Moving on with Magic: The Gathering fun formats, we have something really, reeeeally interesting and entertaining!
This has to be the most played and loved fun format of them all in my country and we play it whenever we can. Read on to see why.
I don’t know when and where ten land draft was created or who created it, but we should all be thankful to that person because he brought us endless hours of pure fun.
There are 2 major differences between your regular Magic draft and ten land draft:
1.) Ten land draft is usually played with only 2 players. It could be played in two-headed giant variance or 3 vs 3, but mostly it’s suppose to be a battle between 2 M:tG mages.
2.) It is played with 1 booster per player only. For usual draft you always need exactly 3 packs of some Magic edition, but for ten land draft only 1 booster is sufficient.
First off, you roll a die. Whoever wins, gets to open his pack first, takes first pick and play first when the match starts. So, that player opens a pack and take 1 card, then other player takes card of his choice, and so on until last card have been drafted. Then player number 2 opens his booster, takes a pick and drafting continues as usual. Basic land counts as one of the cards from the booster and gets drafted just like all other cards. This is pretty important because basic land could be better than many other spells from a booster pack.
This is where it gets interesting. You have to play EVERY card you draft! That’s right, every single one of them. Of course, there are some cards that does actual nothing in a limited match of Magic, but someone still must take it and play it in his deck.
After you jam all of the spells in your deck, there’s one other thing you need – mana base. You get to take 2 basic lands of each type, and then remove any 2 lands, and add any 2 lands. So, you play with 10 lands, hence the name of this format.
Now when you know the rules, we’re back on drafting What should you take, what is good? Every big creature is good. This is a pretty slow format, so your regular green 5/5 for 6 mana will be dominant most of the time. Most of artifact creatures are good. You’re playing 4 or 5 colors, so you’ll get screwed quite a few times. Artifact creature that can hold the fort until you find lands you need should be valued very high. Try to skip one color and play only 4, if possible. Later when you add lands you can remove 2 lands you don’t need (color you don’t play), and bring in 2 lands you need the most. Avoid cards that have 3 or more colored mana symbols in their cost. Avoid playing double colored symbols in 2 or more different colors. If there’s no playable spell in a pack (happens very often with 3-4 cards left in pack), take a basic land! It will help you not to get mana screwed.
After you’ve both drafted and built your decks, you’re ready to play some Magic. There is only 1 in-game difference: after you’ve drawn your last card from the deck and need to draw another, you don’t lose the game. Rather, shuffle your graveyard into your library and then draw a card. After you spend your library for the second time, and need to draw a card, you lose the game. Because libraries are only 25 cards thick, this had to be done.
So, that’s it folks. You just need 1 friend, and any 2 packs of Magic: the Gathering and you’re ready to play Ten Land Draft! I can guarantee you’ll have lots and lots of fun!
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