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Theory

Intellect and Emotion in Game Design: A Personal Cube Journey

October 16th, 2023 — Anthony Mattox

I came to Cube design with a bit of a chip on my shoulder. If my first cube didn’t begin as a challenge to the status quo, my second one certainly did. But that half-joking project didn’t turn out like I expected, and is instead something novel and surprisingly fun.

Starting out, there was a lot I didn’t know about game design. There’s a lot we Magic players are not honest to ourselves about: why we play, what we value in it, and what we mean when we talk about “design”. Understanding ourselves better may help us have more fun in our hobby, and I think it would absolutely make us better curators of Cube.

What’s a Game?

In ~2015 the most vocal elements of the Cube design community shared a common focus: play the better cards. I didn’t get it.1

Many Cube designers are players first. For them, Cube is a format where they can play with all their favorite cards. My curiosities were different. I have a background in design, have some experience building and programming games, and have always been fascinated with systems and generally how things work.

Games

Behind all the aesthetic pieces — dice, cards, mini figs, boards with paths and positions — there’s a process that is “the game” in a pure, systematic sense. There’s a tree of decisions players navigate within the rule structure to advance the state towards some goal. The physical components of tabletop games2 are just props to help track state, guide the understanding of rules, and provide sources of random inputs.

Games as Decision Trees

Mark Rosewater uses a similar framework to distinguish between games and other ‘activities’ or ‘events’ based on the importance of decisions.3 Without meaningful decisions, players are just accounting out the mechanics of a system. The decision tree of possible actions is a straight, unbranched line.

But critically, the distinction between game and activity isn’t purely objective. A system can include trivial branches where one option is unquestionably correct. In Candy Land, players move pieces along a linear path robotically, but occasionally have the choice to take a shortcut. Taking the shortcut is always correct. If a player doesn’t know that, they’ll still have the experience of making choices. As soon as they do understand there is only one right options, the trivial, irrelevant branches are pruned off, the game is solved. The decision tree collapses into a straight line. You may as well just be knitting.

Not a Game

Tic-Tac-Toe takes a little more work to solve. Players are given more options, more branches they could conceivably move down. But just like Candy Land, there is a single dominant strategy. Once a player learns it, they are no longer playing and participating is following the prescriptive strategy, merely doing an activity.

From this context, my ideas about Cube design developed. I wanted to look past the dice and cards and look at the system. My understanding was that a great game was all about creating a rich, meaningful decision tree. Minimizing the extra work and friction of trivial decisions or events that invalidate previous choices players made, and making every decision as meaningful as possible.

Magic “Spikes”

Magic players have borrowed the term "Spike" from Wizards’ design team to describe players primarily motivated by winning.

Ben Stark represented to me the ultimate Spike4 and is a useful model for thinking about the game from the player perspective. He is equally interested in digging down to the bare bones, not for the purpose of creating decision trees, but for pruning them down. You could replace all the illustrations and flavorful names with black and white text and I.D. numbers and you would take away nothing that contributed to his satisfaction in the game.

An actual depiction of what Magic cards look like to Spike

Most of us are not Ben, but we all fall somewhere in the multidimensional spectrum of a range of motivations that he represents one extreme of.

Onward To Cube

When I started designing Cubes, I was excited to make use of the parts of my collection which were irrelevant in other formats. I was also excited flip Magic upside down, unscrew the case, and tinker with it from the absolute inverse perspective from a player: not analyzing which pathways down the decision tree lead to the best chance of winning, but designing the systems that create those trees and making all the branches meaningful and fun.

Designing a Cube, Completely the Regular Way

I took to designing my first Cube, gradually at first and then with growing enthusiasm. I collected a list of cards I was interested in, pored over my collection, found trends and themes I thought were interesting, cut and padded and molded and eventually sleeved up a stack of cards.

This was at the time in the context of a culture that thought of Cube in a specific way: a set of the most powerful cards.5 The commonly accepted reasons to deviate from this standard were hard restrictions: pauper, peasant, plane themed, only cards with cats in the illustration. I wasn’t interested in the power direction — every other way to play Magic is already that, plus we already had a cube in the group following the ‘powerful cards’ archetype. And there was vast space to explore without extra constraints. I just wanted to make something fun that catered to the kind of Magic I liked.

A big part of that went back to the abstract decision tree. As a player, I struggled in the “all the powerful cards” Cube. Opponents would often do things I felt invalidated many of my decisions. I’d moved away from Commander already specifically because of this lack of agency I felt. I’d make decisions moving down one branch of the tree only to have an opponent lop off the whole limb incidentally. Ben Stark, our Spike paragon, has talked about rares in Limited with similar frustration. He’d prefer to throw out rares altogether to avoid games where a high-power card invalidates a whole history of decisions, instead maximizing the number of decisions that could move either player toward victory.

I gravitated towards a particular power level — somewhere around the upper tier uncommons and low tier rares of traditional Limited — a meaty slice of unsung cards full of rich designs.

