number of cards that lead to play patterns that I don’t think are healthy for the environment or would require narrow answers to keep them appropriately in check. Veil would sometimes be a full-on blank, and unless it is determined in the future that green needs this kind of narrow disruption to be viable, I am against running pure sideboard cards.
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I am a strong proponent of Mark Rosewater’s advice to game designers that they make the optimal decisions also the fun decisions, so Vault-Key got the axe. It was cut because of how narrow the components of the deck and the requisite answers to it are. Time Vault Combo — Time Vault, in combination with Manifold or Voltaic Key, is arguably the best combo in Magic.
With only twenty picks in the draft, I want them all to have strategic signifigance, and slamming a Lotus or Mox Sapphire is a no-brainer. I actually think Lotus, Crypt, and all five Moxen could safely be added to the cube without disrupting things much. You said this was supposed to be degenerate, so why not just play Black Lotus, Mana Crypt, and the true Moxen? Instead, Ancestral Recall, a card I assumed too powerful, is actually just right. I was initially skeptical that Goblin Welder was good enough, until it was proven to be a unique combination of toolbox, inevitability, and creature cheat that is potent if drafted properly.
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Preordain and Ponder, cards I assumed quite strong given their revered status in constructed Magic, were total duds. Instead, our first draft and the reactions of my playgroup blew me away. For a little over a year I tinkered with it on and off, drafting against bots (which are especially bad at drafting this cube), and occasionally discussing it in various online cube communities. 10 card packs at an 8 player table means that you only get a single pick from three quarters of the packs in each direction. I am sure a cube built under these conditions could be engaging, skill-testing, and dynamic, but it’s not what I was interested in exploring. These draws were also somewhat attributable to mistakes on the part of one of the players.
Because they are so situationally powerful and relatively easy to guarantee in your opener, they would completely shut out certain decks and demand enchantment removal or else lose on turn 0. However, because of the small deck size, they can easily be mulled to and therefore play out more like conspiracies. They are actually much stronger because they negate methods of recurring the milled cards, and would be oppressive in my opinion. The relevant Ashioks, Dream Render and Nightmare Weaver, which exile cards from your opponent’s library, are excluded for similar reasons to mill cards. I don’t like the idea of such wildly variable cards, whose variance is largely out of the control of the caster. On the other hand, you might flip half their combo into the yard and win on the spot by pure chance.
Five-color fixing lands are played in any deck with more than one color, and allow drafters to make choices about how much they want to prioritize fixing instead of just rewarding them for the luck of getting passed the right dual land. An early version of the cube included the more typical cycle of original duals, but decks are so small that they don’t really adhere to typical “two-color” models. Under these circumstances, the 15 card minimum deck size becomes a liability, and you need ways to recycle your cards or otherwise assemble some kind of inevitability. However, sometimes unstoppable combos run up against immovable disruption and the game grinds to a halt. With so much free disruption in the cube, players must assume even their tapped-out opponents have interaction and sequence their plays accordingly.
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Trading card lucky max advantage for tempo is one of the strategic axes that must be navigated with care and consideration. The present macro-archetypes are better described as combo, stax/prison, and control, rather than the more prevalent aggro, midrange, and control. Fast combos are inconsistent, powerful strategies like Shops suffer from a lack of redundancy, and the quality of both threats and disruption fall off sharply in singleton. In 2014, MacFarlane released his first-ever Christmas album, “Holiday for Swing,” that debuted at #1 on the iTunes holiday album charts.
That said, the same complexity that makes the cube inhospitable to some is its greatest appeal to others. With greater consistency comes greater control, and greater control rewards skillful, careful play. They choose their line based on limited information, and play towards a range of potential outcomes. Marit Lage can’t kill you if it’s forced to chump block a Blightsteel Colossus on two consecutive turns.
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Scenes of the video are interspersed with Spears singing the song from a billboard and sitting in the middle of a giant star centerpiece, sprinkling glitter down on Lucky. The video begins with Spears telling a story about a very famous Hollywood actress named Lucky, played by Spears herself. In Germany, the song reached number one on the Media Control Charts, being certified gold by the Bundesverband Musikindustrie (BVMI) for shipping over 250,000 units of the single. In Australia, the song peaked at number three, and was later certified platinum by the Australian Recording Industry Association (ARIA), for shipments of more than 70,000 units of the single. On the week of August 28, 2000, “Lucky” debuted at number five on the UK Singles Chart, falling to number six in the following week.
