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Design

Pulp Nouveau — A Tribute to Drafting Basic Lands

October 16th, 2023 — Parker LaMascus

Table of Contents

If there is a single distillation of the experience of Magic deckbuilding and gameplay, it is Cube Draft. Combine the game’s fundamental effects with the blank canvas of a draft, unshackle that experience from an attention economy, and a primal mix of analysis and risk-taking emerges.

But what happens if the novelty of Limited has worn off? What if opening a pack with power, history, and nostalgia isn’t as magical as it once was? Perhaps it’s time to up the stakes, and Cube is just the place to do it…

Take Magic’s most foundational assumption – the guarantee of unlimited basic lands – and rip it into shreds; light it on fire. It won’t help where you’re headed.

Introducing Pulp Nouveau: a new twist on land-restricted cubes, an environment where the only freely available basic land is Swamp.

Pulp Nouveau

White

Stonebinder's Familiar
Thraben Inspector
Thraben Inspector
Weathered Wayfarer
Containment Priest
Giada, Font of Hope
Illuminator Virtuoso
Professor of Symbology
Professor of Symbology
Raffine's Informant
Raffine's Informant
Serra Avenger
Sungold Sentinel
Thalia, Guardian of Thraben
Angelic Sleuth
Inspiring Overseer
Resplendent Marshal
Stalwart Valkyrie
Scrapwork Cohort
Yotian Frontliner
Thraben Heretic
Gods Willing
Fateful Absence
Study Break
Guiding Voice
Sunlance
Declaration in Stone
Recommission
Reduce to Memory
Sevinne's Reclamation
Citizen's Crowbar
Cast Out
Conclave Tribunal
Murder Investigation
Journey to Oblivion
Secluded Steppe
Secluded Steppe
Secluded Steppe

Blue

Benthic Biomancer
Cobbled Lancer
Enclave Cryptologist
Pteramander
Deranged Assistant
Faerie Vandal
Merfolk Looter
Nightveil Sprite
Wharf Infiltrator
Dream Strix
Skaab Ruinator
Curator of Mysteries
Body Double
Drownyard Behemoth
Vexing Scuttler
Combat Courier
Combat Courier
Omen Hawker
Cloudfin Raptor
Ghostly Pilferer
Bazaar Trademage
Obsessive Search
Thought Scour
A Little Chat
Just the Wind
Logic Knot
Make Disappear
Mission Briefing
Remove Soul
Unexplained Disappearance
Circular Logic
Divide by Zero
Hieroglyphic Illumination
Sinister Sabotage
Thought Scour
Hard Evidence
Chart a Course
Deep Analysis
Drake Haven
Witness Protection
In Too Deep
Jace, Cunning Castaway
Lonely Sandbar
Lonely Sandbar
Lonely Sandbar

Black

Ruthless Cullblade
Deadeye Tracker
Death's Shadow
Eyetwitch
Night Market Lookout
Shadow Alley Denizen
Thieves' Guild Enforcer
Ashnod's Harvester
Asylum Visitor
Bloodghast
Crooked Custodian
Dogged Detective
Heir of Falkenrath
Nullpriest of Oblivion
Priest of Forgotten Gods
Skirsdag High Priest
Skyclave Shade
Syndicate Trafficker
Blood Operative
Renegade Reaper
Ruin Raider
Sanguine Spy
Braids, Cabal Minion
Kitchen Imp
Cleaving Reaper
Ogre Slumlord
Abundant Maw
Distended Mindbender
Shadow of Mortality
Bloodlord of Vaasgoth
Cutthroat Contender
Vampire Lacerator
Shadowborn Demon
Hell Mongrel
Olivia's Dragoon
Scorn-Blade Berserker
Mari, the Killing Quill
Demonic Taskmaster
Soulflayer
Scrapheap Scrounger
Dread Wanderer
Faerie Dreamthief
Ovalchase Daredevil
Dark Ritual
Tragic Fall
Tragic Fall
Tragic Fall
Last Gasp
Price of Fame
Price of Fame
Price of Fame
Price of Fame
Village Rites
Duress
Grisly Sigil
Unearth
Hunt for Specimens
Blood for Bones
Thwart the Grave
Ransack the Lab
Transmogrant's Crown
Mukotai Soulripper
Call the Bloodline
Gift of Fangs
Dakmor Salvage