Whitemane Lion
Murmuring Mystic
Weaponcraft Enthusiast
Rix Maadi Reveler
Giant Growth

I focused on ergonomics. I looked for particular types of complexity in cards that were individually easy to read and understand but created vast networks of emergent complexity when combined.6 This kind of strategic complexity is invisible, and doesn’t intimidate new players, but offers satisfying challenges to the experienced. The goal was to be as deep and re-playable as possible while still being accessible to our playgroup of mixed levels of experience. Even when it came to aesthetics, unless there was a good gameplay reason to make an exception, I wanted visually consistency. I wanted a crystal goblet for pure gameplay.

Since my unique priorities weren’t what drove card prices, this cube was incidentally cheap, making it even more functional. I could comfortably bring it to the shop, a bar, or lend out decks for a tournament.

I named the project the Regular Cube, in a bit of deadpan, self-effacing understatement. But the Regular Cube is also, quietly, a bit defiant. Contrary to what 2015’s self-described Spikes might say, my decisions weren’t gimmicky or out of bounds. I was building a Cube in a completely normal way in accordance with the letter of the rules that defined Cube, while trying to push for a completely different spirit.

Regular Cube

White

Favored Hoplite
Trusted Pegasus
Whitemane Lion
Emeria Angel
Militia Bugler
Phalanx Leader
Grateful Apparition
Ministrant of Obligation
Selfless Spirit
Kor Skyfisher
Adanto Vanguard
Sunhome Stalwart
Thraben Inspector
Territorial Hammerskull
Ardenvale Tactician
Fabled Hero
Faerie Guidemother
Fiend Hunter
Seasoned Hallowblade
Ancestral Blade
Law-Rune Enforcer
Fearless Fledgling
Precinct Captain
Clarion Spirit
Thunderous Orator
Arcbound Prototype
Daring Archaeologist
Odric's Outrider
Illuminator Virtuoso
Recruitment Officer
Enduring Bondwarden
Hopeful Initiate
Yotian Frontliner
Survivor of Korlis
Resolute Reinforcements
Ephemerate
Emerge Unscathed
Shelter
Feat of Resistance
Valorous Stance
Elspeth's Smite
Rout
Planar Outburst
Gird for Battle
Oust
Launch the Fleet
By Invitation Only
Glass Casket
Barbed Spike
Portable Hole
Oblivion Ring
Sentinel's Eyes
Journey to Nowhere
Touch the Spirit Realm
Prayer of Binding
Cooped Up

Blue

Faerie Vandal
Sai, Master Thopterist
Etherium Sculptor
Murmuring Mystic
Fblthp, the Lost
Watcher for Tomorrow
Dungeon Geists
Callous Dismissal
Mulldrifter
Tribute Mage
Shipwreck Dowser
Archaeomender
Pestermite
Frost Trickster
Man-o'-War
Moon-Circuit Hacker
Tolarian Terror
Ninja of the Deep Hours
Thopter Mechanic
Looter il-Kor
Pteramander
Merfolk Looter
Faerie Seer
Network Disruptor
Wingcrafter
Opt
Brainstorm
Essence Scatter
Frantic Search
Exclude
Rain of Revelation
Censor
Syncopate
Negate
Scatter to the Winds
Radical Idea
Neutralize
Into the Roil
Repulse
Thirst for Knowledge
Quench
Curate
Consider
Fading Hope
Make Disappear
Quicken
Remand
Quick Study
Serum Visions
Scour All Possibilities
Portent
Aether Spellbomb
Witching Well
Mnemonic Sphere
Future Sight
Bubble Snare
Curiosity
Curious Obsession
Ophidian Eye
Bitter Chill
Kasmina, Enigmatic Mentor

Black

Cryptbreaker
Diregraf Colossus
Noosegraf Mob
Carrion Feeder
Viscera Seer
Gravecrawler
Blood Artist
Kitesail Freebooter
Cemetery Reaper
Relentless Dead
Marionette Master
Skinrender
Archfiend of Ifnir
Plague Belcher
Priest of Forgotten Gods
Audacious Thief
Sling-Gang Lieutenant
Graveshifter
Weaponcraft Enthusiast
Vault Skirge
Liliana's Devotee
Lampad of Death's Vigil
Legion Vanguard
Nested Shambler
Spark Reaper
Syndicate Trafficker
Scorn-Blade Berserker
Plague Spitter
Toshiro Umezawa
Ob Nixilis's Cruelty
Murder
Drag to the Underworld
Village Rites
Ulcerate
Fungal Infection
Lash of Malice
Eliminate
Grasp of Darkness
Cut Down
Collective Nightmare
Echoing Decay
Blood for Bones
Eliminate the Competition
Read the Bones
Witch's Vengeance
Macabre Waltz
Duress
Drown in Sorrow
Bloodchief's Thirst
Bone Shards
Feed the Swarm
Unearth
Drown in Ichor
Bolas's Citadel
Executioner's Capsule
Malefic Scythe
Dead Weight

