Is this comment about Twitter or Magic?
Both!
I'm kinda neutral on this change myself (I don't buy packs anyway, so eh), but whoever had the bright idea to slam this announcement into the emergency B&R slot certainly made a decision.
Is this comment about Twitter or Magic?
Right, I really enjoy Gruff Triplets and Decadent Dragon.Additionally, the chance for bonus rares increases the amount of high-rarity cards players will be able to enjoy throughout a draft format
That's a fair analysis. Thank you very much!I mean, they are very transparent about the differences between the three types of boosters (draft, set, and play). We know that the EV per dollar spent of draft and set boosters are roughly similar, and we also know the play and draft boosters will be roughly similar, and that the difference between both boosters isn't in the money cards.
https://magic.wizards.com/en/news/making-magic/set-boosters-2020-07-25
https://magic.wizards.com/en/news/making-magic/what-are-play-boosters
Ignoring the art and token/ad cards, a set booster contains 1 land card (15% foil), (on average) 3.9 commons and 2.1 uncommons, 1 headturner (most often a common/uncommon using the set's showcase frame, let's assume 0.8/0.2 split), 2 wildcard rarity slots (on average 1.4 commons, 0.35 uncommons, and 0.25 rares), 1 R/M slot (on average 0.865 rares and 0.135 mythic rares), 1 guaranteed foil (rarity distribution not disclosed, but let's assume the same average as the wildcard slot).
So, on average you get 6.8 commons, 2.825 uncs, 1.24 rares, and 0.135 mythic rares, for a total of 11 cards.
A play booster contains on average 1 land card (20% foil), 6.875 commons, 0.125 The List cards (divided in 0.0938 commons/uncommon the list cards (let's assume an 80/20 split again), and 0.0312 rares/mythic rares/Special Guest cards (let's count these as rares), 3 uncommons, 0.857 rares, 0.143 mythic rares, 2 wildcard slots, one of which is a guaranteed foil (assuming the same rarity distribution as in set boosters this will add on average 1.4 commons, 0.35 uncommons, and 0.25 rares).
So, on average you get 8.35 commons, 3.37 uncommons, 1.138 rares, and 0.143 mythic rares, for a total of 13 cards.
So you get slightly less rares, but slightly more mythics, which more or less evens out. The main thing is a play boosters contains more commons and uncommons than a set booster, which shouldn't do too much for the EV (though very good uncommons do sometimes impact EV and you've got an extra half uncommon).
I also enjoy Decadent Dragon, it's a very fun card.Right, I really enjoy Gruff Triplets and Decadent Dragon.
I really appreciate your posts but I have no idea what you’re talking about half the time.I tries to ignore all the things going on:
Some rightfully called bullshit. But then all those "reasons" pop up. It is a replay of all the changes before. Most of the changes have been money grabs and not improvements for the game.
I have been around a long time. My take away of it all is:
We needed to raise the price. We fucked up on a change before and do a 180.
The power will be even more concentrated in higher rarities, so money grab anyone? (good old times of madness...).
I am already out for a long time, but what is shocking (or not seeing the more important real life problems) is that they simply do not learn of their mistakes.
For a long time it has been we do something and find reasons for it instead of the other way around. They wanted to simplify and did new world order. Lo and behold, the amount of non-grockable text even increased on the played cards in a short time frame.
I loved the game when answer cards and threats did not overlap. Since that went away it devolved in threat -> threat+answer in one card (or bigger threat) ad infinitum until one was out and bricking one turn meant you lose. No thank you.
Before someone blames me for being an angry old person, I tried many times to come back. They are right that the mana fixing in the old days sucked. Fixing that makes the game better, but the other changes are so bad that it completely negates this.
Me neither. My mind goes from a to z to d to n to e and to a again to h in split seconds. Sometimes I need to take a few minutes and gather my thoughts.I really appreciate your posts but I have no idea what you’re talking about half the time.
Way more boosters are ripped open just for the thrill of opening a pack than for actually playing a draft. More bomb rares is more excitement for those booster rippers (a majority) at the cost of more unbalanced gameplay for limited enjoyers (a minority). However, limited play is still recognized as very important by them, so they aim to raise the floor of commons and include more good removal to deal with those additional bombs. It's really not all bad.Me neither. My mind goes from a to z to d to n to e and to a again to h in split seconds. Sometimes I need to take a few minutes and gather my thoughts.
