WotC announced a new type of product that will combine Set Boosters and Draft Boosters. We don't have 100% info, but there is a significant chunk we do know. How will the new product impact draft? Not by much at first sight. 1/12
Firstly, WotC focused on the fact that you could potentially open up to 4 rares in a pack. Yes, theoretically it is true. But realistically - it probably is a once several boxes experience. To look at it, we need to see what would need to happen. 2/12
One rare/mythic slot is a given. You also have the common/list slot. It is a regular common 87.5% of the time - 7 times per 8 packs. So on average in 3 packs per draft you will open something else. But even in those cases, you will still open mostly commons.
Why?
3/12
9.38% of the time you get a common/uncommon from The List there - assuming 2/3rd of the time it is a common - 6.25% you get a List common. 1.56% of the time (~1 per 3 draft pods worth of boosters) you get a rare/mythic List card. Same frequency you get a Special Guest card.
4/12
But Special Guest cards are also mainly at common. )f 40 special guests only 10 are R/M.
Based on those numbers, in this slot you will get some sort of a common ~94% of the time, uncommon ~4% of the time and a rare/mythic ~2% of the time. So practically you get a common. 5/12
You will also get a foil and non-foil wild card slot - slot with a random rarity card. My guess, because that slot is not specified in the WotC article, is it will be 75% common, 20% uncommon and 5% rare. Guesswork, but would be shocked if that proportion is very different. 6/12
I assume on Arena we will just get 2x regular wild card slots instead due to the lack of foils. This is actually good, as the foil slot was the big difference between Arena and paper and that will now be most likely eliminated thanks to that change. 7/12
To finish the tally, we have 6 common and 3 uncommon slots. So, keeping in ming I had to guestimate some of the proportions, we end up with this average pack composition:
And looking through replies to my previous tweets it struck me - I've seen similar numbers before! 8/12
@RevilFox was spot on. MOM was almost certainly a pilot version of the new strategy. And I don't remember crying that MOM was unplayable or that sealed in MOM was too busted. Here is the anatomy of MOM pack I did then: 9/12
@RevilFox Keeping in mind I made some necessary estimates for the Play Pack, they look comparable with MOM packs (they had 1 extra uncommon). This increases my faith in my guesstimates. And hopefully will keep you reassured the change doesn't mean the end of draft as we know it. 10/12
@RevilFox But what about the sealed? It surely isn't great to have packs with 4 rares in them? Maybe it's not. But think about the frequency of those. Based on my estimates - 1 pack in 20000 will have 4 rares. Not something that will impact games regularly enough to care about it. 11/12
@RevilFox If one thing worries me with Play Packs it's not the draft, it's the price. Are PP worth the price increase? I will be certainly monitoring it, so watch this space when Karlov Manor hits Arena. As soon as I can I'll prepare the breakdown of pack contents with exact numbers. 12/12
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Main complaint about data in Magic are absolute opinions. "This card is busted because it has a high wr". You hear such arguments all the time. Using data as a hammer to quench any discussion annoys me too. This thread aims to look at win rate with a bit more subtlety. 1/19
First - let's rethink what a win rate is. In its simplified view it will frequently look like this: Titanic Growth has a good Game in Hand Win Rate in RG decks. It is the 4th best common in those decks so I guess it is just a good RG card. 2/19
This simplified view will sometimes be true. Some cards are just good and you should always play them. But sometimes it is not. And that is where the problems start arising. In order to avoid falling into this trap, what helps me is to reimagine what win rate is. 3/19
March of the Machine is arguable a set with the most complex booster pack architecture. No dedicated rare slot, instead a double sided slot, single sided slot, Battle slot, land slot and a multiverse legend. How can this impact draft? 🧵 1/11
Thanks to the infinite kindness of @17Lands team I got some early access data to try and figure out what is the impact of the pack collation on the card frequency. Firstly let's look at how packs look like in a regular set: Simple 1 rare/mythic, 3 uncommons and 10 commons. 2/11
@17Lands But in MOM things get a bit more complicated. There are more than 1 rares/mythic per pack on average, over 4 uncommons and only 8.4 commons. And the basic land/gain land slot. Even on a small dataset I worked on that split was almost a perfect 50:50. 3/11
Often people claim to have a signature build, something others don't do in a Limited format. And often they are right. But such "special builds", sub-archetypes are notoriously hard to find using data. For many reasons. In Magic Numbers #69 I try to find such builds in ONE 🧵 1/x
First difficulty is to find those builds. But over time I developed a toolbox to do it. And weirdly, I use methods from my day job to do so.
I am a microbial ecologist, studying how microbial communities function and which species make them tick. 2/x
To do so, I need to often compare different ecosystems. And to be able to do that, I convert the list of species and their quantities in my ecosystems into numbers and plot them in 2-dimensional space.
Decks are similar to ecosystems, only instead of microbial, 3/x
If you wanted a worrying graph about ONE draft - here is one.
Most color pairs don't have commons that perform OK. I usually use a 56% GiH WR cut off to measure OK cards. In ONE 6 color pairs have <10 commons that have that WR. In BRO it was 0, DMU - 1, NEO - 2. 1/x
Yes, part of it is because some archetypes have an appalling win rate. But that is a problem in itself. Bottom 4 color pairs in this dataset are all from ONE. It would be easy to blame it on players who just didn't figure out the right builds, and in part it is probably true. 2/x
In large part imho the fault is on the side of players for getting stuck in drafting poor colors (black) and leaving red mostly uncontested. In fact when you look at top 10 commons in each color and relation of their win rate and ALSA it is a mad house. x/3
Did you ever wonder what are the odds of opening that Vorinclex in ONE pack in Arena? Well...
It is ~57.5%. There - no clickbaiting. But if you want to know how to get that number out of @17Lands - explanation in the thread.
1/x
@17Lands You need to look at the times a card has been seen in the Card performance data. Number times seen depends on number times open. But! Of course cards that go later will be seen even more. Just look at the difference between Staff of Compleation (2313) and Nissa (777) 2/x
@17Lands Luckily next to "Seen" you get the ALSA value. And also luckily - cards with high ALSA (AKA early picks) have a perfect correlation: the higher the ALSA, the more you see of a card. Because it is true, you can just divide Seen by ALSA to get a value you can easily compare. 3/x
Last Magic Numbers were about reading draft signals.
Here is a TL;DR thread of the seminar to communicate most important findings. Signals in draft are often mentioned in limited content but there is rarely any specifics. @17Lands can change that. 1/18
@17Lands Firstly: what is a signal. By signal I understand any information during the draft that let's me effectively judge openness of a color or color combinations. 2/18
@17Lands So for example in theory, if I see a strong common at P1P6, I should, on average, see more cards in this color later in the draft.
Signals are also related to how average user of Arena evaluates a card, not how you do it. 3/18