Red

Dire Fleet Daredevil
Dark-Dweller Oracle
Firefist Striker
Monastery Swiftspear
Goblin Engineer
Feldon of the Third Path
Guttersnipe
Abbot of Keral Keep
Mogg War Marshal
Charging Monstrosaur
Ahn-Crop Crasher
Goblin Cratermaker
Dreadhorde Arcanist
Spellgorger Weird
Bogardan Dragonheart
Merchant of the Vale
Rimrock Knight
Goblin Wizardry
Heartfire Immolator
Young Pyromancer
Bomat Courier
Earthshaker Khenra
Grim Lavamancer
Dragon's Rage Channeler
Changeling Berserker
Embereth Shieldbreaker
Simian Sling
Mayhem Patrol
Legion Loyalist
Scrapwork Mutt
Rabbit Battery
Hangar Scrounger
Voldaren Epicure
Feldon, Ronom Excavator
Thrill of Possibility
Fiery Temper
Lightning Strike
Magma Jet
Magmatic Sinkhole
Fists of Flame
Borrowed Hostility
Volt Charge
Heartfire
Chandra's Pyrohelix
Shock
Reckless Rage
Fire Prophecy
Flowstone Infusion
Lava Dart
Expedite
Burning Sun's Fury
Crimson Wisps
Blazing Crescendo
Claim the Firstborn
Arc Lightning
Lava Coil
Kari Zev's Expertise
Go for Blood
Avacyn's Judgment
Reckless Charge
Weaponize the Monsters

Green

Hero of Leina Tower
Saddled Rimestag
Kraul Harpooner
Experiment One
Syr Faren, the Hengehammer
Pelt Collector
Courser of Kruphix
Reclamation Sage
Hungering Hydra
Dryad Greenseeker
Jadelight Ranger
Waker of the Wilds
Embodiment of Insight
Sylvan Advocate
Ranging Raptors
Undergrowth Champion
Thrashing Brontodon
Elvish Reclaimer
Woodland Champion
Pollenbright Druid
Voyaging Satyr
Hope Tender
Earl of Squirrel
Yeva, Nature's Herald
Honored Hydra
Call of the Herd
Boon Satyr
Saproling Migration
Masked Vandal
Nessian Hornbeetle
Loathsome Chimera
Foundation Breaker
Scurry Oak
Urban Daggertooth
Somberwald Stag
Chomping Kavu
Placid Rottentail
Cankerbloom
Silverfur Partisan
Haywire Mite
Coiling Stalker
Legolas, Master Archer
Intrepid Trufflesnout
Band Together
Blossoming Defense
Ambuscade
Giant Growth
Fungal Rebirth
Snakeskin Veil
Flourishing Strike
Tail Swipe
Broken Wings
Emergent Sequence
Abundant Harvest
Dryad's Revival
Bushwhack
Squirrel Nest
Keen Sense
Audacity
Vivien, Champion of the Wilds

Multicolor

Shalai, Voice of Plenty
Knight of the Reliquary
Nature's Chant
Emmara, Soul of the Accord
Prepare // Fight
Voice of Resurgence
Maja, Bretagard Protector
Captured by Lagacs
Juniper Order Rootweaver
Raff Capashen, Ship's Mage
Noyan Dar, Roil Shaper
Warrant // Warden
Depose // Deploy
Reflector Mage
Chrome Courier
Protect the Negotiators
Battlewise Hoplite
Threadbind Clique
Baleful Strix
Discovery // Dispersal
Soul Diviner
Sphinx Summoner
Ingenious Infiltrator
Bedeck // Bedazzle
Rix Maadi Reveler
Judith, the Scourge Diva
Angrath, Captain of Chaos
Dreadhorde Butcher
Blazing Specter
Aggressive Sabotage
Balduvian Atrocity
Terminal Agony
Burning-Tree Emissary
Domri's Ambush
Collision // Colossus
Thrash // Threat
Grumgully, the Generous
Yavimaya Iconoclast
Bloodbraid Elf
Fires of Yavimaya
Tidehollow Sculler
Corpse Knight
Cruel Celebrant
Graceful Restoration
Fleshtaker
Phyrexian Missionary
Jhoira, Weatherlight Captain
Saheeli, Sublime Artificer
Sprite Dragon
Electrolyze
Balmor, Battlemage Captain
Poison-Tip Archer
Slimefoot, the Stowaway
Ravenous Squirrel
Winding Constrictor
Korozda Guildmage
Putrefy
Anax and Cymede
Swiftblade Vindicator
Integrity // Intervention
Figure of Destiny
Heroic Reinforcements
Baird, Argivian Recruiter
River Hoopoe
Merfolk Skydiver
Elvish Hydromancer
Shardless Agent
Vedalken Heretic
Applied Biomancy
Ivy, Gleeful Spellthief

Colorless

Mortarpod
Myr Retriever
Traxos, Scourge of Kroog
Pilgrim's Eye
Filigree Familiar
Scrap Trawler
Steel Overseer
Metallic Mimic
Perilous Myr
Sparring Construct
Flayer Husk
Bloodline Pretender
Gingerbrute
Myr Sire
Weatherlight
Prophetic Prism
Untethered Express
Chromatic Star
Renegade Map
Mazemind Tome
Heraldic Banner
Chromatic Sphere
Quick-Draw Dagger
Mask of Memory

