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How to Draft Magic: The Gathering

A beginner's guide to booster draft in Magic: The Gathering, covering pick order, signals, staying open, and deck building.

What Booster Draft Is and How Picking Works

Booster draft is a Limited format where eight players each open a booster pack, pick one card, then pass the rest of the pack to a neighbor. You keep receiving packs, taking one card each time, until every card is gone, then open your next pack. Over three packs you build a roughly 40-card pool from scratch, so you never know exactly what you will get. This makes draft a test of evaluation and adaptation rather than deck-building budget.

Your early picks should prioritize the most powerful and flexible cards, because you do not yet know which colors will be open. A strong removal spell or a game-winning bomb is worth taking even if you are unsure about its color. As packs go around the table and you see what other players leave for you, your direction becomes clearer and your later picks should reinforce a focused two-color deck.

Stay Open and Read the Table

Early in a draft, avoid committing hard to two colors before the cards tell you to. Staying open means taking the best card available and noticing trends: if powerful blue cards keep coming to you late, blue is probably underdrafted nearby and you should move in. Locking yourself into a plan on pick one often leaves you fighting other drafters for the same cards.

By the middle of the first pack you usually want to settle into a primary color, and by the second pack commit to a two-color pair. Reading the table is about balancing your own card quality against what the seat is offering you. The best drafters let the packs guide them rather than forcing a preconceived archetype.

The 17-Land, 23-Spell Rule

A standard Limited deck is 40 cards, and the proven default is 17 lands and 23 nonland spells. This ratio supports a healthy curve and reliably hits your land drops in the early turns. You can shift to 18 lands for a slower, top-heavy deck or 16 for a very aggressive, low-curve deck, but 17 is the safe starting point.

Among your 23 spells, aim for a smooth mana curve with enough two- and three-drops to act early, plus removal and a few finishers. Prioritize playables in your two main colors and avoid splashing a third color unless you have strong fixing. A focused, consistent deck usually beats a greedy pile of powerful but uncastable cards.

FAQ

How many cards do I draft in a booster draft?
With three 15-card packs you draft 45 cards total, then build a 40-card deck from them, usually 23 spells and 17 lands.
Should I pick the best card or stay in my colors?
Early on take the most powerful card and stay open; once you have committed to two colors, prioritize playables in those colors over raw power.
How many colors should my draft deck be?
Two colors is the standard and most consistent choice. Only splash a third color if you have strong mana fixing and a card worth the risk.