So I pitched the utility draft idea to friends (finally), and there were conflicting opinions on it. The primary concern is adding time to the draft (which most feel is already too long). I really like the idea of the utility draft though because I can play many interesting lands that really are too narrow for the main cube. So I really want to sell this. An idea I'm toying with is how to make the utility draft go very quickly. And I've decided to try doing it in rounds that are easily digestible. It will be quick, should provide difficult choices, and hopefully warm guys up to the utility draft idea.
The main cube will only have double shock and double fetch lands. All other lands are in the utility draft. If we end up with clear auto picks in the utility draft (which we may), those cards will simply be removed from the cube entirely. I'm fine with that honestly as I don't want to find room for them in the main cube right now.
Here are the rules:
There will be 5 rounds. In each round, a pile of 10-20 cards will be placed face up on the table. We can go in any order but if there is contention over a card, each person will roll a D20 and the winner takes the card. During each round, you may only make a single selection. In most cases, this will be a single card but in the case of the Themed Land round it will be a batch of cards (3 cards) and that pick will use up 2 of your picks. You can only make 3 selections overall, so you cannot make a pick in every round.
Here are the rounds:
1.
Fixing and Manlands - All 10 painlands and the 5 allied man lands. If you want a man land you have to pass on the pain land. You can't have both. I think this will reward those who prioritized fixing in the main draft.
2.
Mono colored Utility lands - Stuff like Shelldock, Treetop, Volrath's, etc. There are clearly better (main cube worthy) options here, but if a card turns into an auto-pick, I'll just remove it and move on as stated above. I fully expect that to happen with Volrath's and maybe Kor Haven, but if it does I will decide at that time if those cards are worth a spell slot in the main cube. Otherwise, they are getting removed.
3.
Guild Utility lands - Lands which require two colors to get an effect (Gavony Township, Alchemist's Refuge, etc.). None of these cards will tap for colored mana (so that means
Horizon Canopy has no home right now - oh well).
4.
Colorless Lands - This includes universal fixing (City, Gemstone, Terramorphic) as well as the more unique colorless cards (Cathedral of War, High Market, Port, etc.). This also has high power stuff (Mutavault) which I hope is balanced a bit by forcing you to choose that versus fixing versus some of the other cool colorless options.
5.
Themed Lands - Right now this is just the artifact package (Citadel, Seat and Vault) and the Locus land package (triple cloudpost and double glimmer post). I might throw an Urza package in there (2 of each maybe?), but for right now it's just the first two. Selecting one of these packages is 2 picks and nets you the pile (either Artifact or Locus).
If you end up with a free pick at the end, you may take a
Tectonic Edge if you desire. I want a land destruction option available to anyone who wants it. Tech Edge is not a great card but is serviceable in this role and I think perfectly fine for everyone to have access to.
Thoughts? Suggestions?
EDIT: I think it might make sense to roll the themed lands into the Guild Utility for two reasons. One, you can only run so many lands that tap for colorless, and two, there really aren't a lot of good guild utility lands (I can't even find one good one for every color ombination). So that would be 4 rounds instead of 5, which will will save time and it happens to match the number of packs we generally draft (4 x 11 instead of 3 x 15).