General Average Words Per Card

I modified Nemo's script more to get the average of all MtG cards to find a baseline against which to compare, I wasn't sure if my cube was above or below the average of all MtG cards.

This is the average word count of all MtG cards:

Avg Words/Card (no reminders): 19.8
Avg Words/Card (full text): 24.4

Interestingly, this is exactly the line that Zoss drew between Verbose and Non-Verbose!


More stats about all MtG cards:

By color (no reminders):
Non-land colorless: average 22.48 [of 1929 cards]
W: average 17.71 [of 3094 cards]
U: average 19.06 [of 3066 cards]
B: average 19.18 [of 3115 cards]
R: average 19.65 [of 3080 cards]
G: average 18.91 [of 3033 cards]
Multicolor: average 23.15 [of 2684 cards]
Non-basic land: average 20.73 [of 682 cards]


By color (full text):
Non-land colorless: average 26.35 [of 1929 cards]
W: average 22.21 [of 3094 cards]
U: average 24.43 [of 3066 cards]
B: average 24.01 [of 3115 cards]
R: average 23.85 [of 3080 cards]
G: average 23.75 [of 3033 cards]
Multicolor: average 27.30 [of 2684 cards]
Non-basic land: average 23.11 [of 682 cards]


Top 3 most wordy per color (no reminders):

[103 words]________________[88 words]________________[88 words]


[100 words]________________[72 words]________________[71 words]


[89 words]________________[89 words]________________[85 words]


[106 words]________________[89 words]________________[86 words]


[102 words]________________[89 words]________________[80 words]


[109 words]________________[94 words]________________[90 words]


[99 words]________________[99 words]________________[86 words]


[58 words]________________[57 words]________________[55 words]



Least wordy are vanilla creatures and basic lands, naturally.
 
I've written some new code to look at keyword content of sets and cubes.

Here's a visual:
keywords_graph.png


This won't come as a surprise: cubes usually have more unique keywords than retail draft sets. "Other" sets include masters sets, Jumpstart, Commander Legends, and Modern Horizons. Those sets are almost up to cube levels of keyword inclusion. You can see that blue dot at 50 keywords for Future sight, and other than that, standard legal expansions (blue dots) usually stay in a range of about 18-25 keywords, with core sets including a bit less than that on average.

If anybody wants to help me with a solid list of cubes to use as a baseline for general analysis, that might be fun. I'm working with a list I threw together from browsing back through cube blogs, but it might be fun to have a better list of cubes.
 
What cube has 107 unique keywords o_O


That would be The Elegant Cube. The occasionals bump it from 70 in the core cards to 102 overall. Occasionals are a good place to add a non-overwhelming amount of variety, so that makes sense. Exactly half of the keywords from the core cards appear exactly once, so as expected, a single number doesn't tell the whole story.

At this point, I've just finished making the tools that let me easily access the keyword data in any set or cube, so now I need to think on some fun ways to explore and visualize that data.
 
Yeah, I'm going to have to rename it to The "Elegant" Cube...

I actually like that core+occasionals have a ton of keywords, because variety and comprehensiveness is the point of occasionals. 70 keywords in core, I'm not so sure about. Seems a bit much.

Full report:
Flying (39)
Pteramander
Marsh Flitter
Kor Skyfisher
Hope of Ghirapur
Reveillark
Healer's Hawk
Dawnbringer Charioteers
Bone Picker
Gadrak, the Crown-Scourge
Rorix Bladewing
Oona's Prowler
Siren Stormtamer
Squall Drifter
Vault Skirge
Selfless Spirit
Nimble Obstructionist
Hypnotic Specter
Firemane Avenger
Pestermite
Docent of Perfection // Final Iteration
Zahid, Djinn of the Lamp
Kitesail Freebooter
Nightveil Sprite
Sunblast Angel
Bygone Bishop
Spectral Sailor
Sprite Dragon
Flickerwisp
Oona's Blackguard
Fae of Wishes // Granted
Overseer of the Damned
Kokusho, the Evening Star
Birds of Paradise
Simic Sky Swallower
Ardenvale Tactician // Dizzying Swoop
Emeria Angel
Delver of Secrets // Insectile Aberration
Grateful Apparition
Thieving Skydiver

Haste (14)
Gingerbrute
Zealous Conscripts
Charging Monstrosaur
Hazoret the Fervent
Rorix Bladewing
Tuktuk the Explorer
Lightning Skelemental
Decimator of the Provinces
Bomat Courier
Sprite Dragon
Strangleroot Geist
Monastery Swiftspear
Izzet Chemister
Anger

