Designed primarily for two player cube drafts. Players build 15 card decks, start with 1 life and can die to drawing from an empty library. The player going second always start the game with a treasure in play.
Microgrid is a two player draft format suited for small cubes & cubelets, that are specifically trying to create 15 card decks.
Roll a die to determine who drafts first, the player who drafts second gets to decide who goes first in the first game & Shuffle the cube and place 48 cards in 8 piles of six (The Booster packs).
The first player grabs a pack of cards and places them out face up in two rows of three cards, then picks 2 cards that are adjacent to one another (no diagonals). The second player then proceeds to pick any two cards from the remaining four in the pack, placing the unchosen cards in a separate pile (for later in the draft).
The second player then places out six cards to draft in the manner mentioned above (ensuring they pick two adjacent cards this time). Players take turns drafting packs in this manner until all cards have been drafted and there remains a pile of 16 cards, these are then shuffled and players draft an additional 2 packs from these (in the same turn order).
At the end of the draft players should have a pool of 20 cards each, the 8 unused cards can be put away. Players then build a deck of 15 cards from their pool. Then players play a match to best of 3 games, the player who goes second in each game starts with an untapped treasure in play.
Give each player 3 packs of 7 cards and draft in the usual fashion.
Six Player Draft:Each Player Drafts two packs of 9.
Instead of the above: For 4 players you can do two 2 player drafts (96 cards).
One drops are king, especially cards which have an alternate cost or ability for later in the game.
With such a small pool of cards to draft from you want to try and draft a two colour deck, though with the increased fixing splashing the a third colour is definitely possible.
For two player draft, the card pool is open information, and hate drafting is an optimal strategy, this especially true for cards that your deck would struggle to deal with normally or to stop your opponent getting the other half of a combo. Remember that any unchosen cards in the first 6 packs are recycled into two other packs at the end of a draft so you may get another opportunity to get a card that hasn't been chosen.
When building your deck you ought to be running 4-5 lands in total meaning you have 10/11 slots for spells in your deck.
Matches are played to best of three, in each game the player who goes second starts the game with an untapped treasure in play.
Players start the game with 1 life, and any rule that would cause a player to lose the game is in effect. For example; Drawing from an empty library, losing all their life. (Poison has specifically been excluded from all cards in the pool and will never be added).
Board parity is the most important aspect of this draft environment, remember a player just having one more creature than you on attacks will win them the game, you shouldn't be afraid to exile or discard cards from your hand to gain an advantage.
Errant, Street Artist's ability has been modified to read: ",
, Copy target spell you control. You may choose new targets for the copy."
I own this cube in Paper so there are cards I'd love to have, but can't physically get my hands on.