Red

Blazing Rootwalla
Falkenrath Gorger
Falkenrath Pit Fighter
Goldhound
Grim Lavamancer
Insolent Neonate
Unlucky Witness
Unlucky Witness
Flameblade Adept
Conspiracy Theorist
Earthshaker Khenra
Magmatic Channeler
Riveteers Requisitioner
Young Pyromancer
Feldon of the Third Path
Squee, Goblin Nabob
Tuktuk the Explorer
Anger
Jaxis, the Troublemaker
Retriever Phoenix
Reckless Wurm
Scrapwork Mutt
Scrapwork Mutt
Ox of Agonas
Furyblade Vampire
Dragon's Rage Channeler
Skophos Reaver
Bogardan Dragonheart
Academic Dispute
Fiery Temper
Unholy Heat
Heartfire
Thrill of Possibility
Demonfire
Faithless Looting
Mugging
Pillar of Flame
Strangle
Avacyn's Judgment
Light 'Em Up
Rob the Archives
Igneous Inspiration
Igneous Inspiration
Nahiri's Wrath
Start from Scratch
Mishra's Research Desk
Mishra's Research Desk
Bitter Reunion
Tibalt, Rakish Instigator
Forgotten Cave
Forgotten Cave
Forgotten Cave

Green

Jaspera Sentinel
Basking Rootwalla
Experiment One
Blanchwood Prowler
Fauna Shaman
Gala Greeters
Growth-Chamber Guardian
Growth-Chamber Guardian
Growth-Chamber Guardian
Noose Constrictor
Noose Constrictor
Venom Connoisseur
Deathgorge Scavenger
Jadelight Ranger
Jewel Thief
Splinterfright
Elegant Entourage
Kessig Cagebreakers
Honored Hydra
Hooting Mandrills
Ghoultree
Mockery of Nature
Narnam Renegade
Bouncer's Beatdown
Luxurious Libation
Caravan Vigil
Channel
Edge of Autumn
Call of the Herd
Containment Breach
Eldritch Evolution
Life from the Loam
Winding Way
Dodgy Jalopy
Birthing Pod
Vivien on the Hunt
Tranquil Thicket
Tranquil Thicket
Tranquil Thicket