Scry (12)
Burning Prophet
Magma Jet
Temple of Deceit
Temple of Abandon
Temple of Triumph
Temple of Epiphany
Temple of Malice
Temple of Mystery
Temple of Enlightenment
Temple of Malady
Temple of Plenty
Temple of Silence

Enchant (11)
Curious Obsession
Metamorphic Alteration
Faith's Fetters
Splinter Twin
Cartouche of Ambition
Bonds of Faith
Faith Unbroken
Recumbent Bliss
Curse of Chains
Confiscate
Gift of Orzhova

Flash (11)
Nightpack Ambusher
Wildborn Preserver
Frilled Mystic
Nimble Obstructionist
Liliana's Standard Bearer
Pestermite
Brineborn Cutthroat
Spectral Sailor
Boon Satyr
Merfolk Trickster
Briarhorn

Trample (10)
Charging Monstrosaur
Hinterland Logger // Timber Shredder
Chandra's Incinerator
Lightning Skelemental
Decimator of the Provinces
Honored Hydra
Lone Rider // It That Rides as One
Grismold, the Dreadsower
Honored Hydra
Simic Sky Swallower

Equip (9)
Runechanter's Pike
Cranial Plating
Bonehoard
Stoneforge Masterwork
Ancestral Blade
Lightning Greaves
Mask of Memory
Sylvok Lifestaff
Basilisk Collar

Lifelink (6)
Healer's Hawk
Dawnbringer Charioteers
Knight of Meadowgrain
Vault Skirge
Tomebound Lich
Lone Rider // It That Rides as One

First strike (6)
Knight of Meadowgrain
Porcelain Legionnaire
Kari Zev, Skyship Raider
Lone Rider // It That Rides as One
Aether Chaser
Attended Knight

Menace (5)
Dreadmalkin
Kari Zev, Skyship Raider
Dreamstealer
Glint-Sleeve Siphoner
Dreamstealer

Kicker (5)
Fight with Fire
Rushing River
Vines of Vastwood
Into the Roil
Thieving Skydiver

Deathtouch (5)
Acidic Slime
Bone Picker
Mire Triton
Tomebound Lich
Thornweald Archer

Transform (5)
Hinterland Logger // Timber Shredder
Lone Rider // It That Rides as One
Docent of Perfection // Final Iteration
Kessig Prowler // Sinuous Predator
Delver of Secrets // Insectile Aberration

Cycling (5)
Slice and Dice
Nimble Obstructionist
Stinging Shot
Choking Tethers
Neutralize

Proliferate (4)
Contagion Clasp
Karn's Bastion
Evolution Sage
Grateful Apparition

