Goldfish Draft Rules

Summary

Your goal is to defeat a “goldfish” (an opponent who does nothing but draw and play a land every turn) using cards drafted from a special cube.
You stack your deck, and deal as much damage/milling/poison/etc as you can in seven turns.

The person with the most points wins.

Scoring

  • 1 point per total life lost by the goldfish
  • 0.5 points per card “milled” (removed from their library)
  • 2 points per poison counter on the goldfish
  • 20 points per “win the game” or “lose the game” effect

Deck

Draft two packs, passing left then passing right. This forms your card pool. Your deck is then this card pool plus any number of basic land (no maximum nor minimum size). You choose the order of cards in your deck, both initially and every time your deck is “shuffled”. Thus your play is deterministic.

Goldfish

The goldfish plays first, and the game ends before the start of the goldfish’s 8th turn. Each turn the goldfish draws a card, plays a “basic land”, and discards down to 7 cards if neccesary. The goldfish has a deck of unlimited size, and all cards in the goldfish’s deck are “basic lands”.

Technicalities

Choices and randomness

  • Any time a random event (e.g. a coin flip) occurs or the goldfish is forced to make a decision (other than playing 1 basic land per turn), the outcome will be whichever outcome results in the lowest score for you.
  • Since this makes most random cards worthless at best and difficult to analyse at worst, it is recommended to avoid putting these cards in the cube altogether.
  • The basic lands in the goldfish’s deck are generic and should be treated as having no land type and generating 1 colourless mana.

Infinite Combos

  • Our best care is taken to avoid infinite combos, but they may still appear.
  • Any moves which include a loop which could have been repeated indefinitely are disqualified. Thus if you have an infinite combo, you must go to some lengths to avoid including it in your results.

Winning/Losing

  • The goldfish has a permanent Platinum-Angel-like effect preventing it from losing the game and you from winning the game, in order for you to continue increasing your score.
  • If, on the other hand, you would lose the game or the goldfish would win for any reason, the game ends and you score 0.
  • Effects that would normally trigger on you winning or an opponent losing the game instead trigger each time you reach a new multiple of 20 points in a particular category.
  • If the game restarts, the turn count for the goldfish’s 8th turn also resets.
  • An effect which prevents you from winning or your opponent from losing will only affect poison, life-loss or milling points if it is active at the end of the game, in which case you score 0 points. It does however prevent “win the game” or “lose the game” effects from working while active (so you don’t get your 20 points), and will prevent effects which trigger on losing or winning the game from triggering while it is active. However, once it is removed, those events may trigger multiple times (so if they lost 100 life while it was active, 5 lose the game triggers would occur when it is removed).

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