Lands

Ash Barrens
Blinkmoth Nexus
Prismatic Vista
Prismatic Vista
Prismatic Vista
Prismatic Vista
Prismatic Vista
Prismatic Vista
Prismatic Vista
Prismatic Vista
Mutavault
Access Tunnel
Mishra's Factory
Ash Barrens
Ash Barrens
Ash Barrens
Shelldock Isle
Faerie Conclave
Treetop Village
Celestial Colonnade
Temple of Enlightenment
Azorius Chancery
Razortide Bridge
Stirring Wildwood
Horizon Canopy
Selesnya Sanctuary
Temple Garden
Wooded Bastion
Raging Ravine
Temple of Abandon
Gruul Turf
Stomping Ground
Fire-Lit Thicket
Lumbering Falls
Temple of Mystery
Waterlogged Grove
Simic Growth Chamber
Fetid Pools
Temple of Deceit
Dimir Aqueduct
Creeping Tar Pit
Inspiring Vantage
Temple of Triumph
Sunbaked Canyon
Sacred Foundry
Rugged Prairie
Battlefield Forge
Temple of Malady
Nurturing Peatland
Golgari Rot Farm
Witherbloom Campus
Temple of Epiphany
Fiery Islet
Izzet Boilerworks
Prismari Campus
Temple of Silence
Silent Clearing
Orzhov Basilica
Caves of Koilos
Canyon Slough
Rakdos Carnarium
Temple of Malice
Sulfurous Springs

But Does it Float

Unsurprisingly, the Regular Cube had some issues at first. Matches were a little too slow, some colors didn’t have a clear identity, and players were unsure of what strategies made sense. A few individual cards dominated and others fell flat. I knew playtesting was the most important part of game design, so I made sweeping changes at first and then gradually smaller adjustments. Through playing, observing, and iterating, the list got to a place I was happy with it.

The initial reception to the Regular Cube was mixed. People were happy to try something different, but there was some confusion in the local playgroup. Why would I have included a particular card when clearly there was a “better”, similar option? This sometimes manifested in frustrating play experiences: “I could have won if my cards had just been better”. But to me that didn’t make any sense! Everyone’s drafting from the same pool. If that player’s cards were better, so would have all their opponents’. It’s zero sum. I wanted to tell people not to criticize the card choices, just focus on trying to win in this particular context.

I wasn’t trying to pick the best individual cards, I was trying to pick a system of cards that created the densest, highest agency decision trees. Avoiding the highest-power cards and choosing from the thick, middle chunk gave me a huge allowance of design flexibility. I wasn’t bumping up against the rough, irregular ceiling of powerful Magic cards, with only one direction to move in. As I iterated based on play experience, I could tune the Regular Cube down or up in power level.7

Gradually, reception improved. The Regular Cube got closer to my goals, and expectations around the gameplay started to gel. I think the second was a lot more important to people having a good time.

Outside the group, in the broader community online, it was more difficult. The suggestions to replace cards with strictly better options were common. Folks weren’t impolite, or incorrect in their intent, but their suggestions were presented as obvious and easy changes that would “improve” a particular card slot. My goals and the whole-system approach were difficult to communicate.

I designed some other Cubes, exploring the space from different angles, focusing on different aspects, imposing restrictions. Restrictions can breed creativity by forcing you to come up with novel solutions. Novel solutions could potentially be poured back into and improve Regular Cube.

The Cube Spikes

I simmered in light frustration about the way Cube was talked about. Design, I thought, was how the components of the system internally related to each other. “Improving” components of that system made no sense when they all existed in relative tension against each other. Some players called themselves “Spike cube designers,” justifying their affinity for powerful.

They were following this analogy: A Spike plays the best cards in their decks, therefore they, as a designer, will include the best cards in their Cube. This analogy makes a lot of sense superficially, but loses a lot of usefulness by skipping over steps, and clouded community discourse about design. A “Spike” is a player defined by their primary motivation to win. Playing the best cards is an important step towards winning more games. “Winning” at Cube design, at least the sense I was interested in, is actually something totally different: creating a fun game.

This disconnect is more extreme if we step beyond of Cube and think about Magic card design altogether. Cube has the bumper rails up. You can add any Magic cards you want, and the rule system and cards work to make a functional game. If we took this “Player Spike” mentality to designing cards from scratch, it immediately falls apart. Lightning Bolt would be better if it did 4 damage, or maybe even 5. But why stop there? How about a clean 20? Why encumber it with a resource system at all? Let’s make it cost {0} and give it Split Second just to be safe.

Spike players will always play “Better Lightning Bolt”, but the specious Spike mentality doesn’t work when applied to design. It just creates dice rolls. Being a Spike design means something completely different.

It’s Turbo Time

With me in this head-space, the Turbo Cube began as a wry demonstration of the absurdity of the “better cards” mentality.

The seed was planted through a “Turbo Draft” event on Arena, a special Ikoria bot draft with the twist that all spells cost {5} less.

This sparked an idea. If everyone’s so sure more powerful cards are objectively more fun, why not let them have it? Why not take on that bigger role as the designer and change the rules of the game to make all the cards “objectively” more powerful. What greater way could there be to turn the spotlight upon and to trivialize the absurd fetishization of “power”?