Multicolor

Scheming Fence
Temmet, Vizier of Naktamun
Rix Maadi Reveler
Alesha, Who Smiles at Death
Lazav, the Multifarious
Snooping Newsie
Marchesa, the Black Rose
Dimir Doppelganger
Prized Amalgam
Eloise, Nephalia Sleuth
Oskar, Rubbish Reclaimer
Asmoranomardicadaistinaculdacar
Grenzo, Dungeon Warden
Judith, the Scourge Diva
Black Market Tycoon
Dryad Militant
Park Heights Pegasus
Knight of Autumn
Elas il-Kor, Sadistic Pilgrim
High Priest of Penance
Priest of Fell Rites
Blistercoil Weird
Eruth, Tormented Prophet
Jori En, Ruin Diver
Wandering Mind
Slitherhead
Grim Flayer
Dreg Mangler
Sarulf, Realm Eater
Swiftblade Vindicator
Coiling Oracle
Lonis, Cryptozoologist
Slogurk, the Overslime
Prime Speaker Vannifar
Lashweed Lurker
Spara's Adjudicators
Toluz, Clever Conductor
Shattered Seraph
Maestros Diabolist
Glamorous Outlaw
Thraximundar
Ognis, the Dragon's Lash
Masked Bandits
Jinnie Fay, Jetmir's Second
Rakish Revelers
Karador, Ghost Chieftain
Sidisi, Brood Tyrant
Rakdos, Lord of Riots
Linvala, Shield of Sea Gate
Errant and Giada
Kaalia of the Vast
Renegade Rallier
Radha, Heart of Keld
Ghor-Clan Rampager
Battlewing Mystic
Body Dropper
Warrant // Warden
Unlicensed Disintegration
Unlicensed Disintegration
Mortify
Mortify
Izzet Charm
Lightning Helix
Prepare // Fight
Putrefy
Claim // Fame
Vigor Mortis
Thought Erasure
Thought Erasure
Connive // Concoct
Cut // Ribbons
Grave Upheaval
Domri's Ambush
Travel Preparations
Can't Stay Away
Inkling Summoning
Unburial Rites
Elemental Summoning
Maelstrom Pulse
Fractal Summoning
Neoform
Pest Summoning
Spirit Summoning
Courier's Briefcase
Prosperous Partnership
Brokers Ascendancy
Domri, Anarch of Bolas
Nahiri, the Harbinger
Adarkar Wastes
Azorius Chancery
Glacial Fortress
Dimir Aqueduct
Drowned Catacomb
Underground River
Dragonskull Summit
Rakdos Carnarium
Sulfurous Springs
Gruul Turf
Karplusan Forest
Rootbound Crag
Brushland
Selesnya Sanctuary
Sunpetal Grove
Caves of Koilos
Isolated Chapel
Orzhov Basilica
Izzet Boilerworks
Shivan Reef
Sulfur Falls
Golgari Rot Farm
Llanowar Wastes
Woodland Cemetery
Battlefield Forge
Boros Garrison
Clifftop Retreat
Hinterland Harbor
Simic Growth Chamber
Yavimaya Coast
Llanowar Wastes
Underground River
Sulfurous Springs
Caves of Koilos

Colorless

Hollow One
Environmental Sciences
Environmental Sciences
Environmental Sciences
Environmental Sciences
Expanded Anatomy
Expanded Anatomy
Introduction to Prophecy
Mascot Exhibition
Introduction to Annihilation
Chromatic Star
Scrabbling Claws
The Underworld Cookbook
The Underworld Cookbook
Getaway Car
Scrabbling Claws
Fleetwheel Cruiser
Daredevil Dragster

Lands

Hallowed Fountain
Watery Grave
Blood Crypt
Stomping Ground
Temple Garden
Godless Shrine
Steam Vents
Overgrown Tomb
Sacred Foundry
Breeding Pool
Ash Barrens
Ash Barrens
Ash Barrens
Fabled Passage
Forest
Forest
Forest
Forest
Forest
Forest
Forest
Forest
Forest
Hall of Oracles
Island
Island
Island
Island
Island
Island
Island
Island
Island
Island
Mountain
Mountain
Mountain
Mountain
Mountain
Mountain
Mountain
Mountain
Mountain
Mountain
Plains
Plains
Plains
Plains
Plains
Plains
Plains
Plains
Plains
Spire of Industry
Thran Portal
Guildmages' Forum
Uncharted Haven
Uncharted Haven
Uncharted Haven
Forest
Plains
Follow and draft Pulp Nouveau on Cube Cobra.

Soon to be featured at CubeCon 2023, Pulp Nouveau is my tribute to the long tradition of land-restricted Limited. I’ve loved the way this high-stakes format recontextualizes Cube design and Magic gameplay, but getting here was no easy challenge. To mark the trail for other aspiring land-restricted cube owners, I’ll trace the history of land-restricted cubes and the design story of Pulp Nouveau.

