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					The 
					Southwestern Paladin  
							Fun With Magic: 
							Three Wide Fast DraftA Fun New Format Somewhere Between Sealed and Draft
 by Jeff Zandi
 5.06.05
 Looking for a fun, 
					competitive limited format for just two players? After 
					having played all the rest, I created a very quick draft 
					format for two players. Each player needs five booster 
					packs. In the current environment, I would suggest each 
					player use three Champions boosters and two Betrayers 
					boosters. Of course, this format is just for fun, so use 
					whatever boosters you have available and you can still get a 
					lot out of it.
 A lot of times, you either feel like opening some booster 
					packs, but you hate to just rip ‘em open without getting any 
					play out of them. Other times, it’s just you and one other 
					guy, you want to play booster draft but you don’t have 
					enough players. This new format that I have developed, 
					clumsily named Three Wide Fast Draft at this point, can 
					solve both problems. Quicker than a draft, yet more 
					strategic than sealed deck, this format gives two players an 
					opportunity to rapidly select cards with which to build a 
					forty card minimum deck. The total number of cards involved 
					for each player is seventy-five, the same as in sealed deck 
					play. Here’s how the Three Wide Fast Draft works:
 
 Using three Champions and two Betrayers boosters each, the 
					order in which the packs are opened and drafted should be 
					all three Champions boosters followed by the Betrayers 
					boosters.
 
 Each player opens their first booster pack. Each player 
					selects THREE of the cards from the booster and places these 
					three cards face down in front of them. When each player has 
					selected three cards from their packs, they each pass the 
					remaining twelve cards from their first booster to the other 
					player. That’s it. Pack one is finished. Each player now 
					reviews their fifteen cards. When each player is finished 
					reviewing, they each open their second booster pack and do 
					the same thing. While players are looking at a booster and 
					selecting the three cards that they are going to take from 
					that booster, they cannot look at any of their other cards. 
					However, between booster packs, players are always allowed 
					to look at all the cards that they have drafted or received 
					from their opponent. If the idea of ripping a pack open, 
					taking the best three cards from it for your deck and then 
					tossing the remaining twelve cards to your opponent sounds 
					really simplistic to you, IT IS. It may sound TOO EASY, 
					requiring too little skill. All I can say is I hope you will 
					try this strange little format before you pass judgment. If 
					you try this format, I think you and whoever you play with 
					will be surprised at how much better your resulting decks 
					are compared to an average sealed deck. I believe the decks 
					that result in this format are normally as powerful as 
					average booster draft decks.
 
 FIGHTING FOR CARDS
 
 One occasion when decks drafted in this format are not 
					nearly as powerful is when both players lock onto the same 
					colors in their first packs. There are two reasons for this. 
					Obviously, if both players are focusing on blue, for 
					example, there will be fewer high quality blue cards in 
					either player’s deck. It may be less obvious that if both 
					players are heavily drafting black, not only will each 
					player receive fewer all-important removal effects, but many 
					of the black removal spells will not work on black 
					creatures. Black on black crime is the biggest danger in 
					this draft format.
 This would be true in the current limited environment no 
					matter what.
 
 Basically, the more the two drafters fight over the same 
					color, the worse each of their decks will be. The more the 
					two players stay out of each other’s colors, the better each 
					player’s deck will be.
 
 That having been said, I found that it was perfectly cool to 
					defensively draft a truly dangerous card that was clearly 
					not going to go into my deck.
 
 WINNING WITH THE OTHER GUY’S JUNK
 
 After five packs, you should be very happy with fifteen of 
					your cards…BECAUSE YOU SELECTED THEM, three at a time, from 
					full booster packs.
 However, the cards that you receive as throwaways from your 
					opponent will be almost equally important. This is because 
					you NEED twenty-two or twenty-three playable cards in order 
					to build your deck. In order to effectively build a decent 
					deck limited to only two colors, you need to get quality 
					cards from your opponent’s throwaways (the twelve cards you 
					receive from each pack your opponent opens).
 
 JUST DRAFT THE THREE BEST CARDS NO MATTER WHAT?
 