Well, if I was going to do it, I was going to try to make it interesting. I drew up a plan: {5} mana was too big a discount. Even in the Arena event, only a small number of cards in the set were relevant. A card that originally costed {5}{R} is likely to be wildly more powerful than one that costed {1}{R}, once the discount is applied. There are vastly more Magic cards at lower mana values, so a smaller discount would be more flexible. I figured {2} would have the best balance of being a major change while retaining the most cards to work with. I expanded the discount to all effects players initiate, both spells and activated abilities, which avoided some awkward scaling and felt natural.

I laid out a few other guidelines: excluding cards that were individually broken (think Basalt Monolith), avoiding some confusing interactions,8 and favoring cards that get tweaked in interesting and impactful ways. Then I dove into Scryfall. I focused my search particularly on cards with costs of exactly {2} and {2} with a single colored pip, assuming (correctly) most things more expensive would be completely outclassed.

It was thrilling. I was doomed from the start. Prophetic Prism became not only a Mox but a rainbow mox that also drew a card! Eggs became cantripping rituals. The number of junk cards that made Goblin Guide look trashy would make anyone giddy. Sorry Counterspell, Convolute is embarrassing you. Wouldn’t it be cooler if Thoughtseize could Coerce you to discard lands too? Somehow there’s still no strictly better Lightning Bolt… but I’ll take Char and half a dozen other cards to deal 4 for 1 mana.

Like my previous cubes, I accumulated a list, found some trends, and mushed it into shape. Artifacts were an easy theme to emphasize, unsurprisingly. Land Cycling could create a novel suite of mana fixing. Red Aggro jumped off the page. Green presented some challenges… but when in doubt, I doubt you can go wrong with Saprolings, right!? I leaned into the Turbo aesthetic. Signets are powerful, don’t have the explosive vibe of eggs that, while ephemeral, dig through the deck. I added plenty of cycling cards and reusable abilities so players could really go ham.

The first playtests of the Turbo Cube were a little rocky. There were some broken interactions (in the literal R&D sense creating zero-decision, dominant strategies. Back to playing Candy Land!) We learned that the disparity between discounting spells at 2, 3, and 4 mana was even more extreme than I anticipated, so we brought the curve down. Green got a little turbo lands theme giving it its own explosive potential. The list improved, and, like Regular Cube, the experience improved tremendously with clearer expectations. Expectations that we could communicate to new players too: Heads up, the first time is a shock. Your opponent, on turn 1, just might attack you with 12 creatures, draw their whole deck, mill you out, or hit with a 50 pound laser. But enjoy the puzzle of it and try to figure out how to be the one to do that, or to be prepared stop them next time. Also try to win the die roll. That’s really, really important.

I softened some initial guidelines. I threw in some iconic cards that were already kinda broken under normal circumstances. Disregarding ergonomics, I added double faced cards, cards with irrelevant text, funny interactions, and all the best least readable cards Wizard’s new penchant ludicrous variants had to offer. For a bit, I even added my cycle of original dual lands, cannibalized from dusty commander decks. The Turbo Cube became a thing. It was a place to be ridiculous, luxurious, and decadent. I even filled the basic land box with nonsense to match.

Turbo Cube

White

Kinjalli's Sunwing
Monastery Mentor
Heliod, Sun-Crowned
Vryn Wingmare
Bygone Bishop
Stonecloaker
Militia Bugler
Valiant Rescuer
Oketra's Attendant
Porcelain Legionnaire
Recruiter of the Guard
Thalia, Guardian of Thraben
Thalia, Heretic Cathar
Mirror Entity
Elite Spellbinder
Timeless Dragon
Glowrider
Archon of Emeria
Cathar Commando
Spirit of the Labyrinth
Aven Mindcensor
Eidolon of Rhetoric
Stoneforge Mystic
Angel of the Ruins
Phyrexian Censor
Alabaster Host Intercessor
Boromir, Warden of the Tower
Settle the Wreckage
Radiant's Judgment
Forsake the Worldly
Apostle's Blessing
Heliod's Intervention
Topple the Statue
Day of Judgment
Cleansing Nova
Rout
Shatter the Sky
Wrath of God
Sevinne's Reclamation
Banishing Light
Prison Realm
Cage of Hands
Oblivion Ring
Bound in Gold
Astral Drift

Blue

Chasm Skulker
Emry, Lurker of the Loch
Nimble Obstructionist
Urza, Lord High Artificer
Archaeomender
Spined Thopter
Jace, Vryn's Prodigy
Phyrexian Metamorph
Spellskite
Tribute Mage
Trinket Mage
Snapcaster Mage
Sai, Master Thopterist
Cloud of Faeries
The Reality Chip
Shoreline Ranger
Combat Courier
Transplant Theorist
Chrome Host Seedshark
Thirst for Knowledge
Whirlwind Denial
Convolute
Syncopate
Miscalculation
Paradoxical Outcome
Condescend
Calculated Dismissal
Complicate
Force of Will
Exclude
Force of Negation
Hurkyl's Recall
Rebuild
Thoughtbind
Supreme Will
Unwind
Snap
Frantic Search
Countervailing Winds
Windfall
Clear the Mind
Fabricate
Step Through
Tezzeret's Gambit
Midnight Clock
Ominous Seas
Trade Routes
Mystic Redaction
Teferi's Tutelage
Jace, the Mind Sculptor

