Ahp, thanks, I missed that for some reason when I was flipping through them real quick. Will update. I do expect a few extra Mythics due to the colorless, but even with about 3-4 more, Ulamog is most likely out and I'm leaning more and more to the 2 in front of Emrakul as Artisan of Kozilek and Eldrazi Conscription.
-Added Mythic Section (Confirmed Mythics only)
-Added Notable Exclusions (Only confirmed out due to not fitting within the crunch)
Mox Opal is a confirmed Mythic.
MM1 has 15 Mythics. Since MM2 has more colorless Mythics, and the set is slightly bigger(249 cards), the total number may be 16 or 17.
Unlikely. Looking at other sets in that range (249 or 269 with 20 basic lands) you're seeing 101-80-53-15 as the breakdown. I'm almost positive we'll have 15 mythics, 53 rares, 80 uncommon and 101 common.
[ Looking at other sets in that range (249 or 269 with 20 basic lands) you're seeing 101-80-53-15 as the breakdown. I'm almost positive we'll have 15 mythics, 53 rares, 80 uncommon and 101 common.
Seconded.
(At least we should expect a rare sheet of 121 cards, so if there are any extra mythics, the formula [# mythics] + 2 x [# of rares] = 121 still holds. If they are cramped for number of mythics, I guess there is no logistical reason not to swap one rare for two mythics and have something like 17 mythics and 51 rares. It would roughly mean that 1 in every 7 boosters holds a mythic rather than 1 in every 8 boosters. But by far the most likely is that we get a traditional 249-card breakdown as sketched by FadeToBlack1004.)
Unless WotC does something wonky (read costs a bundle to do) there will be 15 mythics. This is due to how printing sheets are made. In normal large sets there are 53 rares occuring twice each and 15 mythics. This turns to fit the 11x11 printing sheets perfectly. For other numbers the math becomes harder and printers will need either to use filler cards, which need to be removed before packaking, or multiple seperate sheets, which need additional print runs and handling.
If WotC had decided to use more mythics, the rarity ratios would also be different. It's actually pretty hard to get the ratios correct after trying to fit 18 + 55 cards to x*121 slots. What might happen in some extreme situation is that one rare would be replaced by two different mythics, meaning 54 rares and 17 mythics, but even that would change the mythic ratio to 17/121, which would increase mythics by 11% (one mythic in every 7,11 packs compared to current one in 8,07 packs).
As mythics are one big seller of packs nowadays, I doubt that WotC would want to get people get them easier. Current ratio is pretty sweet in getting people to buy packs until they hit their first mythic. The last issue is draft power levels. Having more mythics in a single draft makes games swingier. Having 17 mythics would add 0,4 mythics per draft, this in turn would force them to have bombier rares, as loosing to huge bomb mythic feels somewhat bad, if one cannot do anything against it or compete against them.
So in short, I find it unlikely that there would be more than 15 mythics.
Unless WotC does something wonky (read costs a bundle to do) there will be 15 mythics. This is due to how printing sheets are made. In normal large sets there are 53 rares occuring twice each and 15 mythics. This turns to fit the 11x11 printing sheets perfectly. For other numbers the math becomes harder and printers will need either to use filler cards, which need to be removed before packaking, or multiple seperate sheets, which need additional print runs and handling.
If WotC had decided to use more mythics, the rarity ratios would also be different. It's actually pretty hard to get the ratios correct after trying to fit 18 + 55 cards to x*121 slots. What might happen in some extreme situation is that one rare would be replaced by two different mythics, meaning 54 rares and 17 mythics, but even that would change the mythic ratio to 17/121, which would increase mythics by 11% (one mythic in every 7,11 packs compared to current one in 8,07 packs).
As mythics are one big seller of packs nowadays, I doubt that WotC would want to get people get them easier. Current ratio is pretty sweet in getting people to buy packs until they hit their first mythic. The last issue is draft power levels. Having more mythics in a single draft makes games swingier. Having 17 mythics would add 0,4 mythics per draft, this in turn would force them to have bombier rares, as loosing to huge bomb mythic feels somewhat bad, if one cannot do anything against it or compete against them.