 People that haven’t tried this format tell me they would 
					just grab the three best cards from each pack they opened, 
					then take their assembled cards at the end and build a deck 
					just as though it was a slightly improved sealed deck 
					format. I disagree with this strategy. Yes, I definitely 
					rely on the most powerful cards in the first two packs I 
					open to determine my primary color or even my primary and 
					secondary color. Yes, it’s also true that a very powerful 
					card in a third color could cause me to change my colors or 
					to include a third color to my deck. But no, I don’t think 
					the right play is to just draft the three most powerful 
					cards in each pack. In the two decks below, you can see how 
					several important lessons play out. First, each deck ends up 
					with a power level at least equal to average booster draft 
					decks thanks to the two players not fighting over colors. 
					You can also see how the player drafting DECK B was faced 
					with the possibility of playing very strong cards in red, 
					black and green. By focusing on a deck with only two colors, 
					DECK B’s designer was able to make better decisions in the 
					third, fourth and fifth packs.
 
 MORE FUN THAN SEALED
 
 Most players don’t like to practice sealed deck play. Most 
					players feel like sealed decks are simply a matter of 
					stripping down whatever cards you receive to the most 
					powerful deck as objectively possible. This format breaks 
					this sealed deck complaint by giving each player more power 
					over the cards that will go in their card pool. The draft 
					portion of this format takes only minutes, which is a lot 
					more like sealed deck than booster draft.
 You can easily be building your deck ten minutes after you 
					and your opponent open your first packs.
 
 BUILDING A FAST DECK BUILT TO WIN
 
 Basically, the optimal situation is this: draft three really 
					good cards from each of your five packs, without defensively 
					drafting any cards that you really don’t want to play in 
					your deck. Now you have fifteen above average cards for your 
					deck. Now you only need to find seven or eight cards among 
					all the throwaways from your opponent to complete your deck. 
					The key is to examine the cards tossed to you by your 
					opponent from the first pack.
 Reviewing these cards will help you figure out what colors 
					your opponent is interested in and what colors he is 
					“giving” you. It’s pretty hard figuring out what kinds of 
					cards are missing from the first booster your opponent 
					opened. It is far easier, however, to assess that if you 
					opponent tosses you a powerful green card in the throwaways 
					from his first booster pack, he or she is not playing green.
 
 Figuring out what colors your opponent is drafting can help 
					you keep from fighting with your opponent over colors. 
					Figuring out your opponent’s colors also helps you design 
					your deck as you draft it in order to optimize it for the 
					weaknesses inherent in the color combinations of your 
					opponent. For example, if you are drafting blue/white and 
					you have a good idea that your opponent is in black/red, you 
					can be pretty sure that he won’t have any ways to get rid of 
					enchantments, making some normally-marginal cards perfectly 
					useful in your deck. If you ARE fighting with your opponent 
					over black cards, you may decide to rate Horobi’s Whisper a 
					little lower in the last packs since you suspect that your 
					opponent will have a lot of black creatures in his deck.
 
 TWO EXAMPLE DECKS AND SOME PLAY-BY-PLAY
 
 Below, you can see how two decks were drafted, pack by pack, 
					using this new one-on-one draft format. You will see which 
					three cards from the pack were taken by each player as well 
					as which twelve cards were left behind from each player’s 
					pack (and given to that player’s opponent).
 
