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Joined 1 year ago
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Cake day: June 9th, 2023

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  • The good:

    • My LGS doesn’t have to order 3 different types of boosters and guess how much everyone wants of each. They have run out of draft boosters before, and they’re stuck with a bunch of extra boosters from sets that didn’t sell so well. This is partially just a reality of running a store, but only having 2 types of boosters with vastly different audiences is better.

    The bad:

    • Sometimes there just isn’t a pick 1 in your colors in packs 2 and 3 (on Arena). This is especially obvious in MH3 with the colorless theme, but it’s also possible in normal sets. I don’t know if this is different in arena vs. in paper.

    • Everything costs more. I’m in Canada, so draft prices were going up well before the switch, but this made it even more expensive.

    • Sealed is swingier. With a chance at opening up to 4 rares in a pack, those that do will have more bombs and more powerful cards in general. OTJ was very bomb heavy, so sealed was even more lopsided. This also affects drafts somewhat, but I think that can be fixed with design balancing once they get used to the changes. I don’t think sealed can be fixed with card design.

    Ultimately, I think this is worse for players and better for businesses and way better for WotC. They can fix most of the problems, but price isn’t something they’re interested in fixing (and, to be fair, the price of a booster has stayed well below inflation). Unfortunately, this means that some people just can’t draft anymore or as often.







  • I think it’s more reasonable to assume chances are equal to the percentage of rares in a given set, which can vary dramatically, but I believe it’s usually about 33%.

    Why would they not adjust for rarity in this slot? They do it in all the other slots - it seems like a big leap to think that any specific common that can appear in this slot is equally as likely as any specific mythic.


  • I think it’s just 8 extra rares/mythics per pod.

    Assuming all the special guests are r/m, The List slot has 3.12% chance of being a rare.

    About 1/7 (14.3%) foils is r/m.

    We don’t know the distribution of rarity in the wildcard slot, but I’ll use the same distribution as the foils for a reasonable estimate.

    That makes (3.12+14.3+14.3 ~=) 32 extra rares per 100 packs, or just under 8 per 24 packs.


  • It’s actually not a huge change. Four common slots from the current draft booster are turning into three slots:

    • 87.5% common/12.5% list
    • Wildcard - Literally anything, including just another normal common from the main set
    • Foil - Usually common, but same foil rarity distribution as far as I can tell

    So for draft, not much is changing in the average pack.