So in short, I find it unlikely that there would be more than 15 mythics.
All that 'rare' and 'mythic' means is 'Appears twice on the rare sheet' and 'Appears once on the rare sheet' respectively.
WotC *could* make a set with 21 mythics and 50 rares without trouble, or any other combination where #M + 2x #R = 121, 80, or is anything else close to but not exceeding a multiple of 121 or an even fraction of such a number. Those 21 mythics would be no rarer and no more common than mythics in DTK.
This would be without recent precedent but lots of things are without recent precedent.
That said it's not happening in MM2 due to the confirmed 249 cards.
Edit: For what it's worth here's how printing is done in large sets.
Rare: 1 121 card sheet, mythics appear once, rares twice.
Uncommons: 2 121 card sheets. Uncommons appear three times (4 in pre-Theros sets with 60 uncommons). 2 wasted slots.
Commons: 5 121 card sheets. 100 'C6' rarity cards appear 6 times each. One 'C5' rarity card appears 5 times. According to a Maro blogpost, this is usually a colorless mana fixer. In DTK, it's Evolving Wilds.
Foils: Exactly the same, but there are proportionately more of the rare sheet and less of the common sheet printed.
if we assume an equal number of cards in each colour section, the following combinations are possible:
5, 6 colourless, 32 cards per colour.
31 per colour and 5, 6 or 7 colourless all have card #101 as a red card, but we know it to be Vampire Lacerator.
8 colourless means that there would have to be at exactly 31 cards per colour to get both #71 and #101 to be black. But this gives #165 (Tarmogoyf) as a multicoloured card.
33 per colour makes it impossible to get #71 as a black card with 5 or more colourless cards (Kozilek is #5).
7 Colourless needs at most 31 cards per section to get #71 in black, but at least 32 cards per colour to get #101 in black. 31 cards/section also gets the last green card at 162.
So we have either:
5 colourless, 32 cards/colour
6 colourless, 32 cards/colour
7 colourless, Colours not equal, two being 31 cards and three being 32 cards.
8 colourless, colours not euqal. Green and red have 32 cards, the other three have 31 cards.
(For the 7 colourless option, only one of white and blue can have 32 colours.)
Unless WotC does something wonky (read costs a bundle to do) there will be 15 mythics. This is due to how printing sheets are made. In normal large sets there are 53 rares occuring twice each and 15 mythics. This turns to fit the 11x11 printing sheets perfectly. For other numbers the math becomes harder and printers will need either to use filler cards, which need to be removed before packaking, or multiple seperate sheets, which need additional print runs and handling.
If WotC had decided to use more mythics, the rarity ratios would also be different. It's actually pretty hard to get the ratios correct after trying to fit 18 + 55 cards to x*121 slots. What might happen in some extreme situation is that one rare would be replaced by two different mythics, meaning 54 rares and 17 mythics, but even that would change the mythic ratio to 17/121, which would increase mythics by 11% (one mythic in every 7,11 packs compared to current one in 8,07 packs).
As mythics are one big seller of packs nowadays, I doubt that WotC would want to get people get them easier. Current ratio is pretty sweet in getting people to buy packs until they hit their first mythic. The last issue is draft power levels. Having more mythics in a single draft makes games swingier. Having 17 mythics would add 0,4 mythics per draft, this in turn would force them to have bombier rares, as loosing to huge bomb mythic feels somewhat bad, if one cannot do anything against it or compete against them.
So in short, I find it unlikely that there would be more than 15 mythics.
All that 'rare' and 'mythic' means is 'Appears twice on the rare sheet' and 'Appears once on the rare sheet' respectively.
WotC *could* make a set with 21 mythics and 50 rares without trouble, or any other combination where #M + 2x #R = 121, 80, or is anything else close to but not exceeding a multiple of 121 or an even fraction of such a number. Those 21 mythics would be no rarer and no more common than mythics in DTK.
Well, but if they do it, then the probability of opening a mythic must go up from 1 in every 8 packs. In your example with 21 mythics on the sheet, every 6th booster must contain a mythic (actually: somewhere between every 5th and 6th booster).
I don't think they will deviate from the probability of opening a mythic that players expect.
