Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Topic started by: Gabe on September 30, 2019, 08:52:35 PM
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Booster draft always seems to be one of the most popular categories at Nationals. I know at least a few players who cite booster as their favorite category.
The upcoming set has a focus on booster draft like no other set before.This got me wondering...
What is your favorite thing about booster draft?
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Drafting. I would love to see a booster TEAMS category.
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I love when you get just enough of a lesser-used theme to work. One of my favorite booster drafts I got Gates of Samaria, one Samaria site (that I could play three times), and two kings for it. Another time I got Herod's Temple, Apostles Thomas, and some solid blue enhancements. It's always fun making things work that don't usually see play in constructed.
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The unknown of drafting... Do I take this or that? Will this make it back around if I take that instead? If they passed on THIS card what was their first pick? That is what draws me to Booster Draft...
Godspeed,
Mike
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I think my favorite thing is going through the drafting process with a couple of vague ideas what I'm doing and thinking I won't have much to work with, then once that's done, looking over at the cards I drafted and being surprised at how all the stuff I got works together far better than I thought when I was seeing one card at a time.
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I don't enjoy Booster Draft anymore personally. I generally only really play two-player constructed at this point.
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I love that you get to open packs from many different sets and keep all the cards you draft! There's been many a time that I have drafted something for my collection even though it doesn't help my draft deck.
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It's not T2.
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The actual draft, the fact that the games are less about using the 'best' cards (less, if any, dominants, fewer OP cards) and more about using cards that work, the fact that you're playing with a group (in the good versions of draft) and, theoretically, anyone could win, and the fact that it's less about winning every game and more about winning key battles.
I could write a whole essay on booster draft. But now, with the advent of 2p booster's popularity and Chariots of Fire (pretty much forever ruining booster), I'm uncertain that I'll even continue to play my favorite category. But that's neither here nor there.
If this set truly does have a more booster-centric focus, it will be less (if any) multibrigade cards, less (no) CBI/CBN cards, less (no) auto-blocking ECs, and less mass-offense banding. It was fine when those were in short supply, but now they're so rampant that it can be difficult calling booster draft a 'draft' anymore. With all the tin cards you're pretty much guaranteed a cohesive single-color offense and single-color defense if you're doing it right.
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I love nothing more than the randomness of it, and having to figure out how to make underplayed and underpowered cards actually work. Wacky decks are my favorite type of deck to play, and booster draft is the one theme that really forces you to embrace this aspect of redemption.
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For me it is the same as for jesse, ChristianSoldier and 777Godspeed!!!! :thumbup: :thumbup: :thumbup: - (While I never had the chance to play it yet though :().
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The actual draft, the fact that the games are less about using the 'best' cards (less, if any, dominants, fewer OP cards) and more about using cards that work, the fact that you're playing with a group (in the good versions of draft) and, theoretically, anyone could win, and the fact that it's less about winning every game and more about winning key battles.
I could write a whole essay on booster draft. But now, with the advent of 2p booster's popularity and Chariots of Fire (pretty much forever ruining booster), I'm uncertain that I'll even continue to play my favorite category. But that's neither here nor there.
If this set truly does have a more booster-centric focus, it will be less (if any) multibrigade cards, less (no) CBI/CBN cards, less (no) auto-blocking ECs, and less mass-offense banding. It was fine when those were in short supply, but now they're so rampant that it can be difficult calling booster draft a 'draft' anymore. With all the tin cards you're pretty much guaranteed a cohesive single-color offense and single-color defense if you're doing it right.
You just hit the nail on the head for me here.
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The biggest for me was knowing a 2 player booster was authorized. I wanted a 2 player booster option ever since I played booster for the first time. As for booster itself, I enjoy being creative with what you get to choose from. And many times it's very difficult to decide on one card or another on a certain draft, making it that much more exciting and fateful, at times. All of these elements, for me, are what make booster fun.
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I think my favorite thing is going through the drafting process with a couple of vague ideas what I'm doing and thinking I won't have much to work with, then once that's done, looking over at the cards I drafted and being surprised at how all the stuff I got works together far better than I thought when I was seeing one card at a time.
Ha, must be nice. I usually think "Wow, this card's gonna be great!" and then I get to looking over the cards I drafted and am like, "Oh, I don't have any characters to play it on. What was I even trying to draft?" :P
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I think my favorite thing is going through the drafting process with a couple of vague ideas what I'm doing and thinking I won't have much to work with, then once that's done, looking over at the cards I drafted and being surprised at how all the stuff I got works together far better than I thought when I was seeing one card at a time.
Ha, must be nice. I usually think "Wow, this card's gonna be great!" and then I get to looking over the cards I drafted and am like, "Oh, I don't have any characters to play it on. What was I even trying to draft?" :P
I'm not entirely sure how I do it, because I don't tend to have a plan or anything, I just usually make choices that turn out to be the right ones even if I didn't think to much about it. Although I often do remember a couple of brigades that I'm drafting (usually because I grabbed a couple of good cards of that brigade). But there's usually a couple of cards that I grab that I question my choices in retrospect, but not enough to mess with my deck.
Another thing I really enjoy about Booster is that rarely are decks able to stop your opponent from playing their cards (if someone can't play it's usually because of things like soul drought or bad draws). And the fact that decks are usually multicolored, and will sometimes have only a couple of characters of some brigades and you have to choose whether to risk using them early when you have a chance of winning but risk dead cards later, or wait, and maybe have to surrender a soul. While in constructed I usually have many characters I can play my stuff on.
I also think in constructed you can often map out what your deck can do most of the time, due to experience and general planning, but in draft you often have to figure it out as you're playing, and I really like that sort of thing.
I will say my biggest complaint about draft recently has been Lost Soul drought. I'm pretty sure I got 4th at the last tournament purely because my opponents for two of my games didn't draw lost souls (or at least not very many) for the first half of the game and I did, and if they had I very likely would have gotten 1st. And I even specifically drafted cards to counter drought because similar things happened before. But this isn't necessarily a problem with draft in particular, excepting that I can't always find good Soul Generating cards and sometimes droughts happen, I've definitely benefited from them before too.