Desert Cubes

Desert
Kindle
Welkin Hawk
Mungha Wurm

CubeTutor user “loxodon_meyerarch” created the first land-restricted cube, Corince Desert, in the mid-2010s. Corince had a singular devotion to the flavor that Desert implied, themes of harshness and scarcity. In this list you’ll find 16(!) copies of Desert, Kindle, and other key cards; disproportionate representation of {R}; and themes of sand, oases, and aridness. But Corince prioritized its theme of Desert so seriously that it even redesigned the very mechanics of Limited. In the Corince Desert, every land must be drafted, even the basics. During the draft of Corince’s 432 cards across three 18-card packs, drafters would find that nonbasics were often inefficient or painful, highlighting the quality of basic lands. Thanks to Corince, a “desert cube” has come to mean harsh land restrictions, drafted basic lands, a penchant for card duplication, and gameplay defined by scarcity – all bound together by a single-minded pursuit of theme.

“In a 'Desert cube,' every basic land must be drafted.”

Though Corince established many design patterns for land-restricted cubes, subsequent designers continue to innovate. For one, designers have broken the mold of Desert as a theme, instead building around wintry dragons, artifact and Urza lands, and even, in a delightful twist, dessert. Other designers tweaked Corince’s template to fit four-player gameplay, travel-friendly two-player fun, and modern card pools in the spirit of the original. Most radically, some cubes have diverged from “true desert” in their land restrictions. The Devoid Cube gives out Wastes for free, but drafters must work to cast the namesake cards. Other cubes have embraced modal double-faced lands from Zendikar Rising, like the Amonkar Desert Cube.

This time last year, I was dimly aware of this rich history, but had never played a land-restricted cube myself. I didn’t know I’d soon be hooked… after a single draft.

CubeCon 2022

It’s midway through CubeCon 2022, and I’ve just sat down with seven strangers to draft the Amonkar Desert Cube. I quickly narrow down my first-pick options to Magmatic Channeler or Living Death. In a traditional cube, I’d be tempted to pick the high-upside bomb, but in this context, I suspect that Channeler’s ability to mitigate mana screw and to punish slow starts gives it an edge. Just a few picks later, I see Queen Marchesa, and speculate on the

{R}{W}{B}
colors, a decision solidified when the supremely flexible Drannith Stinger wheels to me. Already, the Desert restriction was changing the way I drafted: I was more sensitive to how my mana base defines the riskiness of a pick, and I was more willing to “draft the hard way” as a result. This was my forced conversion to realizing the draft has always been nine-tenths of deckbuilding, rather than a separate minigame. I loved every minute.

The gameplay of Amonkar was some of the most tense, rewarding decision-making I’d ever experienced in Magic. The land-restricted draft rewarded a balance between synergy and consistency, and the modest power level allowed new games pieces to shine, like Irencrag Pyromancer and Baird, Argivian Recruiter. After a single draft, I knew that when CubeCon ended, I’d have to try my hand at land-restricted cube design.

Pulp Nouveau

Night Market Lookout
Gala Greeters
Enclave Cryptologist
Light 'Em Up
Angelic Sleuth

There was just one problem with my grand plan to build a Desert Cube: I didn’t own any Deserts! What’s more, Corince’s and Amonkar’s arid theme didn’t fit the cards for which I wanted to find a cube home: well-designed but lower-power game pieces I’d been collecting like so much pocket lint. When I considered those “pocket lint” cards as a whole, the metropolitan, chiaroscuro tones of New Capenna and Strixhaven were tonally mismatched to the sunny climes of a desert.

Resonance matters in cube design. It wouldn’t do to call my cube “desert” and then present my drafters with alleyways, sewers, and skyscrapers. Making matters worse, most of my “pocket lint” was {B}, mechanically ill-suited to synergize with Desert. It seemed like the land-restricted theme was at odds with the cards I already owned and loved.

Pulp Nouveau’s Innovation

Wait – why does a land-restricted cube have to include all five colors of basics? Why not provide one color in the basic land box, while the rest are drafted? For my cube, a basic land box full of Swamps made perfect sense, seeing as the gangsters and grifters on my favorite uncubed cards had an obvious affinity for Black’s fifth of the color pie. Free Swamps would heighten this flavor, suggesting that the other four colors could exist in this dangerous city, but had to fight for it tooth and nail. This gestalt shift enabled and harmonized all the disparate elements of my design: Gilded Age aesthetics, predominantly Black mechanics, and a land-restricted draft. Once I’d settled on a name to evoke this conflux of ideas, Pulp Nouveau was born. Then came the hard part: taking the idea from blank page to full box.

