Wednesday, December 21, 2016

Live Booster Draft

Love drafting? Love playing Magic? Ever wish you could do both at the same time, rather than one after the other? I have. For ten years. I got a game published trying to make it happen. (Here's a diary of how that led somewhere else fruitful.) Last month, the idea struck me again, this time actually for Magic:

I don't hype my own stuff much. Today is different. This is the Good Stuff. You want to try Live Draft. Really.

A critical detail that makes the whole thing click: You also have to draft your lands.

I've done this a bunch of times now, and it's fantastic. You cannot get a better game out of 2 booster packs, nor as much play out of 6. I am the expert* on two-player draft formats, and this is The Best Two-Player Draft Format. (* Sorry for another boast—seriously—but I've done a ton of work exploring this field, and I've got the results to show for it.)

The highlights:

• Every game is a real game. Mana screw and land flood can only happen if your opponent puts serious effort into it and you allow it. Not only that, you're crafting your starting hand and every draw thereafter. Every game is real… good.

• When you have to draft land, your card valuations change considerably. Basic land goes from being a guaranteed and limitless resource to both vital and contested. Since your starting hand is whatever seven cards you pick first, you have to draft land early just to make your first land drop. If you're on the draw, you can spend every turn taking the land you need to cast your 7 spells. but you're risking that your opponent doesn't scoop you.

• We only add one of each basic land to each booster; so if you want to cast any black spells, you better get a swamp before your opponent takes them all; and if you want to cast a double-black spell, you've got to get two swamps. That means the card that you've been tossing out of booster packs since you started drafting—that annoying basic land—is kind of a big deal; having three of a basic land in the draft makes a huge difference for casting spells of that color.

• In a two-player Live Booster Draft, you see every single card in the draft except your opponent's first pick. That's a lot of information with which to make your plays and your picks (more than I can use). It also gives each player one potentially game-shaking surprise, which is nice drama for an otherwise unusually strategic experience, plotting out how you'll answer the threats you know your opponent has taken, and how you plan to win.

• So far, every game has played within a turn or so of exhausting both booster packs, or a bit less. I had originally guessed we'd have to open new boosters as games went on, but you only need one pack per player.

• Live Draft begets an amazing league format that I'll detail further below. It's also not confined to traditional booster draft (though that's the only mode I've tested so far); it'll work with any draft where players take a single card at a time.

The rules for Live Booster Draft:

1. Each player opens a booster pack and adds one of each basic land to it.

2. Players draft their first seven cards and then the game begins. Roll for the choice to play or draw first as always (or use the last loss to decide).

3. Whenever you would draw a card,  instead draft a card from the next pack, the one to your right. If you would draw multiple cards, draft one card from that many packs. Every time you draft, pass that pack left as normal.
When the game begins between Ajit and Betty, pack A is on Ajit's left side (because that's the pack he took his seventh pick from) and Betty's right; pack B is between Betty's left side and Ajit's right. After Betty draws from pack A on her turn, she passes it to her left, queued up behind pack B. After Ajit draws from pack B on his second turn of the game, it goes on his left (while Pack A remains on his right).
Ajit casts Tezzeret's Ambition. He draws card 1 by drafting from Pack A and passes the pack left. He draws card 2 from Pack B and passes the pack. Finally, he draws card 3 from Pack A (again) and pass the pack (again). In this way, the order of packs can be altered; Betty would have drawn next from Pack B if Ajit hasn't cast that spell, but instead she'll be drawing from Pack A.
4. Whenever you would interact with a library other than drawing a card, treat the closest booster pack to your right (the one you would draft from if you drew a card right now) as your library. Shuffle it first (because libraries are meant to be in a random order, and we don't want to bother stacking packs every time we pass them just in case our opponent interacts with the deck). Don't pass the pack afterward, unless you also draw from it. Effects that solely re-order the library are irrelevant; you can skip shuffling and scry effects—unless they immediately use the library after, like Llanowar Empath.

5. Players never lose the game for being unable to draw a card. If one pack is exhausted, draw from the next. When all packs are exhausted, play continues without new cards. If all players agree—because the game is stalemated or for any other reason—they may replace a pack when it is exhausted with a new booster pack. (You might only agree to replacing the first pack emptied on the basis that the second pack is also replaced when emptied. Such agreements are binding unless all players agree to cancel them.)

