Well, you're the one who wants to play sealed ( And has, since I didn't know Sealed was played with only 40 cards ), so you'll have to see for yourself.
I was just throwing ideas, I have no idea whether they'd actually work in practice or not.
Well first out of the 60 cards roughly 24 will be lands to begin with, potentially more since you're unlikely to draft a monocolor deck ( I mean, I've never played seal, but I'd imagine ).
So they're actually using 90 cards, spread across only 5 "classes" ( Granted, the pool of neutral cards is very very limited if not nearly non existent ) for 36 cards at most.
The problem is, the basic set already has 150 cards. That's more than you'd need to build a working deck by a lot. So it's quite hard to make the pack cards both matter ( Plus too few packs could lead to anyone getting a very very good but rare card to have an innate advantage ) and not be too many, which would quickly have the deck look a lot alike.
I'm not sure you can make that format work unless you only use pack cards ( Maybe adding a restricted list of basic cards that define their class and all, but also to guarantee decks do not have a glaring weakness should they not get some things like removal or AOE ).
The perfect way would maybe be to actually program a "global pack" that simulates drawing 5 cards from all pools ( Basic, Classic, and extensions based on whether you wanna play Standard or Wild ).
I mean, the difference with actual basic decks must be so little, except in the case you get a legendary, which is highly unlikely and thus sorta game breaking.
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Well, you're the one who wants to play sealed ( And has, since I didn't know Sealed was played with only 40 cards ), so you'll have to see for yourself.
I was just throwing ideas, I have no idea whether they'd actually work in practice or not.
Well first out of the 60 cards roughly 24 will be lands to begin with, potentially more since you're unlikely to draft a monocolor deck ( I mean, I've never played seal, but I'd imagine ).
So they're actually using 90 cards, spread across only 5 "classes" ( Granted, the pool of neutral cards is very very limited if not nearly non existent ) for 36 cards at most.
The problem is, the basic set already has 150 cards. That's more than you'd need to build a working deck by a lot. So it's quite hard to make the pack cards both matter ( Plus too few packs could lead to anyone getting a very very good but rare card to have an innate advantage ) and not be too many, which would quickly have the deck look a lot alike.
I'm not sure you can make that format work unless you only use pack cards ( Maybe adding a restricted list of basic cards that define their class and all, but also to guarantee decks do not have a glaring weakness should they not get some things like removal or AOE ).
The perfect way would maybe be to actually program a "global pack" that simulates drawing 5 cards from all pools ( Basic, Classic, and extensions based on whether you wanna play Standard or Wild ).
Ermh...Isn't 7 packs, like, nothing ?
I mean, the difference with actual basic decks must be so little, except in the case you get a legendary, which is highly unlikely and thus sorta game breaking.