 DECK A
 PACK 1
 Takes: Kabuto Moth, Teller of Tales, Honden of Seeing Winds
 Passes: Kami of Fire’s Roar, Midnight Covenant, Jukai 
					Messenger, Field of Reality, Hearth Kami, Nezumi Ronin, 
					Humble Budoka, Uncontrollable Anger, Soratami Cloudskater, 
					Strength of Cedars, Kuro Pitlord, Cleanfall PACK 2
 Takes: Kabuto Moth, Soratami Mirror-Guard, Samurai of the 
					Pale Curtain
 Passes: Joyous Respite, Psychic Puppetry, Serpent Skin, 
					Nezumi Ronin, Reach Through Mists, Hearth Kami, Befoul, Vine 
					Kami, Night Dealings, Strange Inversion, Horizon Seed, Feral 
					Deceiver PACK 3
 Takes: Otherworldly Journey, Honden of Infinite Rage, 
					Kitsune Blademaster
 Passes: Soulless Revival, Kami of the Hunt, Counsel of the 
					Soratami, Sokenzan Bruiser, Kitsune Diviner, Ronin 
					Houndmaster, Scuttling Death, Befoul, Shizo Death’s 
					Storehouse, Reito Lantern, Desperate Ritual, Vigilance PACK 
					4
 Takes: Ninja of the Deep Hours, Kyoki Sanity’s Eclipse, 
					Budoka Pupil
 Passes: Mending Hands, Ribbons of the Reikei, Frost Ogre, 
					Skullsnatcher, Child of Thorns, Phantom Wings, Moonlit 
					Strider, Gods’ Eye Gate to the Reikei, Quash, Crawling 
					Filth, Petalmane Baku, Ire of Kaminari PACK 5
 Takes: Moonlit Strider, Ninja of the Deep Hours, Horobi’s 
					Whisper
 Passes: Toils of Night and Day, Ire of Kaminari, Silverstorm 
					Samurai, Shinka Gatekeeper, Sakura-Tribe Springcaller, 
					Ribbons of the Reikai, Kentaro the Smiling Cat, First 
					Volley, Unchecked Growth, Stream of Consciousness, Cunning 
					Bandit, Traproot Kami
 
 DECK B
 PACK 1
 Takes: Ronin Houndmaster, Mystic Restraints, Villainous Ogre
 Passes: Ragged Veins, Wear Away, Thoughtbind, Akki 
					Avalanchers, Kitsune Diviner, Serpent Skin, Reach Through 
					Mists, No-Dachi, Mindblaze, Cut the Tethers, Ore Gorger, 
					Quiet Purity PACK 2
 Takes: Seizan Perverter of Truth, Swallowing Plague, Pull 
					Under
 Passes: Silent-Chant Zubera, River Kaijin, Unearthly 
					Blizzard, Harsh Deceiver, Waking Nightmare, Kashi-Tribe 
					Warriors, Ember-Fist Zubera, Soulless Revival, Feast of 
					Worms, Sensei’s Divining Top, Order of the Sacred Bell, Cage 
					of Hands PACK 3
 Takes: Kami of Fire’s Roar, Strength of Cedars, Kodama’s 
					Might
 Passes: Crushing Pain, Ethereal Haze, Midnight Covenant, 
					Sift Through Sands, Stone Rain, Harsh Deceiver, Cursed Ronin, 
					Forest, Junkyo Bell, Horizon Seed, Hana Kami, Teller of 
					Tales PACK 4
 Takes: Okiba-Gang Shinobi, Horobi’s Whisper, Ogre Maurader
 Passes: Terashi’s Grasp, Call for Blood, Traproot Kami, 
					Toils of Night and Day, Sakura-Tribe Springcaller, Ribbons 
					of the Reikai, Kami of Tattered Shoji, Frostling, Sowing 
					Salt, Sakio Mother of Summer, Forked-Branch Garami, Crack 
					the Earth PACK 5
 Takes: Horobi’s Whisper, Cunning Bandit, First Volley
 Passes: Silverstorm Samurai, Crawling Filth, Vital Surge, 
					Blademane Baku Kami of False Hope, Harbinger of Spring, 
					Teardrop Kami, Goblin Cohort, Phantom Wings, Shizuko Caller 
					of Autumn, Sosuke’s Summons, Heed the Mists
 
 HERE ARE THE DECKS CREATED FROM THIS DRAFT
 
 DECK A
 2 Kabuto Moth
 1 Kami of Tattered Shoji
 1 Kami of False Hope
 1 Kitsune Diviner
 1 Otherworldly Journey
 1 Samurai of the Pale Curtain
 1 Cage of Hands
 1 Kitsune Blademaster
 1 Moonlit Strider
 1 Harsh Deceiver
 1 River Kaijin
 1 Honden of Seeing Winds
 1 Ribbons of the Reikai
 2 Ninja of the Deep Hours
 1 Soratami Mirror-Guard
 2 Teller of Tales
 1 Teardrop Kami
 1 Phantom Wings
 1 Honden of Infinite Rage
 1 Sensei’s Divining Top
 2 Mountain
 8 Plains
 7 Island
 IMPORTANT SIDEBOARD CARDS:
 1 Terashi’s Grasp
 1 Toils of Night and Day
 1 Ethereal Haze
 1 Thoughtbind
 1 Quiet Purity
 1 Silverstorm Samurai
 