Black

Midnight Reaper
Yawgmoth, Thran Physician
Archfiend of Ifnir
Scrapheap Scrounger
Kitesail Freebooter
Knight of the Ebon Legion
Vault Skirge
Infected Vermin
Woe Strider
Plague Engineer
Egon, God of Death
Gurmag Angler
Twisted Abomination
Ob Nixilis's Cruelty
Heartless Act
Murderous Cut
Dismember
Force of Despair
Ultimate Price
Shadow of the Grave
Toxic Deluge
Ichor Slick
Wander in Death
Damnation
Epic Downfall
Finale of Eternity
Coercion
Doomfall
Memory Leak
Toll of the Invasion
Read the Bones
Stupor
Collective Brutality
Extinction Event
Yawgmoth's Will
Go Blank
Pointed Discussion
Back for Seconds
Bastion of Remembrance
Minion's Return
Necromancy
Deadly Designs
Night of Souls' Betrayal

Red

Hanweir Garrison
Legion Warboss
Krenko, Tin Street Kingpin
Rampaging Ferocidon
Irencrag Pyromancer
Bonecrusher Giant
Rooting Moloch
Bomat Courier
Dark-Dweller Oracle
Nettle Drone
Lightning Phoenix
Subira, Tulzidi Caravanner
Hellrider
Thopter Engineer
Goblin Rabblemaster
Anje's Ravager
Pia and Kiran Nalaar
Imperial Recruiter
Harsh Mentor
Firebrand Archer
Ardent Electromancer
Birgi, God of Storytelling
Laelia, the Blade Reforged
Arcbound Tracker
Captain Ripley Vance
Plundering Barbarian
Ruin Grinder
Devilish Valet
Cemetery Gatekeeper
Voldaren Thrillseeker
Ahn-Crop Crasher
Volt Charge
Flame Spill
Soul Sear
Bombard
Risk Factor
Char
Pyrokinesis
Flame Sweep
Heated Debate
Fiery Confluence
Lava Coil
Wheel of Fortune
Arc Lightning
Rolling Earthquake
By Force
Galvanic Relay
Into the Fire
Weaponize the Monsters
Underworld Breach
Molten Nursery
Chandra, Torch of Defiance

Green

Jade Mage
Azusa, Lost but Seeking
Tireless Tracker
Rhonas the Indomitable
Fyndhorn Elder
Llanowar Visionary
Reclamation Sage
Oracle of Mul Daya
Manglehorn
Wood Elves
Vizier of the Menagerie
Managorger Hydra
Scurry Oak
Masked Vandal
Jade Mage
Jade Mage
Copper Myr
Ramunap Excavator
Dryad of the Ilysian Grove
Wayward Swordtooth
Viridian Shaman
Hooting Mandrills
Collector Ouphe
Elvish Aberration
Elvish Spirit Guide
Beast Within
Pulse of Murasa
Wilt
Krosan Grip
Appetite for the Unnatural
Harrow
Force of Vigor
Cultivate
Root Out
Explore
Search for Tomorrow
Broken Bond
Grow from the Ashes
Crack Open
Chatterstorm
Deconstruct
Nature's Lore
Summer Bloom
Glimpse of Nature
Overgrowth
Assault Formation
Curse of Predation
Fastbond
Holistic Wisdom

Multicolor

Kiora, Behemoth Beckoner
Oko, Thief of Crowns
Migratory Route
Skycloud Egg
Sanctum Plowbeast
Pale Recluse
Sungrass Egg
Sylvan Reclamation
Mossfire Egg
Ancient Grudge
Valley Rannet
Manamorphose
Treacherous Terrain
Shadowblood Egg
Daretti, Ingenious Iconoclast
Igneous Pouncer
Grave Upheaval
Darkwater Egg
Jhessian Zombies
Ancient Excavation
Hostage Taker
Lingering Souls
Reduce // Rubble
Saheeli, Sublime Artificer
Jhoira, Weatherlight Captain
Chatterfang, Squirrel General
Savai Crystal
Indatha Crystal
Mythos of Nethroi
Ketria Crystal
Raugrin Crystal
Zagoth Crystal
Kaleidostone