What if I put it like this when I put the changes and their reasons why in perspective:
1) they change things (for good or bad)
2) reasons are invented.
3) they do a 180.
The thing is (viewing the changes through time) is that the changes are made for money reasons and the why is invented afterwards. That is why the choices made do not solve the problem they "tried" to solve. I for one think that more bombs is not good for the game, but hey, I am out so who cares.
Now, these two points are very relevant for us cube enjoyers. Looks like simplicity is not what new players are looking for, and complexity is okay if the card is cool. I'm betting they were very surprised with this conclusion! I know I am! (Despite my first real deck being built around Temporal Distortion, artifact mana, and vigilance creatures...)- A big project that WotC isn't ready to talk about yet is in the works to get the new players into Magic, and also to push them to try Limited. "Low complexity" was tried for years, but that actually failed and didn't appeal to new players at all. Excitement and dynamic gameplay is what they want, not simplicity.
- Data suggests that complex cards with cool and unique mechanics actually draw new players in, as they find them cool and want to learn more. Commander is succeeding with new, casual players partially because of that.
And that is just where the stuff breaks down.Way more boosters are ripped open just for the thrill of opening a pack than for actually playing a draft. More bomb rares is more excitement for those booster rippers (a majority) at the cost of more unbalanced gameplay for limited enjoyers (a minority). However, limited play is still recognized as very important by them, so they aim to raise the floor of commons and include more good removal to deal with those additional bombs. It's really not all bad
I think given the way Magic has historically been designed, you actually can have both, at least in relation to what we used to get.You cannot have both: excitement for (artificial scarcity) rares and raising the power of commons.
Interestingly, one of the cards that pushed the design team over the edge on this point was Gollum, Scheming Guide. This card was designed for the LOTR starter decks. Product architect and pro-tour hall of famer Mark Turian thought the card was too complex for new players and tried to get it cut from the decks. As it turned out, Gollum, Scheming Guide and its wall of text was the single highest-rated card among new players in the entire set. The flavorful design and interesting, complex ability were really appealing to new players.Now, these two points are very relevant for us cube enjoyers. Looks like simplicity is not what new players are looking for, and complexity is okay if the card is cool. I'm betting they were very surprised with this conclusion! I know I am! (Despite my first real deck being built around Temporal Distortion, artifact mana, and vigilance creatures...)
That's why I put the madness example up there. Madness did not require rares during torment. Your example is one where rarity matters power wise is already going on.I think given the way Magic has historically been designed, you actually can have both, at least in relation to what we used to get.
A huge portion of Magic packs have effectively been duds by design essentially since the game's conception. For the longest time, a normal draft booster effectively was composed of 10 worthless commons, three uncommons that might be ok, and a rare that may or may not be good. The thing about the commons was that they weren't only unexciting, but actively disappointing. I still remember ripping packs as a kid and being greeted by hordes of Wetland Sambars and Silent Artisans. These aren't cards you would ever want to put into a deck you were building, and you would only begrudgingly play in draft if you were short on playables. There wasn't really a reason for the cards to be this boring and arguably worthless beyond artificially inflating the value of rares. In a world without totally worthless cards, we can see more of the exciting game pieces without completely ruining limited. In fact, more powerful answers and filler cards at common can actually mitigate losses to the opponent randomly getting lucky and having a bomb card. It doesn't even make the bomb less exciting because the fun part of bombs is generally their splashy effects and interesting abilities, and not the fact that they can cause you to auto-win the game. In fact, it would arguably make bombs more exciting because you will actually need to use some skill to have them bring you across the finish line.
Magic has so much design space that adding more cards that reside roughly in the middle of the existing power spectrum doesn't necessarily impact the game's overall health while making sets more exciting and worthwhile for players. It's really a win-win.
Gollum is not a good example. It is all gravy from the casters side. Look at it from the opponents side. Either the opponent guessed correctly and they cannot kill it through combat since gollom evades that. Or they failed to guess it and they cannot block it...Interestingly, one of the cards that pushed the design team over the edge on this point was Gollum, Scheming Guide. This card was designed for the LOTR starter decks. Product architect and pro-tour hall of famer Mark Turian thought the card was too complex for new players and tried to get it cut from the decks. As it turned out, Gollum, Scheming Guide and its wall of text was the single highest-rated card among new players in the entire set. The flavorful design and interesting, complex ability were really appealing to new players.
