Jump In!: Difference between revisions

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Revision as of 05:59, 18 November 2022

Jump In!
DCI Sanctioned
Paper {Cross}
Magic Online {Cross}
Magic Arena {Tick}
Rules
Type Limited
Multiplayer {Cross}

Jump In! is a is a rotating limited format created for Magic: The Gathering Arena. Players draft two themed packets of 20 cards to build their deck and then play in best-of-one matches.[1]

Description

Introduced on October 14, 2021, Jump In! was created as a continuation of the Jumpstart format. The format was targeted toward new players with a low cost of entry, minor prize support, and a focus on collection building via the rare or mythic rare offered in each packet.[2] While Jumpstart uses themes and cards from across Magic's history, Jump In! uses the Standard or Alchemy card pools and often themes from the draft formats of the year past. This allows players to experience a limited format without the complexity of a booster draft or sealed environment.

Packets

A Jump In! packet consists of twelve unique, thematically linked cards (8 commons, 3 uncommons, 1 rare or mythic rare) and can have one, two, or three colors. Packets also contain eight land cards but the specific cards included are not determined until the player has finished drafting both packets.

The packet has a percentage chance of containing an alternate card for between three and five card slots. A card slot can have up to two alternate cards. For example, the Dragon Ramp packet has a 60% chance of containing Oyaminartok, Polar Werebear, a 30% chance of containing Earthquake Dragon, and a 10% chance of containing Ancient Bronze Dragon in the rare/mythic slot.

The themes used in Jump In! highlight mechanics from the individual sets in standard. Themes can be keywords like Double Team, tribal synergies like Werewolves, cross-set themes like evasive creatures and saboteur abilities in the Saboteurs packet, or general strategies like card draw/looting in the the Educated packet. The exact contents of each packet are not shown to the player during the draft but hovering over one will show a single card that highlights the packet's theme or mechanics.

Packet selection

Players must choose one of three semi-randomly selected options for the first packet.[1] At least one of the three options will be a packet that the player has never selected in a previous Jump In! draft.[a] At least one packet will be a mono-colored option and at least one will be a multicolored option. None of the three packets will have the same color identity as another.

The player is presented with another three semi-randomly selected options for the second packet. The second packet options are based on the color or colors of the first packet. All packets have an equal chance of being selected using the following rules:

First packet Second packet picks
One color At least one mono-color option and at least one multicolor option.
All multicolor options will include the color of the first packet.
Two colors At least two mono-color options - one of each color in the first packet.
If there is a multicolor option, either its colors will be the same as the first packet selected or it will contain both of those colors plus a third color.
Three colors At least two mono-color options, covering two of the three colors.
If there is a multicolor option, it will only contain colors within the first packet selection's color.

Land selection

After drafting packets, players automatically receive 16 lands based on the colors of their chosen packets.[3] Players first receive a mix of common dual lands from Dominaria United in colors appropriate for their drafted deck. Basic lands are then added in a mix balanced for the costs and activated abilities on the spells in the drafted packets.

Nonbasic lands that the player doesn't already have in their collection are added to their collection.

History

Jump In! was introduced on October 14, 2021 with Innistrad: Midnight Hunt Jump In!.[4] This was a continuation of the previously successful Jumpstart format but with the card, the pool was reduced to only Standard legal cards. The format largely targets newer players as an entry point to both Magic: The Gathering and Arena.

With the launch of Alchemy Horizons: Baldur's Gate, designed-for-digital cards were added to Jump In! packets. At the same time, as part of the preparations for Standard rotation, all packets using themes from the rotating sets were retired.[5] The Kaldheim dual lands were replaced with the life-gain taplands from Kamigawa: Neon Dynasty.[3]

From the release of Dominaria United onwards Jump In! functions as the digital equivalent of a set's Jumpstart boosters.[6] The dual lands were replaced with the basic-typed taplands from Dominaria United.[7]

Themes

As of The Brothers' War there are 60 packets in the format.[7][8]