Design

How Many Lands, and Which Ones?

Lonely Sandbar
Caves of Koilos
Thran Portal
Stomping Ground

At time of writing, Pulp Nouveau contains 108/440 (25%) lands. Of these, 44 (10% of the list) are guild fixing. This cube is drafted in 3 packs of 18, like the original Corince, to give drafters about as many spells as they’d have in a regular Booster Draft pool.

Pulp’s proportion of lands is a smidge lighter than many Desert Cubes: two handy references are on 38% and 32% total proportions of land, respectively. Pulp Nouveau contains fewer lands because I’m giving Swamps out for free, but in every color but Black, I’m providing about as many color-producing lands as these referents.

There’s a broad range of viability here, since drafters will change their evaluation of lands to match their scarcity. Too few lands tempts mana screw; too many lands risks turning the Desert fun into “normal cube but with paperwork”. (Some designers, however, have leaned into high land densities to explore threat-light gameplay.) About one-third lands (about 30% of which are basic) is the historical sweet spot. Since Pulp Nouveau provides unlimited Swamps for free, I knew drafters would never fall short on total land count; they just needed enough non-{B} color sources.

The texture of the lands themselves is another matter. Some Desert cubes seek to max out on unique lands, from Tarnished Citadel to Buried Ruin. However, Pulp Nouveau can’t entice drafters into playing lands weaker than a basic Swamp. The worst lands I can get away with are those that fix for non-{B} colors (about Skyline Cascade-caliber). Add to this my distaste for manabase micromanagement during gameplay, and I end up with 4 of each nonblack ODY cycling land as the “worst” lands in the cube. I love the incentives of Lonely Sandbar & co.; they only mitigate mana flood when you’re not color-screwed, so they reward a disciplined manabase. Non-singleton copies of Ash Barrens and Uncharted Haven offer similar incentives, adding subtle but forceful hedges against the greedy 5-color drafter. I also play 10 of each non-{B} basic land, streamlining this otherwise extremely novel draft format as much as I can. (If you’re counting, this makes 56 lands so far.)

For the dual lands, I’m on full cycles of bouncelands, shocklands, painlands, and checklands. I don’t want splashes to be totally free, nor do I want the consistency of fetch-shock manabases, but I want my lands to be appealing to read and pick (which hasn't always been the case in land-restricted cubes). The {B}-aligned guilds get an extra painland in a nod to the relative desirability of Black spells. A handful of high-investment 5-color lands brings the total up to 108/440.

Keystone mechanics

Dogged Detective
Growth-Chamber Guardian
Environmental Sciences
Scrapwork Mutt

With a rough vision of which lands I’d include, I started choosing “keystone mechanics,” ways for my drafters to sculpt their manabase and create agency over variance. Many Desert cubes include Kicker, Cycling, or other workhorses that smooth out variance and help mitigate the worst-case scenarios of nonfunctional decks. Even with Pulp Nouveau’s free Swamps, I knew I’d need to offset the risks of a land-restricted draft:

  • Lesson/Learn was an elegant, beautiful draft puzzle in its native Strixhaven, and Environmental Sciences was a huge part of that. The discard/draw modality of Learn cards also limits nongames.
  • Surveil and Investigate fit perfectly with Pulp Nouveau’s noir flavor, while controlling the top of players’ libraries.
  • Mana sinks include Unearth, Flashback, and Adapt, so that players won’t be tempted to skimp out on mana sources.
  • Treasure tokens also offer bursts of color fixing from early-game setup to late-game splashes.

In all these cases, I emphasized mechanics that could plausibly fit within the noir, pulpy theme of this project. Professor of Symbology and Introduction to Annihilation became Indiana Jones seeking to “unearth” buried marvels ; Growth-Chamber Guardian became the weird body horror of Jekyll and Hyde and Nightmare Alley; In Too Deep and Thought Erasure became the private eyes of Sin City and Notorious.