There's precedent for deviating from 1 in 8 (0.125 non-foil mythics per pack) and sometimes by more than just the tiny amount in large sets (15/121 isn't exactly 0.125).
Dark Ascension had an average of 0.15 mythics per pack (not counting foils; the discrepancy caused by Huntmaster and Elberus). Innistrad had about 1 per 7.5 packs (Garruk being the discrepancy). Dragon's Maze had about 0.1375 (due to Maze's End). Journey Into Nyx had the "God Packs" which we never found out the frequency of; they also changed the average number of mythics per pack but probably by a miniscule amount.
All of these were due to mythics taking a booster slot that wasn't the rare slot, but that's not the only way it could be done.
Regardless, however, this is not happening in this set - if it were, it would not be a 249 card set.
Foils: Exactly the same, but there are proportionately more of the rare sheet and less of the common sheet printed.
Are you saying that each sheet of foils are printed so that there is a 1:1:1 ratio of printed (rares/mythics):uncommons:commons?
Or is it true that when you get a foil, it is 1:8 to be a rare or mythic, 2:8 to be an uncommon, or 5:8 to be a common?
To explain: In a normal set, say Khans, there's about 11 Treasure Cruise (common) printed for each Anafenza (mythic).
But there's only about 7 or 8 (exact number not known; it may well be less) foil Treasure Cruises printed for each foil Anafenza.
MMA we just do not know. There'll be 11 (about) Vampire Lacerators for each Tarmogoyf, but we don't know anything about the ratio of foil Vampire Lacerators to foil Tarmogoyfs. Anyone that tells you otherwise is speculating (unless they are in a management position at a large dealer chain, or work for WotC and are making an authorized leak)
That ratio does not seem statistically logic to me. I know I am not a store or anything so my sample are not exactly proof whatsoever but I never opened any box with more than 3 foil nonbasic land commons and very often opened more than one foil rare/mythic, even 2 mythics or 2rares+1 mythics occurred to me (of course I am speaking of regular booster boxes, not MM). With me having opened a little over 20 boxes I think that is enough to rule out a 7:1 distribution between Treasure Cruise and Anafenza, the foremost (print sheets are 101 against 121 so it won't fit).
I've seen someone speaking of one foil rare sheet of 121 , 2 foil uncommon sheets of (121+121=242=80x3+2) and 4 foil common sheets including the basic lands (101+20=121). This way the rarity distribution is 1:2:3:4 (mythic rare: rare: uncommon: common). This matches more the experience I have personally with foils and the fact that there are almost every time a foil rare in a booster box while very rarely more than 5 or 6 rares.
It's an inexact estimate. I used the guess of 7 to illustrate that it is well under the 11 that would be the case if Anafenza:TC ratio was the same as Foil Anafenza:Foil TC.
I personally think it's between 5 and 8 but accept I do not know. I don't think there is any reason for it to be an exact integer or even a nice fraction.
Agony Warp for limited if UB needs a premier removal spell at common or uncommon. Ajani is possible. Angel of Despair is a fairly popular casual card even if Theros kinda obsoleted it, also, angel. Anathemancer doesn't see play *right now* but is good enough that it could in future.
I'm still hoping the leaker just got a glance and made some assumptions (like the whole Command cycle will be in after seeing Profane Command). Really need Goblin Guide to be in MM2.
Apocalypse Hydra at 171. Very likely the first multicolor card. This implies two ten-cards multicolor cycles (one rare and one common that should feature Qasali Pridemage?) plus Tezzeret and maybe another mythic and ten hybrid cards after that.
The distribution prior should be: 6 colorless -33 white-32 blue-33 black-33 red-33 green or 6 colorless -33 white-32 blue-33 black-32 red-33 green and Ajani Vengeant to fit.
Bitterblossom is #71, so colourless+white+blue has to be 70 cards maximum (you have 71). With 6 colourless and then 32-32-33-33-33, that gives the last green card at 167, and thus 3 multicoloured cards before Apocalypse Hydra.
I find it hard to fit a plausible set of numbers that gives a later number for the last green card.