Reach (4)
Penumbra Spider
Wildborn Preserver
Atzocan Archer
Thornweald Archer

Rebound (3)
Ojutai's Breath
Emerge Unscathed
Great Teacher's Decree

Vigilance (3)
Cataclysmic Gearhulk
Hundred-Handed One
Topan Freeblade

Fight (3)
Savage Stomp
Kogla, the Titan Ape
Atzocan Archer

Flashback (3)
Dread Return
Faithless Looting
Firebolt

Investigate (3)
Ongoing Investigation
Bygone Bishop
Thraben Inspector

Adapt (2)
Pteramander
Incubation Druid

Evoke (2)
Reveillark
Briarhorn

Renown (2)
Relic Seeker
Topan Freeblade

Convoke (2)
Stoke the Flames
Devouring Light

Wither (2)
Twinblade Slasher
Necroskitter

Heroic (2)
Dawnbringer Charioteers
Fabled Hero

Eternalize (2)
Champion of Wits
Dreamstealer

Landcycling (2)
Ash Barrens
Migratory Route

Basic landcycling (2)
Ash Barrens
Migratory Route

Typecycling (2)
Ash Barrens
Migratory Route

Jump-start (2)
Risk Factor
Chemister's Insight

Surveil (2)
Nightveil Sprite
Sinister Sabotage

Morbid (2)
Brimstone Volley
Tragic Slip

Shroud (2)
Blastoderm
Simic Sky Swallower

Amass (1)
Dreadhorde Invasion

Entwine (1)
Blinding Beam

Explore (1)
Merfolk Branchwalker

Indestructible (1)
Hazoret the Fervent

Dash (1)
Zurgo Bellstriker

Mill (1)
Mire Triton

Hexproof (1)
Silhana Ledgewalker

Reinforce (1)
Hunting Triad

Battle Cry (1)
Accorder Paladin

Echo (1)
Mogg War Marshal

Awaken (1)
Sheer Drop

Battalion (1)
Firemane Avenger

Emerge (1)
Decimator of the Provinces

Enrage (1)
Ripjaw Raptor

Living weapon (1)
Bonehoard

Madness (1)
Violent Eruption

Evolve (1)
Experiment One

Spectacle (1)
Light Up the Stage

Monstrosity (1)
Hundred-Handed One

Changeling (1)
Changeling Outcast

Aftermath (1)
Grind // Dust

Bestow (1)
Boon Satyr

Undying (1)
Strangleroot Geist

Exert (1)
Glory-Bound Initiate

Bolster (1)
Elite Scaleguard

Populate (1)
Growing Ranks

Shadow (1)
Looter il-Kor

Fabricate (1)
Cultivator of Blades

Metalcraft (1)
Galvanic Blast

Fading (1)
Blastoderm

Prowess (1)
Monastery Swiftspear

Embalm (1)
Honored Hydra

Landfall (1)
Emeria Angel

Double strike (1)
Fabled Hero

Support (1)
Generous Patron
 
Another thing I noticed while trying to decrease the wordiness of my cube is that some mechanics are one word and you know it: flashback, delve, etc. Others are a flag for a type of effect that has many words involved: landfall, threshold, etc.

The former is obviously gonna be better to decrease wordiness. Much quicker to go "ah, I can delve this" than it is to go "hmm, let's read what happens when I play a land."
 
For my main 360 cube I actually have been doing keyword management for some time (since at least 2016 or so), I try to stay at 20 or so keywords (yes, even including the gimmes like flying) and a minimum of 5 cards for a given keyword.

I got basically only positive feedback on this change, even if the drafters who experienced both the pre and post keyword culling versions could not put their finger on why the cube felt easier to understand. I'd highly recommend trying a 'retail-like' keyword count.

(And yes, I think it's totally in the spirit of complexity management to run custom versions of cards which write out keywords that you're not going to support, or use retail versions of the cards that already do)
 
I've been thinking of words like a price. You wouldn't run a $50 card unless it was REALLY useful to your environment. Similarly, I'm trying not to run anything too wordy unless it's very worth it.

The problem I've personally run into is that The Black Cube thrives off having cards with a base effect AND a graveyard effect, so I've got a lot of cards with double the text and I don't fully know what to do. Flashback and Delve are great keywords, but Diregraf Ghoul vs Dread Wanderer is a huge difference for word budget, but also loses some of what makes the environment special. As a result, I feel like I can't do anything about it.
 
Case Study: Words Read in Outlaws of Thunder Junction Retail Draft

Goal
: make more of a fair comparison between the words read in a retail set draft and a cube draft.

Note these two differences between typical cubes and typical retail sets:

1) Retail draft sets have a smaller list of mechanics, with most of the mechanics repeated many times. The drafters can read the reminder text a couple of times, and after a while they can start skipping that text on subsequent cards.

2) Retail drafts have duplicates of lots of commons and some uncommons, so the drafter can avoid at least a portion of the reading when they see a card for the second time, third time, and beyond.

Both of these create something of a reading discount.

How much of a discount? Well...

Assumptions:
1) The reader spends only 50% as long reading a card when they see it for a second time, and then the third time it only takes 37.5%, then 25%, and it keeps diminishing.
2) The reader only reads reminder text for mechanics 2-3 times before skipping that reading on future cards.
3) The ten common dual lands are being treated like the same card for discounting purposes. I think a typical person will just look at the mana symbols or colors after the first few looks at these.

Now we need to know how often drafters are pulling cards they've already seen before. In OTJ retail draft, about 45% of the common cards will be cards that the drafter has already seen at least once. On top of that, about 38% of the uncommons will be duplicates. Occasionally there are even more duplicates in the other slots (Rare, Mythic, Breaking News, Big Score, Special Guests), but those don't contribute much to the averages, so I am neglecting these.

All of this means that a reader is only reading about 75% of the words on the commons and about 86% of the words on the uncommons, so we have our first reading discounts.

(I played with the assumptions, and even trying out a wide range of guesses about how much text would be read, the commons run in the range of about 60-85% of the raw text being read.)

Reminder Text
So far, I'm only talking about the rules text excluding reminder text, but let's now focus on reminders.

Applying Assumption #2, let's look at the Plot mechanic.



