General No Lands

FlowerSunRain

Contributor
4-6. With more then 6 we booster draft, unless a lot of the players are new, in which case we just go slow and do it so we can share info.
 

Onderzeeboot

Ecstatic Orb
Ah, thanks for the link. That sounds really interesting! What is the typical number of people you draft with? I'm not sure I'd want to try this with a full 8 man, for time constraints alone, but it might be good the next time we find ourselves with four.
If you don't mind the draft being waaaaaay more fun than the games, you should give silent auction a try. It's not that the games are not fun, they are, it's just that drafting is so awesome. Best thing ever with four players!
 

Eric Chan

Hyalopterous Lemure
Staff member
Do you have a link to this, too? Apparently I'm a newbie when it comes to four player formats!
 

CML

Contributor
I hate to be the naysayer shooting down new ideas at the beginning of a brainstorming session, but I've never really understood this problem. Assuming you draft 45 cards and run 23 spells, that's 22 cards you've taken that will sit on the sidelines. Doesn't it make more sense to start taking fixing lands at the point where you'd just be taking that 24th spell you're not going to run anyways? Shoving more spells into the main cube doesn't actually let people run more spells, so I guess I've never been a fan of "all lands as a separate draft".

Like Jason mentions, even with all the fixing lands in the main draft, drafters are usually having a tough time cutting their last two or three spells to get down to 23. It's not like normal limited, where, because of all the filler cards, the cuts are more obvious.


Sure, maybe we want more Cogworks going around?

Wondering if the mana here can be something like Legacy i.e. very good but with certain checks and balances. This seems like a robust design.

Not sure what we'd do with the extra picks.
 
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