I have drafted a
lot of Guilds of Ravnica. Probably not the most in the world, but
easily triple digit drafts between Magic Arena, Magic Online, and real
life. My drafts are also cleanly split in time. I spent the entire
Pro Tour lead up testing via classic methods, then started playing Arena after.
And the two are
distinctly different formats. They use the same cards, but you need
to adjust to be successful. For Traditional draft on Arena that
adjustment is small, but Best of One draft is as different a format
from Traditional Draft as that format is from Sealed.
Hand Fixing
In Best of One
matches, Magic Arena doesn't just draw your opening seven. It draws
two hands, then selects the one with approximately the most average
number of lands. Or something like that. It isn't quite as clean as
just the average-est hand to avoid weird exploits, but it's probably
close enough.
So much of good
Limited practice, or really just Magic in general, we have learned
over the last 25 years is rooted in the idea of mitigating early
spell and land imbalance. Many top Limited players cite cycling as
their favorite mechanic as it just solves all of this. Cycle your
Desert of the Mindful if you drew five lands early, cycle your
Rampaging Hippo if you only drew two lands (Future Topic #1: Why Hour
of Devastation was really great).
Best of One has
much less of this. With more optimal mixes of lands and spells, games
are more based on tempo because things remain closer to that. I'm
going to throw out the phrase “random walk” for people who know
statistics, but here's the easy mode explanation. The most likely
state of your mana balance after a few turns is approximately the
same as your opening hand.
One of the deeper
lessons of Traditional Draft is that you can't consistently rely on
your early draw steps to un-mana flood or screw you. The odds change
a bit, but they aren't drastic. The inverse is that if you start
fairly balanced on lands and spells, you are really likely to have
lands and action through the first several turns of the game.
Magic when both
players “always” hit their fourth land and have enough spells to
reliably curve out looks really different.
If someone falls
behind, it's much harder for them to get back from behind. Your
opponent is not going to miss a land or spell, so their plays are
just going to be at parity with yours. You need ways to effectively
tick ahead on a turn, like cheap tricks or removal, or plays that are
impossible to match at parity, usually rares.
If you miss a turn
of plays, that's falling behind. The easiest way for that to happen
is drawing spells you can't cast on time or cards that make you spend
mana without advancing your battlefield. Dominaria Best of One took a
huge hit here. Divination and Cold-Water Snapper were amazing in
Traditional draft, but both were just OK in Best of One. Six drops
clog up your hand in the early turns, and Divination on turn three is
a liability now. Lots of the Izzet jump-start cards in Guilds of
Ravnica draft lose ground here. Maximize Altitude
doesn't provide a sticky proactive advantage up the curve, is just a conditional late game breaker that could dismantle out of place
draws.
This also hurts
splashes or three color decks. Mana fixing costs time, as does the
“mana fixing” of waiting to draw your third color. That time cost
can really kill you in Best of One.
Draw smoothing
also takes a hit if it comes at a cost. If you have lands and spells,
why bother spending mana to ensure you have lands and spells?
Divination loses ground here again because its main purpose was
reliably hitting your fifth land drop. In Guilds of Ravnica draft,
that punishes jump-start a ton. Radical Idea is the pinnacle of mana
for filtering. Surveil is mostly incidental on already good cards, so
it just drops from amazing to solid.
If both players
keep making similar drops and drawing cards for mana is a real cost,
card parity is hard to break. Mulligans hurt more, both on physical
cardboard and because you are less likely to hit drops on curve. If
my hand might miss on color but has plays I'm more likely to take a
risky keep. Keeping draws that won't hit curves is worse than normal
though so ship those brick draws right away. Card advantage without
spending a turn not impacting the battlefield is always insane, it's
just now more insane.
What gets better?
Any mechanic that provides increasing advantage for battlefield
presence. Mentor and convoke are huge winners in Guilds of Ravnica,
not that mentor was bad. Convoke is just great when you have lands
and creatures up the curve, but stalls cards in your hand if you miss
a drop which just doesn't happen as often.
Sideboarding
Despite being the
main thing that jumps to mind when you think of Best of One,
sideboarding is one of the smaller Arena impacts on Draft. Two
reasons: hand fixing skews things way too much already, and
sideboarding is often specific to their exact cards.
The first one is
simple. If drawing blanks is really punished, can you afford to draw
a Mephitic Vapors when they curve Vernadi Shieldmate into Rosemane Centaur and not Fresh-Faced Recruit into Blade Instructor? Main decking a
true sideboard card in Best of One might honestly be worse than doing
it in best of three. At least then you can reasonably put a Radical
Idea in your deck to fix drawing your bad card.
The second is just
good Magic. Not every Boros deck is going to fold to Mephitic Vapors.
They might be less Ornery Goblin, more Vernadi Shieldmate. These are things you have to evaluate
based on the actual cards you see in a game, and Best of One will
never let you do that. Pre-sideboarding against an archetype these
days isn't 100% effective like Gloom was. 60%
of the time it's reasonable, not every time.
Where I like to
make up pre-sideboarding ground in Best of One is with cards that are
more general purpose effective with upside against cards or
archetypes. The best example of this is Hitchclaw Recluse. I rarely
played Hitchclaw Recluse in Traditional Guilds of Ravnica draft
because it was reactive in Selesnya and didn't trade in Golgari. In a
more proactive Best of One format any three drop plays fine, and
green needs ways to hedge against fliers
that it can't race.
Bots
(Future Topic #2:
Drafting with Bots)
No, this isn't
just a place holder, it just is a whole entire new set of
implications that apply to Best of One and Traditional draft. This is
also going to be very presumptive. I know how bots can be programmed,
I can make guesses as to how Wizards of the Coast has them
programmed, but I don't have their code base so I can't say for sure.
Best of One
specific guesses? The name of the game with bots is exploits, and I
would assume Best of One and Traditional use the same bot
evaluations. That's going to create some gaps where cards that are
vastly improved in one format sneak through for the other. Do your
best to figure out what cards the bots undervalue for the format you
are drafting and adjust accordingly.
You can certainly
learn skills that transfer from Arena to real life for a format, or
the reverse, but if you want to rank up to Mythic and win a physical
event you have to train for two parallel events. As I said the cards
are shared, but the rankings and assembly may vary.
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