Knowing what we have today, the filter-land cycle is out at least as far as the full ten go. The Vivid lands could fit but then the 3 Urza-Tron lands couldn't fit. Grove of the Burnwillows and Horizon Canopy are still possibilities of course. 1-2 more lands and this cycle should be mappable.
EDIT: The land between Eldrazi Temple and Eye of Ugin should be one of the following:
I'm still hoping the leaker just got a glance and made some assumptions (like the whole Command cycle will be in after seeing Profane Command). Really need Goblin Guide to be in MM2.
Goblin Guide is very likely to be in the set anyway.
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-Added Notable Exclusions (Only confirmed out due to not fitting within the crunch)
Easy to See For Trade list
"Red. Which in the language of the flowers means courage and determination."
-Vash the Stampede
The difference between Genius and Stupidity is that Genius has it limits.
Mox Opal is a confirmed Mythic.
MM1 has 15 Mythics. Since MM2 has more colorless Mythics, and the set is slightly bigger(249 cards), the total number may be 16 or 17.
Easy to See For Trade list
"Red. Which in the language of the flowers means courage and determination."
-Vash the Stampede
The difference between Genius and Stupidity is that Genius has it limits.
-Fixed Mythic Update (Added Mox Opal, changed mythic number to 18. Number is speculated currently)
Easy to See For Trade list
"Red. Which in the language of the flowers means courage and determination."
-Vash the Stampede
The difference between Genius and Stupidity is that Genius has it limits.
Unlikely. Looking at other sets in that range (249 or 269 with 20 basic lands) you're seeing 101-80-53-15 as the breakdown. I'm almost positive we'll have 15 mythics, 53 rares, 80 uncommon and 101 common.
Seconded.
(At least we should expect a rare sheet of 121 cards, so if there are any extra mythics, the formula [# mythics] + 2 x [# of rares] = 121 still holds. If they are cramped for number of mythics, I guess there is no logistical reason not to swap one rare for two mythics and have something like 17 mythics and 51 rares. It would roughly mean that 1 in every 7 boosters holds a mythic rather than 1 in every 8 boosters. But by far the most likely is that we get a traditional 249-card breakdown as sketched by FadeToBlack1004.)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
If WotC had decided to use more mythics, the rarity ratios would also be different. It's actually pretty hard to get the ratios correct after trying to fit 18 + 55 cards to x*121 slots. What might happen in some extreme situation is that one rare would be replaced by two different mythics, meaning 54 rares and 17 mythics, but even that would change the mythic ratio to 17/121, which would increase mythics by 11% (one mythic in every 7,11 packs compared to current one in 8,07 packs).
As mythics are one big seller of packs nowadays, I doubt that WotC would want to get people get them easier. Current ratio is pretty sweet in getting people to buy packs until they hit their first mythic. The last issue is draft power levels. Having more mythics in a single draft makes games swingier. Having 17 mythics would add 0,4 mythics per draft, this in turn would force them to have bombier rares, as loosing to huge bomb mythic feels somewhat bad, if one cannot do anything against it or compete against them.
So in short, I find it unlikely that there would be more than 15 mythics.
Set to default
All that 'rare' and 'mythic' means is 'Appears twice on the rare sheet' and 'Appears once on the rare sheet' respectively.
WotC *could* make a set with 21 mythics and 50 rares without trouble, or any other combination where #M + 2x #R = 121, 80, or is anything else close to but not exceeding a multiple of 121 or an even fraction of such a number. Those 21 mythics would be no rarer and no more common than mythics in DTK.
This would be without recent precedent but lots of things are without recent precedent.
That said it's not happening in MM2 due to the confirmed 249 cards.
Edit: For what it's worth here's how printing is done in large sets.
Rare: 1 121 card sheet, mythics appear once, rares twice.
Uncommons: 2 121 card sheets. Uncommons appear three times (4 in pre-Theros sets with 60 uncommons). 2 wasted slots.
Commons: 5 121 card sheets. 100 'C6' rarity cards appear 6 times each. One 'C5' rarity card appears 5 times. According to a Maro blogpost, this is usually a colorless mana fixer. In DTK, it's Evolving Wilds.