 DECK B
 2 Hearth Kami
 2 Cunning Bandit
 2 First Volley
 2 Ronin Houndmaster
 2 Kami of Fire’s Roar
 1 Shinka Gatekeeper
 1 Soulless Revival
 1 Skullsnatcher
 2 Befoul
 1 Okiba-Gang Shinobi
 1 Scuttling Death
 1 Swallowing Plague
 2 Horobi’s Whisper
 1 Ogre Marauder
 2 Nezumi Ronin
 9 Mountain
 8 Swamp
 IMPORTANT SIDEBOARD CARDS:
 1 Ire of Kaminari
 1 Pull Under
 1 Sokenzan Bruiser
 1 Frost Ogre
 
 Here’s what three games looked like between decks A and B.
 
 GAME ONE
 T1 A goes first keeping Plains, Island, Honden of Seeing 
					Winds, Cage of Hands, Kami of False Hope, Ninja of the Deep 
					Hours, Sensei’s Divining Top.
 Plays Plains, Kami of False Hope.
 T1 B keeps Mountain x2, Swamp x3, Kami of Fire’s Roar, First 
					Volley, Draws Hearth Kami. Plays Swamp.
 T2 A draws Kitsune Diviner. Plays Island, Attacks with Kami, 
					uses Ninja of the Deep Hours’ ability to return Kami to hand 
					(20-18) draws Ninja of the Deep Hours.
 T2 B draws Soulless Revival. Plays Mountain, Hearth Kami.
 T3 A draws Honden of Infinite Rage. Plays Sensei’s Divining 
					Top. Taps top putting Top on top of library and drawing 
					Harsh Deceiver. Plays Kitsune Diviner.
 T3 B draws Befoul. Plays Mountain, First Volley targeting 
					Kitsune Diviner
 (19-18)
 T4 A draws and plays Sensei’s Divining Top, activates Top, 
					replacing the top three cards of his library in this order, 
					(first card replaced first, third card ending up on top of 
					library), Otherworldly Journey, Plains, Plains.
 Activated Top, drawing Plains and putting Top on top of 
					library. Plays Plains, Kami of False Hope.
 T4 B draws Hearth Kami. Plays Swamp, Kami of Fire’s Roar.
 T5 A draws and plays Sensei’s Divining Top.
 T5 B draws Shinka Gatekeeper, plays Swamp, Befoul targeting 
					Island. A responds by activating Top, replacing the top 
					three cards of his library in the following order, 
					Otherworldly Journey, Kitsune Blademaster, Plains.
 T6 A draws and plays Plains.
 T6 B draws and plays Swamp, Shinka Gatekeeper. A activates 
					Top replacing the top three cards of his library in the 
					following order, Ribbons of the Reikei, Otherworldly 
					Journey, Kitsune Blademaster.
 T7 A draws and plays Kitsune Blademaster.
 T7 B draws Befoul, plays Befoul targeting Kitsune 
					Blademaster. Plays Hearth Kami, activating Kami of Fire’s 
					Roar making Ninja of the Deep Hours unable to block. Attack 
					with Hearth Kami, Kami of Fire’s Roar and Shinka Gatekeeper. 
					A activates Top replacing the top three cards of his library 
					in the following order, Ribbons of the Reikei, Teardrop Kami, 
					Otherworldly Journey. A sacrifices Kami of the False Hope.
 T8 A draws Otherworldly Journey. Activates Top replacing the 
					top three cards of his library in the following order, 
					Ribbons of the Reikei, Teardrop Kami, Plains. Activates Top 
					placing Top on top of his library and drawing and playing 
					Plains. Attacks with Ninja, blocked by Hearth Kami. With 
					damage on the stack, A plays Otherworldly Journey targeting 
					Ninja.
 T8 B draws and plays Mountain. Attacks with Gatekeeper 
					(16-18)
 T9 A draws and plays Sensei’s Divining Top, Cage of Hands 
					targeting Kami of Fire’s Roar. Attacks with Ninja, blocked 
					by Hearth Kami. With damage on the stack, B activates and 
					sacrifices Hearth Kami targeting Divining Top. A responds by 
					activating Divining Top putting Top on top of library and 
					drawing Teardrop Kami.
 T9 B draws and plays Ogre Marauder. Attacks with Gatekeeper 
					(13-18) T10 A draws Sensei’s Divining Top. Plays Top. 
					Activates Top replacing the top three cards of his library 
					in the following order, Ribbons of the Reikai, Phantom 
					Wings, Island. Activates Top putting Top on top of his 
					library, drawing Island. Plays Island, Teardrop Kami.
 T10 B draws and plays Swamp. Attacks with Ogre Marauder. A 
					sacrifices Teardrop Kami so that he can block with Ninja.
 T11 A draws Sensei’s Divining Top, plays Honden of Seeing 
					Winds. B plays Soulless Revival returning Ogre Marauder to 
					his hand.
 T11 B draws and plays Cunning Bandit, Ogre Marauder, attacks 
					with Gatekeeper
 (10-18)
 T12 A draws and plays Sensei’s Divining Top, Harsh Deceiver.
 T12 B draws Swallowing Plague. Plays Plague targeting Harsh 
					Deceiver (10-24) and putting a counter on Cunning Bandit. 
					Attacks with Bandit, Ogre and Gatekeeper (3-24)
 T13 A draws Ribbons of the Reikei and Plains. CONCEDES DECK 
					B WINS GAME ONE ON TURN THIRTEEN
 