Colorless

Stonecoil Serpent
Hollow One
Arcbound Ravager
Lesser Masticore
Phyrexian Revoker
Steel Overseer
Jousting Dummy
Farmstead Gleaner
Gingerbrute
Metallic Mimic
Palladium Myr
Scrap Trawler
Hangarback Walker
Myr Retriever
Walking Ballista
Chief of the Foundry
Jawbone Skulkin
Crashing Drawbridge
Monoskelion
Myr Superion
Containment Construct
Halo Scarab
Salvaged Manaworker
Syr Ginger, the Meal Ender
Environmental Sciences
Alchemist's Vial
Ichor Wellspring
Prophetic Prism
Golden Egg
Smuggler's Copter
Mind Stone
Sleeper Dart
Mirage Mirror
Aetherflux Reservoir
Scrabbling Claws
Armillary Sphere
Wayfarer's Bauble
Guild Globe
Synod Sanctum
Bag of Holding
Trip Noose
Pathway Arrows
Chromatic Star
Chromatic Sphere
Conjurer's Bauble
Vial of Dragonfire
Cranial Archive
Mazemind Tome
Retrofitter Foundry
Mycosynth Wellspring
Umezawa's Jitte
Expedition Map
Spare Supplies
Skullclamp
Voltaic Key
Mortarpod
Strionic Resonator
Mystic Forge
Doubling Cube
Goldvein Pick
Lithoform Engine
Void Mirror
Nettlecyst
Brainstone
Ring of Valkas
Elsewhere Flask
Sunset Pyramid
Sol Ring
Elixir of Immortality
Altar of Dementia
Pacification Array
Mimic
Stuffed Bear
Moonsilver Key
Jack-o'-Lantern
Sphere of Resistance
Thorn of Amethyst
Swiftfoot Boots
Horn of Greed
Crucible of Worlds
Ecologist's Terrarium
Reckoner Bankbuster
Levitating Statue
Wizard's Rockets
Collector's Vault
Three Bowls of Porridge

Lands

Gaea's Cradle
Tolarian Academy
Ash Barrens
Mishra's Factory
Buried Ruin
Cave of Temptation
Urza's Saga
Nykthos, Shrine to Nyx
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Polluted Delta
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Scattered Groves
Temple Garden
Temple Garden
Temple Garden
Canyon Slough
Blood Crypt
Blood Crypt
Blood Crypt
Sheltered Thicket
Stomping Ground
Stomping Ground
Stomping Ground
Steam Vents
Steam Vents
Fiery Islet
Steam Vents
Overgrown Tomb
Overgrown Tomb
Nurturing Peatland
Overgrown Tomb
Irrigated Farmland
Hallowed Fountain
Hallowed Fountain
Hallowed Fountain
Breeding Pool
Breeding Pool
Waterlogged Grove
Breeding Pool
Sacred Foundry
Sacred Foundry
Sunbaked Canyon
Sacred Foundry
Fetid Pools
Watery Grave
Watery Grave
Watery Grave
Godless Shrine
Godless Shrine
Silent Clearing
Godless Shrine

Oh no.

In spite of my original intentions, Turbo Cube was fun. Really fun.

I don’t think I was wrong about my earlier, more formulaic ideas about what made good games.. The abstract model of game play as a decision tree is useful. It’s relevant to understand how games work in their bones without their aesthetic trappings. And, to be fair, I never said more powerful cards were less fun, I just said they weren’t objectively more fun.

But I was missing a lot. Games are not just an analytical enterprise. Even without aesthetics, the shape of that decision tree has a huge impact on the experience beyond just more meaningful decisions being better. It’s easy to think we’re just here to win and it’s all about good gameplay, not the artwork, or aesthetics, or personal stories, or excited tension of whether you’ll hit the right topdeck. It sounds more serious and like a justifiable demonstration of intellectual prowess to say all those things don’t matter. But we’re not really being honest if we do. Games are as much an emotional enterprise as an intellectual one, if not more so.

Feel Something

Maximizing player agency in the perfectly ramified decision space is a good start. But the irregularities, fast linear corridors, tangles, tense moments, dead ends, and the variety among these are part of an important emotional experience with a game.

We can call a turn 1 combo win, before every player even has a chance to draw a card, a failure of game design. We can also recognize the power of that experience: the frustration and disappointment that can draw a player in to trying to turn the tables next time; the curiosity over the complex puzzle that had to be unravelled to solve the game; the anticipation that can come from not knowing if a sequence will play out; the tactile satisfaction of taking prescriptive actions to reveal whether or not a plan will unfold; the joy when it does and disappointment when it doesn’t. The Turbo Cube has me wondering if we only play games to feel satisfaction and happiness. The disappointments are necessary to define success, but are they purely an unwanted byproduct of a zero-sum experience, or is the whole range of emotions that keeps us coming back to the table?

Players in the Turbo Cube might be aggressively knitting at each other to see who finishes first.9 Arguing whether that’s a “game” is missing a more important question: are people having a good time?

Context Matters

Not only was my Turbo Cube unexpectedly fun, there was another problem with my plan. The gimmick was, if power is fun, then here, just at this special table, these cards are hyper power. That only works if players buy into it. It was a flawed premise from the start because powerful isn’t fun because it’s objectively cheap and efficient, it’s fun because it exists in a context where it’s cheaper and more efficient than other things, and players get a rush from that contrast, which was the whole point I was trying to make while eating my own tail.

In the context of Regular Cube, there is still a most powerful thing you can do. If the game was a purely intellectual experience, then opening up the 5 out of 5 winningest card should be just as exciting as opening up the 10 out of 10 in the “classic cube”. But it isn’t. Players bring their X out of 10 scale that works in the larger context of the game with them.

