Written by crushcastles23
Since the age of bubble gum baseball cards, the number one way people interact with collectible and trading cards is the booster pack. Magic: the Gathering has gone through many shifts in packs over the years and we have a lot to learn from Magic's latest major innovation in booster pack technologies, the Play Booster.
Limited Edition, also known as Alpha and Beta, originated the standard pack structure of 10 commons, 3 uncommons, and 1 rare. Alpha had a bunch of other rarity weirdness, as part of Richard Garfield's plan to keep players from guessing the rarities of cards, basic lands were included on all three rarity sheets. The chance of getting a basic land instead of another card is approximately 4.13% for rares, 21.5% for uncommons and 38.84% for commons. This means you could pull an Island as a rare in your $50,000 Alpha Booster pack.
The Booster Pack structure from Alpha, 10 Commons, 3 Uncommons, 1 Rare.
With the release of Arabian Nights we saw the first small set and the first set with non-standard booster packs, only having 6 commons and 2 uncommons. These small sets did not contain true rares, but instead used the number of times a card appeared on the uncommon sheet to determine rares. Sometimes these rares are referred to as "U1", "U2", etc, which represents how many times the card appears on their sheet, with U2s appearing twice on the uncommon sheet and U1s appearing once. These packs were effectively undraftable, but that was not something the Wizards of the Coast design team (commonly referred to as R&D) was thinking about at the time.
The Booster Pack Structure from early small sets
Starting with Mirage, Wizards of the Coast R&D started designed more towards draft and sealed limited play. Ice Age, the large set before Mirage, introduced the pack structure we would think of for almost three decades as the standard pack structure. This features an eleventh common, which would eventually become a dedicated basic land card slot starting in Seventh Edition. Urza's Legacy also introduced foils, which replaced a card of equal rarity at the time, though this would later change with Time Spiral, when it started replacing a common card.
Standard Booster Pack contents 1996-2023
Time Spiral block introduced bonus sheets, with purple-rarity timeshifted cards on their own sheet, though each set used them differently. Time Spiral booster packs contain ten commons, three uncommons, one rare, and one purple-rarity timeshifted card. Planar Chaos booster packs contain eight commons, two uncommons, one rare, three timeshifted commons, and one uncommon or rare timeshifted card. Future Sight booster packs contain eleven commons, three uncommons, and one rare, any of which might be a timeshifted card. This was the first time we saw WOTC use bonus sheets, but would be far from the last. The next ten years were ten years of slow, but mounting changes. Shards of Alara introduced the mythic rarity, which replaces the rare once out of every eight packs. In Innistrad block, DFCs replaced one of the commons, while a checklist card had a chance to replace the basic. Innistrad was also the first set to feature what we think of as modern uncommon archetypal signpost cards. Dragon's Maze replaced the basic with a Gate dual land or, very rarely, a shock land. Dominaria built in a guarantee to have a legend in every pack, sometimes replacing a common with a bonus uncommon, while a few months later, Battlebond guaranteed two cards being together in one pack, effectively launching a new era of booster building. Soon after, Magic expanded to set boosters, collector boosters, and more.
Zendikar Rising product line-up
Commander Legends was the first 20 card pack, it featured 13 commons, 3 uncommons, 1 rare, 1 randomized foil, and 2 legends of any rarity (indicated as purple in the pack diagram). Commander Legends also introduced the world to commander drafting, where players draft 60 card decks within a commander's color identity. The set featured 40 additional commons to maintain a consistent as-fan, or frequency of a card or mechanic's appearance in a pack when opened.
A number of factors went into the change to play boosters. Set boosters outsold draft boosters while causing inventory issues since they weren't usable for limited. Because of this, WOTC decided to move draft boosters more in line with set boosters. Starting with Murders at Karlov Manor, draft boosters combined with set boosters to form play boosters. These packs feature 7 commons, 3 uncommons, 1 rare card, a wildcard, a foil wildcard, and a basic or common dual land. In the first few sets. One common has a 1 in 8 chance of being a card from The List, a reprint card pool reduced to 40 cards for Murders at Karlov Manor and eliminated with Bloomburrow. For the first time with a premier set, starting with Murders at Karlov Manor, all packs are guaranteed a foil card.
Play Booster Contents
With the creation of play boosters, the number of commons per pack was reduced by three, which R&D compensated for by reducing the number of commons in sets by 20 cards, or approximately 20%. This keeps the as-fan of any given common approximately the same when foil and wildcard slots are factored in. The number of uncommons has been increased to maintain the number of cards in each set, making each uncommon approximately 25% more rare. With the number of common cards available in the set reduced, R&D is forced to remove unplayable or highly situational commons. This includes things like very narrow Disenchant style effects that may be good in sideboard as well as cards aimed at constructed formats. Additionally, we see the number of noncreature spells reduced across the board as creatures are multipurpose almost by default.
While custom Magic has the advantage of the number of work-hours contributed and the number of sets completed allowing us to explore more design space than WOTC ever could, we are always following R&D's lead. We can play with our booster structures to allow our sets to focus on specific themes that may not be entirely possible with a basic pack structure. For an example, my set, Warp, uses two slots for bonus cards from the Sliver bonus sheet and a dual land slot to allow for at least one player per table to play three+ color Sliver tribal.
For another option, we can look back at Double Masters 2022, where every pack included a copy of Cryptic Spires, which allowed players to play three colors in every one of their draft decks without fighting over fixing. Sealed decks in particular became very smooth since players had six copies of Cryptic Spires each.
Warp Booster Contents
Bonus sheets, originally started in Time Spiral block, are one of the greatest tools ever unleashed upon limited formats. Now, not only are things possible that were never possible before, like enabling the level of crimes needed for Outlaws of Thunder Junction, but can also be used to add spice to the format, like the source material cards in Avatar: the Last Airbender and Marvel's Spider-Man. Bonus sheets can be core to the set or just a touch of flavor depending on as-fan.
Make commons matter
Cut draft chaff
Increase modality at common
Mess with booster structure
Use bonus sheets
For decades, we have been constrained by the standard booster pack format, but with play boosters, we are presented an opportunity to break free of the standard booster pack and try new things. Draftmancer's level of available pack customization is nearly equal to Wizard of the Coast's and allows us to fulfill our wildest dreams in pack structure. We would all be well served to learn how to maximize its potential. We have a lot to learn from Magic's latest major innovation in booster pack technologies and only time will tell what we can make thanks to the new found freedom presented to us.
Nuts & Bolts #16: Play Boosters written by Mark Rosewater
MTGA Draft Export Guide 2.0 by CanterburyEgg