Movie references may seem out of place in a Cube design article, but let me say again: resonance matters in Cube. Land-restricted drafts are uncomfortable and stressful for many, many drafters. To counteract this discomfort and create positive associations, Pulp Nouveau needs resonant flavor that feels uniting and inviting.

Flavor unites; it connects the dots between unfamiliar cards. Flavor nudges a drafter’s subconscious to expect as their sacrifice fodder the noir Unlucky Witness instead of the gothic Gravecrawler. Flavor leads a first-time drafter to expect Mari to have relatively robust support. Meanwhile, the aesthetic unity and appeal invite the drafter to suspend disbelief, to release themselves from their expectations of “regular” cube, to accept that the novelty of Pulp Nouveau comes with a little uncertainty and that’s okay.

Secondary mechanics

Fiery Temper
Mockery of Nature
Thieves' Guild Enforcer
Drake Haven

After I’d set the “keystone mechanics” that would enable the land restriction of Pulp Nouveau, I could do the fun work of bridging the keystones to other synergies. These might not interact with Pulp Nouveau’s core manabase tensions, but they’d go a long way to increase replayability and make my drafters feel creative.

  • The mechanic I was most excited to add was Madness, since Learn also functioned as a backdoor discard outlet.
  • Once I locked myself into discarding for Madness, low-power reanimation and self-mill were easy additions.
  • Light sacrifice synergies connected loosely to the existing graveyard-matters mechanics, with Emerge as a surprising flavor hit here.
  • Separately, the cube’s flavor already wanted a bunch of Rogues and Angels, which led to some cheeky, incidental type-matters payoffs, including Party and Kaalia.

Power level

Karador, Ghost Chieftain
Kaalia of the Vast
Sidisi, Brood Tyrant
Skaab Ruinator
Rakdos, Lord of Riots

Pulp Nouveau’s emphasis on uncomplicated gameplay and deeply resonant flavor did come with a cost: the uppermost peaks of power level were unavailable to me. The last thing I wanted was for random bombs to invalidate all my carefully chosen game pieces!

Luckily, flavor itself provided a backstop against power creep. As an example, no matter how good Gravecrawler would be in this cube, necromantic "ghouls" are jarring next to the ancient mummies and alchemic monsters of Pulp Nouveau’s world. Being picky about flavor helped me set firm goalposts on power level.

I created an even more targeted backstop, too: a list of cards I considered “format-defining”. I chose 10-20 cards I wished to be the premier threats in my format, as if I was choosing what the Top 8 decklists of a Standard tournament would contain. For these apex threats to behave like a Standard-defining card, they should dodge many removal spells and provide more value than cards at similar costs. My next job was to make sure this held true.

Threats vs. removal

The “Vindicate Test”, all Internet pedantry aside, contains the useful idea that a format’s viable threats can’t get too badly blown out by removal.

For Pulp Nouveau, I wanted my apex threats to be appealing value propositions, but not risk-free. I sketched out what this might look like using concrete examples.

MV
{1}
{2}
{3}
{4}
{5}+
Removal trades vs
2 MV creatures
3 MV creatures
Any creature
Any permanent
Any permenent
Removal earns 2-for-1s
Almost never
vs. 2 MV threats
vs. 3 MV threats
vs. any creature
vs. any permanent
Size of threats
2/1s and 1/2s
X/2s with upside
X/3s with upside
X/4s, mana cheat effects
X/5 and up
Examples
Shock, Academic Dispute
Tragic Fall, Make Disappear
Igneous Inspiration
Price of Fame
Journey to Oblivion

This table isn’t a black-and-white rule, and it isn’t a scientific formula for cube design. It’s only intended for the specific goals of this cube. Even so, getting concrete and specific helped me make specific card decisions: Nahiri's Wrath is {2} cheaper than the going rate for Pulp Nouveau’s board wipes, but its card disadvantage is a severe drawback. A card like Tragic Fall may kill most {3} MV threats, but a little creative gameplay can help deal with reanimated threats. Growth-Chamber Guardian can outgrow and outvalue most removal, but there’s a window of time where it’s vulnerable.