Plot has 30 words of reminder text, and an OTJ drafter would see this text on about 25 cards per draft. That's about 750 words to read, but I'm assuming that the reader would quit reading that text after the third time - only 90 words out of those 750 are actually read. This creates a discount of 660 words.

Plot accounts for the biggest chunk of reminder text in the set by far, because it has so many words and is on so many cards, including a bunch of commons. We also have Saddle, Crime, Outlaws, and Spree. Those combine for another 500 words discount or so, plus there are a handful of other mechanics (ward, indestructible, treasure, scry, surveil) that provide a discount of another ~275 words.

Overall Averages

Now we can look at the overall totals.
Category / SlotAvg Words (no reminders)Avg Words (including reminders)
OTJ: Common19.329.5
OTJ: Uncommon27.438.8
OTJ: Rare35.043.3
OTJ: Mythic42.045.2
OTJ: Land Slot13.313.3
OTP: Breaking News (bonus sheet)21.224.9
BIG: Big Score (part of The List)34.337.0
SPG: Special Guests (part of The List)24.124.1
Overall Weighted Average (no discounts)24.432.4

To calculate the adjusted average, I applied the duplicate discount to the average without reminders, then added in the reminder text less the amount that I've assumed players won't read.

Discounts:
OTJ Commons
: Average drops from 19.3 to 14.6 words per card, a discount of about 5 words per card.
About 26% of the commons appear only once, and 36% are cards that appear twice. Another 24% of cards seen in the draft are seen three times, and 10% are seen four times. The remaining 4% of commons are coming in sets of 5 or more duplicates.

OTJ Uncommons: Average words drop from 27.4 to 23.5 words per card for a discount of about 4 words per card.
35% of uncommons are in sets of two, and 11% are in sets of three. A couple more percent of uncommons appear more than three times in a draft.

I wasn't sure how to quickly calculate all of that, so I just created a little simulation and ran it 10,000 times for each rarity.

Reminder text: 1440 words saved on the 199 OTJ cards seen in each draft for a discount of about 7.2 words per card across the entire OTJ portion of the draft.

Overall Discounted Average: 22.4 words per card (includes discounted reminder text)

This is a pretty big change from looking at the raw average of 32.4 words per card. This number is actually less than the rules text without reminder text.

Let's go a little further. The average adult reads about 200-300 words per minute, according to a 5 second Google search (long enough or me to read 20 words). Each drafter brings 3 packs of 14 cards and will see 252 cards.

This amounts to about 5700 words of reading, which takes the average person about 23 minutes to read at 250 words/min. That reading time figure is super sketchy and confounded by talking about a population of MtG players reading their cards, and symbols counting as words. I think it's still an interesting number to look at.

Cube Comparisons

Now I have a baseline number for the words I read if I draft a new retail set. Outlaws is, I believe, the wordiest retail draft yet printed. Having drafted it a bit, I find it to be manageable, so I consider the benchmarks it provides (24.4 words per card, 5700 total words) to be useful.

My current cube project is a 3-5 player, medium complexity, non-blue cube. I want it to be more on the level of a retail expansion than a complex cube for repeated drafting by an experienced play group. Finding a number for comparison has been my purpose for this little case study.

I included a lot of madness (10) and flashback (10) in my cube, so I get a bulk discount on those mechanics' reminder text. The OG dual land reminder text also shrinks from 5 words nearly to zero. The raw numbers in my cube are 15.6 and 21.3 words per card, and the discounted number is about 18.6 words. In terms of total words per draft, I come in around 3500 total words, or 14 minutes of reading. This is partly because I'm using smaller packs with only 4-5 players. These figures tell me that I still have room to add wordy cards if the cube calls for them.

Other Factors

Clearly, the actual reading amount depends on a lot of factors. If the drafter already knows some of the cards, that's another discount. If there are a lot of mechanics with reminder text and the drafter already knows, that's another discount as well. If the cards are just weird, then they'll take longer to read, even with the same amount of actual words.

Also, I assumed that all of the rarity slots had an equal chance to be drafted, but in reality the rarer cards will tend to get pick up a little earlier on average due to their higher power level. If I tried to estimate the effect of the rare slots getting snapped up, that would reduce the word count by a little bit more.

Annoyingly, the oracle text now differs from the actual cards because of "enters" instead of "enters the battlefield" on about 20% of the cards, so the actually printed word amounts are about 0.40 words more per card overall.

Takeaways for Cube Design

Breaking singleton makes your drafters read less cards.

Using the same mechanics on multiple cards also reduces their reading.