'Milling' effects like Tome Scour put cards from the pack you're currently treating as your library into your graveyard or exile, adding them to your card pool. 'Shuffling' effects like Gaea's Blessing put cards from your card pool into the pack you're treating as your library, removing them from your card pool.
We were quite amused to discover that Perpetual Timepiece is a very strong card in this format, because it adds cards to your pool (removing them from your opponent's possible picks) and then when you're ready, you can crack it during your upkeep to put the best card in your graveyard (whether it's one you drafted or milled there) back into the pack that's currently your library, then drafting it for your draw step.
I recently played LBD with Eternal Masters and opened Diminishing Returns. We elected to remove it from the pack because it would require us to open two more boosters and miss out on 10-24 cards, which seemed wasteful for a premium pack like EM. In a cheaper format, sure; It'd be chaotic and strong, but not broken. Technically cards you exile from 'your' library would become part of your pool, but I'd skip that if we did play Returns because that's supposed to be a drawback, not a huge advantage toward your league deck. Speaking of which…
Live Booster Draft League

Live Draft is the best way to get play value out of opening one booster per player. It also lends itself to the best way to get play value out of opening three (for groups too small for a regular booster draft, 5p-). Live Draft #1; Live Draft #2; build 30-card decks using your combined pool from the first two drafts; Live Draft #3; build 40-card decks using all the cards you drafted.

There is a hidden greatness to drafting during your second and third Live Draft of a league: The game you're playing is entirely its own and will be determined by your picks and plays, but the cards you're taking are being adding to your previous picks for the 30/40-card decks you're going to build.
If you went {G}{W}{B} the first time, but the new packs have a lot of good {R} and {U} cards, do you switch completely to ensure victory in this game at the expense of building a consistent deck afterward? Do you ignore them and solidify your Abzan affinity, improving your future chances but costing you this game? Or do you walk the line, taking {R}{W}{B}, perhaps, knowing some of your cards will make the cut next round, and some won't?
Sometimes you see cards you want for your pool but know you can't play this game. How highly do you pick them? They're dead cards in your hand (unless you've got looting effects) and won't affect the game, so taking them highly might cost you a game-changing pick, but if you wait too long your opponent might just hate draft them. Speaking of which, when do you hate draft? It's definitely correct sometimes, but it's expensive when it costs you a pick and a draw.
We opened a Demon of Dark Schemes in a second Kaladesh live draft, and even though there was a swamp in one of the boosters, giving us three all told, there were also two good {B}{B} removal spells, so I took one swamp and my opponent spent two consecutive early picks taking the others (which was costly but brilliant, because it ensured him those two removal cards as long as I had relevant picks). That made the Demon literally unplayable for either of us. But my first draft had been {G}{B}, so I wanted it for my card pool and ended up taking it 13th maybe (out of 20, remember). 
In a single Live Draft, it doesn't matter if there are cards left undrafted in the booster packs when the game ends. In LBD League it does, so: When a live draft ends, continue drafting cards from the booster packs in the order they come to you until all cards are drafted. These are part of your pool for deck construction.

The deck construction rules are simply that you must play a minimum of 30- or 40-cards, depending on the round, and that you may (in stark contrast to the live drafts) add any basic lands you choose and exclude any cards from your pool that you like.
I've done this league three times now, and it's super fun. It also chunks well across short play sessions. I play 2p over lunch with my co-worker, and we'll often play our first two LBDs day one, build and play our 30-card decks day two, Live Draft the third time and build our 40-card decks day three, and then play our final decks day four.
It's pretty easy to go five-colors in a single Live Booster Draft, because you can just take that fifth basic land when you need it, but that hurts your deck-building later on; for league play, try to focus on  two or three colors even if you splash more.
For a tournament, I recommend giving every round equal weight: Each live draft is worth 3, 0, or 1 points (win, lose, or draw), and each match is too.
With four players, round 1 (live draft): random pairings. Round 2 (live draft): winners, losers. Round 3 (30-card decks): Yet unmatched pairs. Round 4 (live draft): winners, losers. Round 5 (40-card decks): winners, losers.
For a longer 4p tournament: Play each live draft against a different player. Play each deck you build against every opponent.
With six players, round robin.
Thanks for reading. I hope you get a chance to try this out. If so, let me know how you liked it in the comments below.

9 comments:

  1. This sounds awesome. I'm really looking forward to trying it out!

    I have one suggestion for the league play: instead of 30 and 40 card decks at the two stages, I suggest trying 20 and 30, particularly if you are only going to play single matches/games.

    This is an armchair recommendation in this context so far, so take with a pinch of salt, *but* it is based on both theory and experience in finding good deck size requirements for different formats.

    There are two main pressures on deck size for a format: producing enough variation between games, and providing players with an appropriate amount of selection power over cards (in some formats it's easy to tweak this directly without changing deck sizes, but that's not easy here).

    On variation: 20-card decks happily provide enough variation for maybe three games, and start to feel kind of repetitive after. The 40-card decks which are standard in limited have much more longevity -- which makes sense, as they're often used for in the vicinity of five rounds of matches.

