Pack Wars has been a casual limited format that i've enjoyed in real life, and now am experiencing on Cockatrice.
the rules are: each player starts with a booster pack in their hand, and an empty library. (you don't discard at the end of your turn, and you don't lose for drawing from an empty library).
` for your land play, you may play a card face down; this is a land with no name and all basic land types.
now obviously, some cards are just broken in this format, and so it's more for the fun of the experience than anything serious. but the strategy can be fun. it turns out that Eternal Thirst, for example, can be pretty good!
i have one question that i'd like to open up to analysis, though. sometimes a person just opens up a big flier, and the other person doesn't have enough removal to deal with it.
now, the booster generator that i use doesn't include basic lands. my question is: would it more likely to help or hurt the person who didn't open up a big flier, if every player started with 15 cards (ie with a basic land), instead of 14 cards (ie without)?
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Goblins have poor impulse control. Don't click this link!!
some of my favourite flavour text:
Wayward Soul "no home no heart no hope"
—Stronghold graffito
Raging Goblin He raged at the world, at his family, at his life. But mostly he just raged.
I would argue that it actually hurts whoever drew the big flier
if you have 14 cards that include 7 creatures, one of which is the big flier, you play the other 7 cards as lands, throwing the other 6 creatures in order to stay alive. giving your opponent a "free" land means they can now use another spell or aggro creature to defeat you before the flier comes down.
the rules are: each player starts with a booster pack in their hand, and an empty library. (you don't discard at the end of your turn, and you don't lose for drawing from an empty library).
` for your land play, you may play a card face down; this is a land with no name and all basic land types.
now obviously, some cards are just broken in this format, and so it's more for the fun of the experience than anything serious. but the strategy can be fun. it turns out that Eternal Thirst, for example, can be pretty good!
i have one question that i'd like to open up to analysis, though. sometimes a person just opens up a big flier, and the other person doesn't have enough removal to deal with it.
now, the booster generator that i use doesn't include basic lands. my question is: would it more likely to help or hurt the person who didn't open up a big flier, if every player started with 15 cards (ie with a basic land), instead of 14 cards (ie without)?
Goblins have poor impulse control. Don't click this link!!
some of my favourite flavour text:
Wayward Soul
"no home no heart no hope"
—Stronghold graffito
Raging Goblin
He raged at the world, at his family, at his life. But mostly he just raged.
if you have 14 cards that include 7 creatures, one of which is the big flier, you play the other 7 cards as lands, throwing the other 6 creatures in order to stay alive. giving your opponent a "free" land means they can now use another spell or aggro creature to defeat you before the flier comes down.