These things don't surprise anybody, but maybe it was interesting for you to see how much of an effect they had (30%) in one retail draft environment's word totals.

If somebody wants me to run the numbers on a certain cube or retail set, let me know. If somebody can point me to what they would consider to be more of a "normal" cube, it might be interesting to see how the reading discounts differ as a percentage of the total words.
 
Good analysis! I do think, however, that you're not applying enough of a discount, since part of being an experienced Magic player is knowing what words actually matter.

To use an example from OTJ, let's look at...



If you take a naive count of all the words on the card, there are a whopping 44 words on that card, not counting the title, mana cost, or typeline. However, an experienced Magic player is going to take one glance at "+{1} - Search your library for a basic land card or a Desert card, put it onto the battlefield tapped, then shuffle" (21 words) and read something like "+{1} - Search your library for a basic land card or a Desert card, put it onto the battlefield tapped, then shuffle" (8 words).

Accounting for that'd probably be too complicated for anything short of an actual research project, though - it'd involve a LOT of manual adjustment.
 
Accounting for that'd probably be too complicated for anything short of an actual research project, though - it'd involve a LOT of manual adjustment.
Yep, I fully agree with all of what you're saying. I've thought a little about what it would take to adjust for some of these types of things, but it seems pretty daunting. Part of this would involve making a dictionary of common phrases and giving a discount for cards that let you chunk the reading according to those. There would be lots. Triggered abilities that say "Whenever X, do Y" are pretty easy, because the X event is one thing, the Y ability is another thing, and you're just remembering those two things instead of thinking about the 20 words it takes to say it.

Some of the complexity of cards comes from thinking through how the abilities are supposed to work together. These draw sometimes, discard sometimes spells require some thinking to put the pieces together in your head. This is a type of slower reading that I would struggle to quantify.


I remember trying to figure out the point of this card when it came out. It takes time to think "why would I want this?"


When I read this card, I had to reread it to think through how the game of chicken works. Even with the benefit of knowing what draw 7 wheel cards do, and knowing secret number games, I had to think about this to figure out what's going on.


Here's another one that's simpler than its 40 words would suggest:

{cast creature}: {get +1/+1 counter}
{dies}: {move counters to other creatures}

Another:

{trample}
{combat damage to player}: {impulse draw}
{madness 1R}

I'll just have to do what everybody does and qualitatively evaluate cards for this type of stuff.
 
It's interesting that the wordiest cards in each color are the Sparkers... except for in Black.
It's the biggest casualty of the "things that seem simple really aren't"! Necromancy and Dance of the Dead (and Animate Dead) have to use a lot of words to get an intuitive concept across. Word of Command similarly, though that one is also a weird clunky Alpha design so it has some warts on it, but like, you get what it's doing, you just can't translate that into words.
 
I'll just have to do what everybody does and qualitatively evaluate cards for this type of stuff.
I think your last point here about comprehension complexity not necessarily being directly correlated with wordiness is pretty salient. I feel like one of the things I'm trying to avoid when cutting down on "wordy" cards is actually moreso the (reads card) "wait what" (reads card again) "okay I get it" (misplays with card because they did not actually get it) effect.

I remember playing some jumpstart cube in a really casual setting at a small music festival a couple years ago and someone was trying to play around my Voice of Resurgence and they read it like 4 times and kept going "oh okay I get it now" and then I'd make a token after they countered my thing and they'd go "wait huh what" and read the card again. I ended up cutting it later that day. Not a terribly wordy card, it's just the one sentence, but the way it's worded and the unintuitive unrelated combination of effects is what trips people up.

I feel like my system lately is if I read a card for the very first time and don't immediately go "cool got it", it's already on thin ice. Players new to the cube are gonna be reading hundreds of new cards, you really can't afford to have a bunch that waste people's time.
 
I remember playing some jumpstart cube in a really casual setting at a small music festival a couple years ago and someone was trying to play around my Voice of Resurgence and they read it like 4 times and kept going "oh okay I get it now" and then I'd make a token after they countered my thing and they'd go "wait huh what" and read the card again. I ended up cutting it later that day. Not a terribly wordy card, it's just the one sentence, but the way it's worded and the unintuitive unrelated combination of effects is what trips people up.
Unironic custom formatting suggestion: same card, same effect, but make it look like a "choose one":

go like
Code:
Whenever:
*An opponent casts a spell during your turn
*Or Voice of Resurgence dies
create...
wotc please steal (I know they don't read forums for this very reason)
 
Top