 GAME TWO
 T1 Deck A plays first keeping Island x2, Sensei’s Divining 
					Top, Samurai of the Pale Curtain, Kami of False Hope, River 
					Kaijin and Teller of Tales.
 Plays Island, Top.
 T1 Deck B keeps Swamp x4, Mountain, First Volley, Hearth 
					Kami, Befoul. Draws Horobi’s Whisper. Plays Swamp.
 T2 Deck A activates Top replacing the top three cards of his 
					library in the following order, Teardrop Kami, Kabuto Moth 
					and Plains. Draws and plays Plains, Kami of False Hope.
 T2 B draws Cunning Bandit. Plays Mountain, Hearth Kami.
 T3 A draws Kabuto Moth. Plays Island, Kabuto Moth.
 T3 B draws and plays Mountain, Cunning Bandit. Attacks with 
					Hearth Kami blocked by Kami of False Hope.
 T4 A draws Teardrop Kami, plays River Kaijin.
 T4 B draws Mountain, plays Swamp, Befoul targeting Kabuto 
					Moth.
 T5 A activates Top replacing the top three cards of this 
					library in the following order, Ribbons of the Reikai, 
					Honden of Infinite Rage, Island.
 Draws and plays Island, Teardrop Kami.
 T5 B draws Swallowing Plague. Plays Swamp. Attacks with 
					Bandit, plays First Volley targeting Teardrop Kami 
					(sacrificed to tap already-tapped Bandit) and playing 
					Horobi’s Whisper targeting River Kaijin, putting two 
					counters on Bandit. (18-20) B flips Cunning Bandit into 
					Azamuk, Treachery Incarnate. A activates Top replacing the 
					top three cards of his library in the following order, 
					Ribbons of the Reikai, Honden of Infinite Rage, Ninja of the 
					Deep Hours.
 T6 A draws and plays Ninja of the Deep Hours.
 T6 B draws Soulless Revival, plays Mountain. Plays 
					Swallowing Plague (x=4) targeting Ninja. (18-24). Attacks 
					with Azamuki (13-24)
 T7 A activates Top replacing the top three cards of his 
					library in the following order, Ribbons of the Reikai, 
					Honden of Infinite Rage, Moonlit Strider. Draws Moonlit 
					Strider.
 T7 B draws and plays Ronin Houndmaster, attacks with both 
					(6-24)
 T8 A activates Top replacing the top three cards of his 
					library in the following order, Ribbons of the Reikai, 
					Honden of Infinite Rage and Harsh Deceiver CONCEDES DECK B 
					WINS GAME TWO ON TURN EIGHT
 