Switching to the Turbo Cube is a dissonant experience. Opening your first pack full of 10s, 15s, and a 30 out of 10 Prophetic Prism is exciting, but not in the same way or the same degree as open up a real (and might I add much less impressive) Mox Sapphire. Turbo Prism is a more effective game-piece in the broad context, but it doesn’t really exist in that context. And it doesn’t have the allure, history, or recognition of real power that’s such a huge component of our emotional response to it.

The Turbo Cube fails to really incite the kind of reaction I intended, the intellectual realization of seeing the emperor with no clothes, because the experience it was trying to expose was never purely intellectual in the first place. But it does get people excited as they crack a pack and bend their expectations around degenerate new options.

Ir-regular

Where the Turbo Cube is wild and exciting, Regular Cube is “regular” in just about every way. Everything is playable. Nothing sticks out too much. The sharper corners, where things have been too dominant or repetitive, have been chiseled off. The games don’t have the extremes of fast endings or protracted top-decking but follow a relatively predictable pattern. Even the basic lands are uniform, seamless, ergonomic. It’s successful in what it’s supposed to be. It’s useful as an intro to draft. It’s flexible in its homogeneity. It’s rewarding in its depth if you give it some time. It can sit on a shelf for years and come down when people are interested in playing some good clean games of Magic without needing the whole context of the latest constructed meta and newest draft sets. But what the Regular Cube really is not is playful or thrilling. It does just kind of live up to its name.

That might sound like the best option is somewhere between “comfortable regular” and “absurdist turbo”, but really I’m not sure there is a best option. People don’t just want variety, we want variety in our variety. Sometimes we crave the emotional extremes and other times want a more narrow, predictable experience, with smaller highs and lows, in a complex fractal emotional roller coaster.

Read the God Damn Room

There’s not a simple takeaway. In some ways I think the “Spike cube designers” really aren’t doing the design activity they think they are by just collecting all the “best in slot” cards. But that’s only according to my own definitions, however useful I might find them. They’re just pursuing what they feel is compelling, and they may be jumping straight to the experience they’re looking for while I’m laboring trying to derive it from first principles.

If anything stands out, it’s that the most important factor in creating a fun experience turns out to be just setting expectations right.

Coda

I tried to write parts of this article years ago: specifically the part about changing your perspective from the player to the designer, and how the numbers are all made up. An 11 isn’t objectively a better number than a 1010, all that matters is the way those numbers line up relative to others in the system. It turns out writing is hard and I had a difficult time communicating my point, and an even harder time doing it without being an asshole, telling people they’re doing it wrong. It’s probably good that I’m finally getting around to it now with a little more context and humility.

After all, it’s just a game. We shouldn’t take too seriously. Above all, we should be having fun with it. And that’s something I think we should be extremely serious about.

The community has changed drastically in the last half decade (with roots going back much further). Enough people have started going off the rails and doing their own thing for their own creative interests replacing a card with another with a bigger (or smaller) number is no longer the default mindset. I’m heartened by that. It’s not more correct, but for me it’s a lot more fun.


  1. This is a simplification for the sake of the story. While less visible, there were plenty of people using Cube as a way to define their own bounds for their Magic experience. The Riptide Lab forum and Jason Waddell’s writing stand out in particular. But this was still not the mainstream as I experienced it. See Parker LaMascus’s excellent history of cube article for a thorough accounting.
  2. Setting aside physical dexterity games. Games vs sports is a whole other can of pedantic worms I’m happy to leave unopened for now.
  3. Mark Rosewater describes this in Episode 530 of Drive to Work, What is a Game. His definition of games requires 4 things: goals, rules, agency, and not being just part of your normal life.
  4. Listen to LSV trying to engage Ben in a discussion on flavor in episode 339 of Limited Resources.
  5. Please don’t nitpick this. Yes, I understand you’ve opted out of playing power and Oko or whatever and are only playing 334 of the vague “top 360” cards. The point is many cube designers are motivated above anything else to pick the ‘better’, i.e. more ‘powerful’ of two cards given a choice. I started using the term “power motived” to try to skirt the inevitable pushback when things were described as “power maxed”.
  6. Read more from Mark Rosewater on Lenticular Design describing different types of complexity and how games can feel simple while having hidden depth.
  7. This is obviously a constraint of designing a cube with existing cards, and you might argue doesn’t apply to Magic card design. I’d disagree. Magic is a game of small integers. As power creep has pushed the costs smaller and smaller, there’s much less wiggle room to tune the relationship between costs and effects. Small differences can lead to big mistakes. There’s a ceiling to bump into there too.
  8. The list initially did include Drake Haven. It’s always a balance and this guideline was only one consideration. With the abundance of cards with Cycling, it seemed interesting enough to warrant the risk. But when you put how much fun it was and the potential for confusion on the scales there turned out to be no contest. Sorry to the drafters at CubeCon 2022. While I relaxed some other guidelines, I tightened the rule on excluding triggered abilities with costs.
  9. Or substitute your favorite repetitive solo activity.
  10. I mean really, have people really not watched Spinal Tap? They pretty much summed up the whole thing right there.

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Reforge the Soul — Jaime Jones