Booster Draft: Difference between revisions
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===Order=== | ===Order=== | ||
Beginning with ''[[Mirrodin Besieged]]'', [[block]] booster drafts would begin with the most recent set. This was a change from the previous drafting order, which added new sets to the end of the drafting order as they were released. <ref>{{DailyRef|mtg/daily/feature/113a|Pack Order in Booster Drafts to Change|[[Wizards of the Coast]]|October 19, 2010}}</ref> | Beginning with ''[[Mirrodin Besieged]]'', [[block]] booster drafts would begin with the most recent set. This was a change from the previous drafting order, which added new sets to the end of the drafting order as they were released. <ref>{{DailyRef|mtg/daily/feature/113a|Pack Order in Booster Drafts to Change|[[Wizards of the Coast]]|October 19, 2010}}</ref> | ||
===Choosing colors== | |||
One of the most important and challenging questions in a booster draft is how and when to choose your colors. When neighboring drafters learn what one another are drafting, they're able to cooperate and will both wind up with better decks. This type of understanding and cooperation can be accomplished through signaling. Signaling comes in the form of what cards you pass, receive, do not pass, and do not receive from your neighbors. <ref>{{NewRef|level-one/signals-booster-draft-2015-01-19|[[Reid Duke]]| January 19, 2015}}</ref> | |||
===Conspiracy=== | ===Conspiracy=== | ||
''[[Conspiracy]]'' is the first [[set]] to include [[cards]] that have [[abilities]] that affect the draft itself. <ref>{{DailyRef|mtg/daily/feature/conspiracymechanics|Mechanics of ''Conspiracy''|[[Matt Tabak]]|May 19, 2014}}</ref> | ''[[Conspiracy]]'' is the first [[set]] to include [[cards]] that have [[abilities]] that affect the draft itself. <ref>{{DailyRef|mtg/daily/feature/conspiracymechanics|Mechanics of ''Conspiracy''|[[Matt Tabak]]|May 19, 2014}}</ref> |
Revision as of 19:26, 19 January 2015
Booster draft is a limited format of playing Magic: the Gathering where you pick one card from a booster pack and then pass it to your neighbor. [1] [2] [3] [4] [5] The natural process of design tends to create cards that work well for drafts without having to actually spend a great deal of time focusing on it. [6] [7]
Process
In order to have a Booster Draft, you need three things:
- 3 Booster packs per player from the current draft format
- 8 total players (It’s possible to draft with fewer than 8, but 8 is the number needed for sanctioned Magic drafts)
- A healthy supply of basic lands
Players are seated randomly at the table. Once everyone has found their seats, each player opens his or her first booster pack, chooses one card from the pack, and puts it face-down on the table. Once you’ve done this, pass the rest of the pack to the player on your left. Once everyone has passed their packs, pick up the next pack (located on your right), pick the best card for your deck from that pack and put it in your pile, and again pass it to the neighbor on your left. This process continues until all the cards from the pack have been picked. You then get a review period to look at the cards you have picked and figure out what direction your deck is going (typically this lasts 60 seconds). Once that ends, each player opens his or her next pack, picks a card, and passes the pack to the right (Packs go left, right, left.). This continues as before until all cards from a pack have been chosen, and then you get another review period before opening the final pack, taking a card, and passing to your left again.
Any drafted or opened cards not used in a player’s Limited deck function as his or her sideboard.
Once you have 45 cards in your pile, it is time to build your deck. Booster Draft rules allow you to add as much basic land as you want to your deck, and require that the deck be at least 40 cards. The standard number of lands in a draft deck is 17–18.
Order
Beginning with Mirrodin Besieged, block booster drafts would begin with the most recent set. This was a change from the previous drafting order, which added new sets to the end of the drafting order as they were released. [8]
=Choosing colors
One of the most important and challenging questions in a booster draft is how and when to choose your colors. When neighboring drafters learn what one another are drafting, they're able to cooperate and will both wind up with better decks. This type of understanding and cooperation can be accomplished through signaling. Signaling comes in the form of what cards you pass, receive, do not pass, and do not receive from your neighbors. [9]
Conspiracy
Conspiracy is the first set to include cards that have abilities that affect the draft itself. [10]
References
- ↑ Anthony Alongi (August 05, 2003). "Before You Bust Those Packs...". magicthegathering.com. Wizards of the Coast.
- ↑ Ted Knutson (October 07, 2006). "Feeling a Draft: An Introduction to 40-Card Decks". magicthegathering.com. Wizards of the Coast.
- ↑ Jeff Cunningham (May 26, 2007). "Strategies and Techniques for Booster Draft". magicthegathering.com. Wizards of the Coast.
- ↑ Sam Stoddard (December 27, 2013). "Drafting Sideways". magicthegathering.com. Wizards of the Coast.
- ↑ Template:NewRef
- ↑ Mark Rosewater (March 14, 2005). "Feeling the Draft". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (March 22, 2010). "Working Draft". magicthegathering.com. Wizards of the Coast.
- ↑ Wizards of the Coast (October 19, 2010). "Pack Order in Booster Drafts to Change". magicthegathering.com. Wizards of the Coast.
- ↑ Template:NewRef
- ↑ Matt Tabak (May 19, 2014). "Mechanics of Conspiracy". magicthegathering.com. Wizards of the Coast.