Foils: Exactly the same, but there are proportionately more of the rare sheet and less of the common sheet printed.
if we assume an equal number of cards in each colour section, the following combinations are possible:
5, 6 colourless, 32 cards per colour.
31 per colour and 5, 6 or 7 colourless all have card #101 as a red card, but we know it to be Vampire Lacerator.
8 colourless means that there would have to be at exactly 31 cards per colour to get both #71 and #101 to be black. But this gives #165 (Tarmogoyf) as a multicoloured card.
33 per colour makes it impossible to get #71 as a black card with 5 or more colourless cards (Kozilek is #5).
7 Colourless needs at most 31 cards per section to get #71 in black, but at least 32 cards per colour to get #101 in black. 31 cards/section also gets the last green card at 162.
So we have either:
(For the 7 colourless option, only one of white and blue can have 32 colours.)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
There's precedent for deviating from 1 in 8 (0.125 non-foil mythics per pack) and sometimes by more than just the tiny amount in large sets (15/121 isn't exactly 0.125).
Dark Ascension had an average of 0.15 mythics per pack (not counting foils; the discrepancy caused by Huntmaster and Elberus). Innistrad had about 1 per 7.5 packs (Garruk being the discrepancy). Dragon's Maze had about 0.1375 (due to Maze's End). Journey Into Nyx had the "God Packs" which we never found out the frequency of; they also changed the average number of mythics per pack but probably by a miniscule amount.
All of these were due to mythics taking a booster slot that wasn't the rare slot, but that's not the only way it could be done.
Regardless, however, this is not happening in this set - if it were, it would not be a 249 card set.
Are you saying that each sheet of foils are printed so that there is a 1:1:1 ratio of printed (rares/mythics):uncommons:commons?
Or is it true that when you get a foil, it is 1:8 to be a rare or mythic, 2:8 to be an uncommon, or 5:8 to be a common?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
To explain: In a normal set, say Khans, there's about 11 Treasure Cruise (common) printed for each Anafenza (mythic).
But there's only about 7 or 8 (exact number not known; it may well be less) foil Treasure Cruises printed for each foil Anafenza.
MMA we just do not know. There'll be 11 (about) Vampire Lacerators for each Tarmogoyf, but we don't know anything about the ratio of foil Vampire Lacerators to foil Tarmogoyfs. Anyone that tells you otherwise is speculating (unless they are in a management position at a large dealer chain, or work for WotC and are making an authorized leak)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Iona confirmed, #20, mythic
Edit: AID rare, my bad.
Æthermage's Touch
Æthertow
Agent of Masks
Agony Warp
Agrus Kos, Wojek Veteran
Ajani Vengeant
Anathemancer
Angel of Despair
Anthem of Rakdos
Nothing that leaps out.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
It's an inexact estimate. I used the guess of 7 to illustrate that it is well under the 11 that would be the case if Anafenza:TC ratio was the same as Foil Anafenza:Foil TC.
I personally think it's between 5 and 8 but accept I do not know. I don't think there is any reason for it to be an exact integer or even a nice fraction.
Several of those could easily be in.
Agony Warp for limited if UB needs a premier removal spell at common or uncommon. Ajani is possible. Angel of Despair is a fairly popular casual card even if Theros kinda obsoleted it, also, angel. Anathemancer doesn't see play *right now* but is good enough that it could in future.
Bitterblossom is #71, so colourless+white+blue has to be 70 cards maximum (you have 71). With 6 colourless and then 32-32-33-33-33, that gives the last green card at 167, and thus 3 multicoloured cards before Apocalypse Hydra.
I find it hard to fit a plausible set of numbers that gives a later number for the last green card.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
240 Eldrazi Temple
241
242 Eye of Ugin
243
244
245
246
247
248
249
Knowing what we have today, the filter-land cycle is out at least as far as the full ten go. The Vivid lands could fit but then the 3 Urza-Tron lands couldn't fit. Grove of the Burnwillows and Horizon Canopy are still possibilities of course. 1-2 more lands and this cycle should be mappable.
EDIT: The land between Eldrazi Temple and Eye of Ugin should be one of the following:
Elfhame Palace
Emeria, the Sky Ruin
Esper Panoroma
Evolving Wilds
Exotic Orchard