    The other factor is how much selection power people get. This depends on how big the total card pool is, what proportion each player ends up with, and potentially in some fiddly way on the actual selection mechanism. As a motivation for thinking about this, note that sealed generally produces less powerful decks than booster draft, despite having twice as many cards-per-player. When splitting a card pool between two people, I think the number of cards-per-eventual-deck-slot you want is something like 30% higher than in 8-player booster draft (that's an empirically judged number; I'd believe anything between 20% and 50%). That fits pretty well with 20-card decks after two rounds of live draft. If you're feeling conservative you could try 25 and 35 instead.

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    1. I hope you try the 20- and 30-card decks, and let me know how that goes. I've been playing best-of-three matches with my decks and 30- and 40- have felt right so far (but I've only done those three times each, so I can't guarantee that's optimal).

      It's a good point that decks will be better the more players are drafting / packs being opened. I've only done this two-player so far and I can imagine an 8p experience being significantly different. (I had been thinking a group of 4, 6, or 8 would do simultaneous unlinked two-player LBDs, but you certainly could keep the packs flowing around the whole table, with just a bit of awkwardness. Worth trying.)

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  2. One thing that I am worried about is that having 0 unknown info makes this a bit prone to analysis paralysis. One option would be to only draft out of the top five(?) cards of a pack, starting with the basic lands. That way you're always seeing at least one new card on your turn and you feel less compelled to have perfect knowledge of you're opponent's hand. It also makes shuffling the pack more exciting, because it can totally change the options. I look forward to trying it out!

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    1. There's one piece of unknown information per opponent—the first o cards they draft. But yes, having almost all of the information makes the game much chessier than usual. Originally, my buddy and I were using the public-knowledge-stays-face-up courtesy but we stopped and it was just more fun to forget every last pick they'd made.

      I actually tried an access draft (not live) where players have very little information about the content of packs and gain more over time. It was not good. But please do try your idea and without, and let me know how it goes.

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  3. We tried this out last night. As things worked out, we played a 3-player game, live-drafting 3 packs of Kaladesh.
    We wondered what to do with landsearch spells (in this case Attune with Aether). We decided to play it that you just get a basic land out of the box, not that you search a 10-card booster for whatever lands might be left in there, but I'm not sure that was the right choice. Between one player having two Attune with Aether and someone else having a Prophetic Prism, colour wasn't much of an issue.

    I first-picked Panharmonicon, and was able to draft combos with it such as Hightide Hermit plus Architect of the Untamed :) The format lends itself to drafting combos rather nicely: you can preemptively pick up the more-useful-on-their-own pieces, and then draft the final pieces the moment that you want them.
    I still died first, due to tapping slightly too many of my big guys attacking, and not playing around the RW player having Hijack for my other big blocker (and not leaving mana up for my Dramatic Reversal).

    The game was very interesting and cool, and we're quite looking forward to playing the second live draft in a week or two (hopefully with Aether Revolt prize packs from the prerelease) and then playing the first prebuilt-deck league game. I'm more inclined to tell people to build a 20- or 25-card deck from 2 packs' worth than a 30-card deck.

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    1. Awesome!

      Attune with Aether searches the booster pack that you would draft from next (rule 4).

      If the three-player-ness of it was alright, cool. If that felt off, you could try Three-Headed In-Fighting (but I have no idea how that does with Live Draft).

      A 30-card deck is usually 17 spells and 13 lands; it shouldn't be hard to draft 17 spells from two booster packs. I suggest you aim for 30-card decks and if everyone agrees while building that's too much, then try smaller ones.

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  4. Yesterday was the first time I opened an additional booster pack. We were drafting RtR and my opponent went turn 1 Urban Burgeoning (I know, right?), turn 2 Chronic Flooding, allowing him to put 6 random cards from our packs into his graveyard (and thus card pool) each round. Fortunately, I got a turn three Keening Apparition to stop him, but he'd already nabbed 9 cards.

    I had Inspiration, Runewing, and Righteous Authority, so I really wanted to keep drawing cards when the packs ran out. He agreed, and I opened the pack to find Vraska the Unseen. And then I started drawing even more cards from it. I won that game, but…

    It felt a bit off that I got first crack at our collective third booster pack. The rules above give players the tools to ensure that either everyone gets a new first pick/pack or no one does, and that's good enough for now, but I'll be keeping an eye out to see if we shouldn't codify it so that's the only way new boosters can be introduced.

    Let me know if you open a single extra booster and see a problem with that.

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  5. Great idea, Jay. I hope it catches on.

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  6. A tweak:
    Shuffle up five (more) basic lands and give two to each player (hidden) to start their hands.

    The existing land allotment is very tight, and we've found that there's room to loosen it up a bit. This also makes cutting a color of land more of a gamble, which allows players to focus on drafting spells a little more.

    Try out his tweak, and let me know how you like it.

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