I agree with you about focusing on the gameplay and not the planeswalkers. I think when I initially asked my question I was not clear.
I think too many walkers dilute game play and the draft experience. With so many planeswalkers taking the slots of creatures they are naturally becoming more difficult to handle. I have drafted a few powered cubes that use some of the lists on here as a skeleton and I find if I am not drafting a broken archtype the default 'superfriends' deck is almost always superior to the creature decks. I have found the best cube experiences with planeswalkers as a utility and not the focus of deck. I completely understand that this is my bias but the superfriends deck is not fun to play against the creatures decks, combo decks, or the other superfriends deck.
I'm just wondering if anyone else is worried about this huge influx of Planeswalkers. I am in the camp of limiting the number of Planeswalkers. I know many people disagree with me, which is fine. I am just wondering how cube managers without a limit on Planeswalkers are taking this set. Are there a lot of includes or are majority too weak to make the cut?
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I think too many walkers dilute game play and the draft experience. With so many planeswalkers taking the slots of creatures they are naturally becoming more difficult to handle. I have drafted a few powered cubes that use some of the lists on here as a skeleton and I find if I am not drafting a broken archtype the default 'superfriends' deck is almost always superior to the creature decks. I have found the best cube experiences with planeswalkers as a utility and not the focus of deck. I completely understand that this is my bias but the superfriends deck is not fun to play against the creatures decks, combo decks, or the other superfriends deck.