Final Fantasy Magic the Gathering Draft Point System#
Setup#
Each player will need a way to track their experience points (exp), levels, achievements, jobs, and crystals throughout the event. This can be done with pen and paper, tokens, or a digital app.
It is important to note that some items are persistent between games.
During the rounds, each player will receive points from completed Achievements, Leveling Jobs, or Collecting Crystals.
At the end of the event, points are calculated from round totals.
Winner#
The player with the most points at the end of the event is the winner.
Draft Commander Rules#
These rules are designed to adapt a Standard-release set (e.g., FINAL FANTASY) for a multiplayer Commander Limited format.
I. Draft Process & Core Rules#
| Area | Rule |
|---|---|
| Packs | Players draft with a total of 6 booster packs, opening two packs at the start of each round. |
| Picks | Players draft two cards at a time from each pack before passing it. |
| Commander | All drafted mono-colored legendary creatures are treated as having the Partner ability, allowing them to form a two-color identity. |
| Deck Size | Decks must be a minimum of 60 cards (including commander and basic lands). |
| Color Identity | Ignored for deck building. You may include cards of any color, regardless of your commander’s identity. (Applies only to cards explicitly referencing Color Identity, like Arcane Signet.) |
| Singleton | Ignored. You may include any number of copies of a non-basic land card you drafted. |
II. Gameplay Rules#
Games are played using all standard Commander rules:
- 40 starting life
- multiplayer pods (3-5 players)
- 21-point Commander Damage eliminates a player
Post Draft#
At the end of the draft, each Player receives an extra unopened booster pack called the “Level up” pack.
This pack is used when a player levels up during the game and is separate from their drafted pool.
Achievements#
Can be completed once per game
| Achievement | Description | Points |
|---|---|---|
| Use item | Sac an artifact during combat | +1 |
| Explore the overworld | Control 5 differently named lands | +1 |
| Preemptive strike | First to deal damage to another player | +1 |
| Limit break | Commander damage elimination | +2 |
| Forgot to save | First eliminated | +1 |
| Defeat a super boss | First to kill a commander | +1 |
| Kill a god and bring balance to the world | Win the game | +3 |
| Phoenix down | (Extra life rules) |
Jobs and Leveling#
Jobs aren’t declared but rather goals to work towards.
Jobs can only be earned once per Event
| Name | Points |
|---|---|
| Choose your job! | +2 points per game for 1st job |
| Subjob | +1 for second job |
| Job | Requirement |
|---|---|
| Black Mage | Deal 8 or more non-combat damage in a game. |
| White Mage | Gain life 3 or more instances in a game. |
| Red Mage | 1 or more instances of each in a game: gain life, combat damage, non-combat damage |
| Warrior | Control a creature with 10 or more power |
| Monk | Deal 5 instances of combat damage in one turn (each creature attacking/blocking count, double strike counts as 2) |
| Paladin | Control 20+ toughness worth of creatures |
| Thief | Deal combat damage and draw an extra card in the same turn twice. |
| Machinist | Control 4 or more artifacts |
| Summoner | Play 3 or more summons in a game. |
| Blue Mage | Control or cast 2 cards your opponents own at any point in one game |
| Dark Knight | Start 3 turns with less than half your starting life total |
Level Up#
With or without a job, players gain exp during each game. When a player has 20 exp, level up after the game.
Players get +1 point for every level up past the first.
Players earn experience by:
- 1 exp for every damage dealt to an opponent
- ½ exp for every life gained (round up)
Level up Pack and Deck Substitution#
When you level up, you may crack the “level up” pack and swap a card in from your “level up” pack with a card in your deck for each level gain.
Decks can be modified with cards from the draft pool as normal.
Crystals#
Crystals can be earned once per event
Reach the crystal - 1 point
| Crystal | Requirement |
|---|---|
| Fire | Deal damage to a player with a creature that entered this turn |
| Earth | 5 or more +1/+1 counters among creatures you control |
| Wind | Gain 10 or more life in a game |
| Water | Have 5 or more cards enter any graveyard during your turn |
| Darkness | Have a non-token creature enter from anywhere but your hand |
Acknowledgements#
These rules were drafted by Jeremy to bring a Final Fantasy twist to Magic the Gathering draft play.
Enjoy!
Thanks to everyone who playtested and provided feedback!