Packet Color Theme Rare/Mythic
Arcanist {U}{B} Instant and Sorcery spells Haughty Djinn
Balanced {W}{B} Balance mechanic Soul Transfer
Bewitching {W} Coven mechanic Sungold Sentinel
Bloodthirsty {B} Vampires / Blood token / Deal damage to opponent Voldaren Bloodcaster, Falkenrath Forebear
Citizens {G}{W} Citizen tribal / Go wide Park Heights Pegasus, Halo Fountain
Counters {W}{U} Shield and +1/+1 counter synergy Ledger Shredder, Scheming Fence
Crawlies {G}{U} Self-mill / Graveyard synergies Slogurk, the Overslime, Grolnok, the Omnivore
Cultists {W}{B} Sleeper agents Braids, Arisen Nightmare, Serra Paragon
Dead and Buried {G} Graveyard synergies Willow Geist, Spring-Leaf Avenger
Double Team {R}{W} Double team mechanic Ulder Ravengard, Marshal
Double Trouble {R} Attacking with exactly two creatures Creepy Puppeteer
Dragonventures {U}{R} Dragon tribal Wrathful Red Dragon, Ancient Copper Dragon
Dragon Ramp {G}{U} Ramp into big dragons Oyaminartok, Polar Werebear, Earthquake Dragon, Ancient Bronze Dragon
Educated {U} Card draw / Looting Triskaidekaphile
Enchanting {W}{G} Enchantment matters Weaver of Harmony, Kami of Transience
Equipped {R} Reconfigure / Equipment matters Lizard Blades, Ogre-Head Helm
Excavation {W} Aggro deck / Unearth mechanic Steel Seraph, Platoon Dispenser
Globetrotting {G}{U}{R}[b] Domain mechanic / Ramp Vodalian Mindsinger, Sphinx of Clear Skies
Graveyard {U}{B} Self-mill / 5 cards with different mana values in the graveyard Aven Heartstabber
High-Tech {R}{U} Artifact matter Mechtitan Core, Tezzeret, Betrayer of Flesh
Hoard {B} Sacrifice / Treasure synergies Grim Hireling
Humans {W}{G} Human tribal Katilda, Dawnhart Prime, Torens, Fist of the Angels
Inspired {U}{B} Drawing a second card each turn Gixian Puppeteer, Bladecoil Serpent
Junkyard {B}{R} Sacrifice / Token synergies Ashnod, Flesh Mechanist
Mechs {U} Vehicles Mindlink Mech, Reckoner Bankbuster, Surgehacker Mech
Minions {B} Sacrifice Jerren, Corrupted Bishop
Mishra's {R} Mishra's forces Mishra's Command, Skitterbeam Battalion
Modified {R}{G} Modified mechanic Inchblade Companion, Sanctuary Warden
Monsters {G} Big creatures matter Monster Manual, Lukamina, Moon Druid
Muscle {R}{W} Go wide and raising creatures' power Guardian of New Benalia
Onslaught {B}{R} Phrexians / Discard and Reanimation synergies The Raven Man, Liliana of the Veil
Prototype {G} Argoth's forces / Prototype mechanic Gwenna, Eyes of Gaea, Rootwire Amalgam
Recruits {W}{U} The Coalition / Enlist mechanic / Soldier tokens Defiler of Faith
Resurrected {B} Self-mill / Reanimation Gix's Command, Gix, Yawgmoth Praetor
Saboteurs {U} Evasive creatures and Saboteur abilities Imoen, Trickster Friend
Sacrifice {B}{R} Sacrifice / Death triggers Jaxis, the Troublemaker, Sanguine Spy, Ob Nixilis, the Adversary
Samurai {W} Samurai or Warriors attacking alone The Restoration of Eiganjo, The Wandering Emperor, Mothrider Cavalry
Sluggers {R}{G} Stompy creatures Tyrant of Kher Ridges, Titania's Command, Sarinth Greatwurm
Sneaky {B} Evasive creatures and Ninjutsu Biting-Palm Ninja, Nashi, Moon Sage's Scion
Soldiers {W}{U} Soldier tribal Siege Veteran, Skystrike Officer
Speedy {R} Aggro / Haste / Double team Kardum, Patron of Flames, Chaos Balor
Spellcraft {R} Casting Instant and Sorcery spells Smoldering Egg, Manaform Hellkite
Spirits {W}{U} Spirit tribal Dorothea, Vengeful Victim, Katilda, Dawnhart Martyr
Spooky {U} Spirit tribal with Innistrad horror flavor Mirrorhall Mimic
Stampede {R}{G} Aggro creatures Squee, Dubious Monarch, Shivan Devastator
Tech {G}{W} Artifacts entering the battlefield Teething Wurmlet, Clay Champion
Tough {B}{G} High toughness matters Old Rutstein, Saryth, the Viper's Fang
Training {W} Training mechanic Savior of Ollenbock
Transience {W}{B} Enter / Leaves the Battlefield triggers Klement, Novice Acolyte, Black Market Connections
Treasure {R}{G} Treasure synergies Black Market Tycoon, Professional Face-Breaker
Tricky {U}{R} Casting Instant and Sorcery spells to pump creatures Keldon Flamesage, Jaya, Fiery Negotiator
Urza's {U} Urza's forces Urza's Command, Surge Engine
Vampires {B}{R} Vampire tribal Anje, Maid of Dishonor, Olivia, Crimson Bride
Vermin {B}{G}{U} Urborg-inspired horrors Llanowar Greenwidow
Vitality {W} Lifegain Sune's Intervention, Champions of Tyr
Wandering {G}{W}[c] Domain mechanic / Treefolk Herd Migration, Silverback Elder
Warlock {B}{G} Self-mill / Reanimation The Hourglass Coven, Ancient Brass Dragon
Werewolves {R}{G} Werewolf / Wolf tribal Tovolar, Dire Overlord, Arlinn, the Pack's Hope
Wolf Pack {G} Aggro Wolf / Werewolf tribal Ascendant Packleader, Tovolar's Huntmaster, Avabruck Caretaker
Zombies {U}{B} Zombie tribal Champion of the Perished, Headless Rider, Jadar, Ghoulcaller of Nephalia

Notes

  1. If a player has previously selected all of the Jump In! packets, they will be presented with three random packets.
  2. The Globetrotting packet includes lands with all five basic land types but it only includes {G}{U}{R} nonland cards.
  3. The Wandering packet includes lands with all five basic land types but it only includes {G}{W} nonland cards.

References