Complexity Budget

Professor of Symbology
Dodgy Jalopy
Mishra's Research Desk
Scorn-Blade Berserker

Whew. Writing all that was a bit overwhelming. I can only imagine how Pulp Nouveau’s drafters will feel! An unusual set of mechanics and cards that aren’t prominent in Constructed is a recipe for confusion and distraction, even before you toss in a brand-new rule that forces a complete reinterpretation of the Draft.

I want my drafters to feel delight at this new puzzle, not distraction at unneeded complexity. So, I went through CubeCobra one day, filtering it by each mechanic that appeared in the list. Crew abilities? Aftermath? Blood tokens? All under the microscope. I ruthlessly cut one-off mechanics, especially those without self-explanatory rules text. There’s simply no attention to waste on reminder text when there are basic lands that need drafting.

I also added duplicates of many effects, partly to boost the rate of reminder text, and partly to hit my desired densities of basic effects. Removal was a big focus of this non-singleton effort. Because removal often resolves and then gets put into the graveyard, it’s not like singleton removal actually helps players have a better time. Redundancy significantly eases mental burden. (Nonsingleton removal also allowed me to better simulate the threat-vs-removal tradeoff in the table above.)

Now came the fun, scary part: playtesting.

Gameplay

When I first announced to my drafters they’d have to draft all basic lands except Swamps, I watched them carefully for a reaction. This was the moment of truth: was my new cube just a cheap gimmick, or a genuinely novel puzzle?

Luckily, their eyes lit with excitement, and as they tore into their first pack, I realized that Pulp Nouveau, underneath its aesthetic of grit and soot, had the gleam of buried treasure. It’s those emotions that I’ve responded to as I iterate Pulp, since they are often truer sources of feedback than 3-0 decklists and other statistics.

As we playtested, I cut power outliers and egregious Rube Goldbergs, experimented with different pack sizes, and added more removal, but mostly, I tried to listen to my drafters. Were they frustrated at a certain card or combo? Was the draft stressful in a bad or good way? Did they have fun?

As the drafts accumulated, I noticed patterns fall out of the drafts. Most decks were at least splashing {B}, with most decks being 2-3 colors. I had feared that the relative abundance of Swamps would lead to stubborn drafters opting out of the land-restricted premise, but I found that Pulp’s half-{B} gold cards naturally tempted players to expand their palette, as did the outliers in other colors. This helped drafts feel balanced and varied.

One might expect the high density of gold cards to incentivize the dreaded “5-color piles,” whereby one drafter picks as many lands as they see, color-screwing the other drafters as a side effect. But in practice, this is a rarity. Drafters will change their evaluation of lands if they notice the scarcity, so the “land hate-drafter” is ironically most likely to ruin only their own deck.

Pulp

After more than a dozen drafts of Pulp Nouveau, I feel confident in the structural decisions of cube size (440-ish), pack size (3x18), and proportion of lands (~25%). I’m quite pleased with its lower power level and the freedom that gives me to fine-tune complexity and gameplay patterns. Most of all, I’m convinced that land-restricted Cube is a wonderful tool to relearn cube, Limited, and Magic itself. Removing the assumption of basic lands was full of insights for me, like a mechanic who disassembles an engine block to bolts and nuts to learn what makes the system work.

CubeCon 2023 will be the biggest spotlight yet for land-restricted Cubes, from dragons to deserts and everything in between; I’m delighted that Pulp Nouveau will be among them and that I’ve gotten to share its story here.

Thanks for reading, and may your basic lands be in first-pick contention.

A huge thanks to Austin “Bones” Hale for historical research and design notes.

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Shadow of Mortality — Robin Olausson