 GAME THREE
 T1 Deck A plays first keeping Plains x2, Island, Kitsune 
					Blademaster, Cage of Hands, Kabuto Moth, Honden of Infinite 
					Rage. Plays Plains.
 T1 Deck B keeps Swamp x2, Mountain x2, Ronin Houndmaster, 
					Shinka Gatekeeper, Scuttling Death. Draws Ogre Marauder. 
					Plays Swamp.
 T2 A draws and plays Plains.
 T2 B draws and plays Mountain.
 T3 A draws Moonlit Strider, plays Island, Kabuto Moth
 T3 B draws Kami of Fire’s Roar, plays Swamp, Ronin 
					Houndmaster. Attacks
 (18-20)
 T4 A draws Harsh Deceiver, plays Plains, Kitsune Blademaster.
 T4 B draws and plays Mountain. Plays Kami of Fire’s Roar.
 T5 A draws and plays Island, Moonlit Strider.
 T5 B draws First Volley. Plays Mountain, Scuttling Death.
 T6 A draws and plays Mountain. Plays Honden of Infinite 
					Rage.
 T6 B draws and plays Mountain, Shinka Gatekeeper.
 T7 Honden deals one damage to Gatekeeper (18-19) Draws Ninja 
					of the Deep Hours. Attacks with Kabuto Moth, activates Ninja 
					of the Deep Hours returning Moth to hand, (18-17) drawing 
					Teardrop Kami. Plays Kabuto Moth, Teardrop Kami.
 T7 B draws and plays Cunning Bandit, Mountain.
 T8 Honden deals one damage to Gatekeeper (18-16). Draws and 
					plays Honden of Seeing Winds.
 T8 B draws and plays Ronin Houndmaster, attacks with all, 
					Scuttling Death blocked by Blademaster, Gatekeeper blocked 
					by Strider, Houndmaster blocked by Kabuto Moth and Teardrop 
					Kami, Cunning Bandit blocked by Ninja of the Deep Hours. 
					Moth taps to give Moth +1/+2. Damage on the stack, Scuttling 
					Death sacrificed to give Moth -1/-1. (14-16) B plays First 
					Volley targeting Moonlit Strider (A responds by sacrificing 
					Strider to give Blademaster protection from black.
 T9 Red Honden deals two damage to Gatekeeper (14-14), Draws 
					Island, Samurai of the Pale Curtain and River Kaijin. Plays 
					Island, Harsh Deceiver, Samurai of the Pale Curtain. Attacks 
					with Blademaster, Teardrop Kami (14-11).
 T9 B draws and plays Nezumi Ronin, Ogre Marauder.
 T10 Red Honden deals two damage to Ronin Houndmaster. Draws 
					Mountain, Soratami Mirror-Guard, Kitsune Diviner. Plays 
					Mountain, River Kaijin, Soratami Mirror-Guard, Kitsune 
					Diviner.
 T10 B draws Horobi’s Whisper, plays Whisper targeting 
					Kitsune Diviner.
 T11 Red Honden deals two damage to Nezumi Ronin. Draws 
					Teller of Tales, Ninja of the Deep Hours, Island. Plays 
					Island, Teller of Tales. Attack with Mirror-Guard (14-8).
 T11 B draws Soulless Revival.
 T12 Red Honden deals two damage to Ogre Marauder, Draws 
					Island, Plains, Sensei’s Divining Top. Plays Cage of Hands 
					on Kami of Fire’s Roar. Attacks with all (14-0) DECK A WINS 
					GAME THREE ON TURN TWELVE
 
 Of course, I’m always interested in hearing what YOU think.
 
 Jeff Zandi
 Guilty Tax Mages
 Level II DCI Judge
 zanman@thoughtcastle.com
 Zanman on Magic Online
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