Keep your pick.
Choose one card and put it face down in your pile. Pass the rest.
REALITY FRACTURE · THE FIRST-TIMER’S COMPANION
Three packs. One card at a time.
Build your deck, then see what happens.
PACK ONE
Pick one card. Pass the rest to the person on your left.
Tap or click a pack above to change the passing direction. Choose Build when all three packs are finished.
WHILE YOU DRAFT
Pick · Pass · RepeatChoose one card and put it face down in your pile. Pass the rest.
Look for strong creatures and cards that deal with opposing creatures. Stay flexible early.
Keep picking until every pack is empty. Wait for everyone before opening the next pack.
You’re drafting a deck, not just collecting good cards.
A “bomb” can take over a game. Efficient creatures and removal are great early picks, too.
Removal kills or exiles a threat. Bounce buys time. Take useful answers before your deck fills up.
Stay flexible early. Good cards arriving late can signal an open color. Settle into two main colors as your deck takes shape.
Can it attack, block, remove a threat, or support your plan? A card that fits your deck often beats a flashier one.
BEFORE YOU OPEN
Each player needs three Draft or Play Boosters. Open only one at a time. Keep your picks hidden, keep incoming packs in order, and don’t stack up packs ahead of a slower player.
LANDS & TOKENS
Remove tokens, ads, and helper cards. Basic-land handling depends on the product: confirm it with the host before starting. Keep nonbasic lands and foil basics in the draft. You can add regular basic lands when building.
Current set: Reality Fracture. Each color pair has its own plan.
PICK YOUR TWO COLORS
A quick read on each color, based on the pairs it shows up in.
Small creatures that attack early, life gain, creature tokens and +1/+1 counters.
Setting up your draws with surveil and scry, cheap spells, and card advantage.
Removal, the graveyard, and creatures that pay you back when they die or return.
Direct damage, cheap spells, and fast pressure. It also helps ramp into big plays.
Extra mana, big creatures, +1/+1 counters, and creatures that bring a bonus.
Decks built around the colleges of Hexhaven: Fatehold, Theorix, Stingerquill, Konstrari and Vigorbloom.
Use surveil and scry to line up your next draws, then cash that in. Cheap creatures keep attacking while your payoff cards reward you for looking ahead.
Cards to look for · tap to see the card
Fill your own graveyard quickly. Threshold cards get stronger once seven or more cards are in it, so cards that mill you are helping, not hurting.
Cards to look for · tap to see the card
Deal damage without attacking. Burn and removal clear the way, and several cards reward you each time you deal noncombat damage.
Cards to look for · tap to see the card
Make Heartwood tokens for extra mana in the early turns, then cast big creatures before your opponent is ready for them.
Cards to look for · tap to see the card
Gain life and your creatures grow. Life gain here turns into +1/+1 counters, so both your life total and your board keep climbing.
Cards to look for · tap to see the card
Decks built around Liliana, Chandra, Garruk, Ajani and Jace.
Chip away with small creatures, then trade them in. Your creatures dying is part of the plan, and your cards pay you back when it happens.
Cards to look for · tap to see the card
Play a controlling game with cheap noncreature spells. Your key cards trigger every time you cast one, so more cheap spells means more value.
Cards to look for · tap to see the card
Every creature brings a bonus when it arrives, and you have ways to bring creatures back from the graveyard to do it again.
Cards to look for · tap to see the card
Go wide with creature tokens and put +1/+1 counters on them. Attack early and keep attacking.
Cards to look for · tap to see the card
Cards with Empower make a Jace planeswalker token, or add loyalty to the one you have. Spend that loyalty to surveil and draw cards. Some spells cost less if you can behold a Jace.
Cards to look for · tap to see the card
The set's main terms, in plain words.
Deck summaries are based on Wizards of the Coast's Reality Fracture Prerelease Guide. Card images and text come from Scryfall. Leyline Creative is not affiliated with either.
Aim for exactly 40 cards. Seventeen lands is a reliable starting point.
YOUR DECK CHECK
40 cards. A solid starting balance.
Try 15–17 creatures and 6–8 other spells. Adjust for your deck’s strategy. Count each card once; artifact creatures go under creatures.
YOUR MANA CURVE
Enter your nonland cards by mana value. Start with plenty of 2- and 3-mana plays.
Add your cards to see your curve.
A SIMPLE START
With two evenly balanced colors, 9 basics of one and 8 of the other is a starting point. Favor the color with more colored mana symbols and early plays. Fixing helps you splash; don’t force a third color without it.
MAKE THE CUTS
Sort by color, cut cards that don’t fit, then spread your spells by mana value. Keep enough early creatures and only a few expensive finishers. Your unused drafted cards become your sideboard.
A SAMPLE MANA CURVE
| Mana cost | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Cards | 1–2 | 7–8 | 5–6 | 3–4 | 2–3 | 0–1 |
A starting point from the official Reality Fracture guide. Adjust for your deck's plan.
Standard Booster Draft uses one-on-one games.
Draw seven cards. Randomly choose who decides to play or draw in game one. The player going first skips their first draw step.
At least 40 cards, with no four-copy limit. If you drafted five copies, you may play all five. Only use your picks plus regular basic lands.
First to two game wins wins the match. Between games, swap cards with your sideboard and adjust basic lands. Keep at least 40 cards.
Shuffle your hand back and draw seven again. When you keep, put one card on the bottom for each mulligan taken. No free first mulligan in standard one-on-one play.
A RELAXED FIRST NIGHT
Allow about 30–45 minutes to draft and 20–30 minutes to build. Pair up, play a match, then find a new opponent. Agree on timing and who keeps drafted cards before opening packs. These tips cover standard Booster Draft; Commander Draft and other special products have different rules.