This news has been making me question why exactly so many of us established players have such a big problem with complexity, especially in relation to newer players. I am wondering if there is something else we don't like that we are writing off as a complexity issue.
Gollum, Scheming Guide being the prime example of what is wrong with Magic in 2023 is the single hottest take I've heard in a while...Gollum is not a good example. It is all gravy from the casters side. Look at it from the opponents side. Either the opponent guessed correctly and they cannot kill it through combat since gollom evades that. Or they failed to guess it and they cannot block it...
It is a prime example of what went wrong with this beautiful game. The caster has only benefits...
This news has been making me question why exactly so many of us established players have such a big problem with complexity, especially in relation to newer players. I am wondering if there is something else we don't like that we are writing off as a complexity issue.
Magic has so much design space that adding more cards that reside roughly in the middle of the existing power spectrum doesn't necessarily impact the game's overall health while making sets more exciting and worthwhile for players. It's really a win-win.
I was just about to comment that a higher booster price does mean a higher cost of entry, so it's not all win-win. I do think this change will make retail drafts more exciting, and building a cube to draft "for free" more appealing.I think the EV/dollar spent arguments are hard for me to get behind, for my personality type at all. I remember going to a pokemon pre-release and opening like "50 EUR" worth of cards, but that's irrelevant until I go through the effort of finding buyers for them. For me all that mattered was the cost of entry.
I think this is a fair point. When I was saying this change is a "win-win," I was talking about a gameplay perspective. I think this will have an overwhelmingly positive effect compared to the status quo on that front, provided the information WOTC is providing is accurate. However, from the pricing side of things, there is a minor trade-off. I do think it's worth noting that these new packs are still less expensive than where draft boosters would be if their price had kept up with inflation (as we can see in @MilesOfficial 's review). I would definitely understand being upset about that if the contents hadn't improved, but I do think the fact that we're getting a better product than we were getting before is definitely important here.I was just about to comment that a higher booster price does mean a higher cost of entry, so it's not all win-win. I do think this change will make retail drafts more exciting, and building a cube to draft "for free" more appealing.
We have some more information about Play Boosters from Weekly MTG:
- A big project that WotC isn't ready to talk about yet is in the works to get the new players into Magic, and also to push them to try Limited. "Low complexity" was tried for years, but that actually failed and didn't appeal to new players at all. Excitement and dynamic gameplay is what they want, not simplicity.
- Data suggests that complex cards with cool and unique mechanics actually draw new players in, as they find them cool and want to learn more. Commander is succeeding with new, casual players partially because of that.
- 95% of Sealed play is prerelease, so they're not concerned about play boosters hurting Sealed. The prerelease boxes can be modified to help if need be.
In general, I think this reasoning is sound and should lead to a good set of changes. I was interested to hear about the failure of low-complexity design. My guess is they're referring to sets like Ixalan, Rivals of Ixalan, and the last couple of core sets, along with set-based Jump-star. All of these products purposefully lowered their complexity level at the expense of gameplay quality. I do worry a bit that they are going to push complexity a little too far and make sets that are too hard to parse. Then again, the historic example of a set that was "too complex" is the Time Spiral block, which is considered one of the best blocks of all time by many players. I don't think that level of complexity has yet to be exceeded by a modern set, so perhaps we have nothing to worry about!
This whole thread is worth a read. Check it out if you haven't recently!For fun, I downloaded some JSON card data and wrote a bit of Python code to find the average number of words per card in a bunch of cubes from this site. It's a metric I'm trying to minimize in my cube, within reason, so this interests me.
I looked at full oracle text, but also the text excluding reminder text in parentheses. The reminder text can be misleading in some cases, since the same keywords may or may not get reminder text, depending on the card's set and rarity. For example, Omeanspeaker vs Sage's Row Savant. But it's interesting to see that some cubes have a bigger difference between the two averages, which indicates more keyword abilities and/or wordier reminder text among those keyword abilities.
It would be fun to come up with a more sophisticated index to estimate the rules density of a cube, or its readability.
Anyway, here are the results for the cubes I ran through the program, with lists pulled from the web within the last couple of weeks or so.