Rules & formats

Choose a format, draft or open your pool, then build and play.

Choose your format

Pick-Two Draft

4 players · 3 boosters each

Take 2

Choose two cards together, then pass the rest. Build a deck of at least 40 cards.

  1. Round 1Left
  2. Round 2Right
  3. Round 3Left
Official rules

Pick-One Draft

8 or 16 players · 3 boosters each

Take 1

Choose one card, then pass. Sixteen players normally form two separate eight-player pods.

  1. Round 1Left
  2. Round 2Right
  3. Round 3Left

Commander Draft

4 or 8 players · 3 compatible boosters each

Take 2

Draft with product-specific commander rules. Build at least 60 cards, including your commanders.

  1. Round 1Left
  2. Round 2Right
  3. Round 3Left

Winston Draft

2 players · 6 boosters together

Take or pass

Inspect three private piles in order. Take a whole pile or pass when allowed; pool sizes can differ.

  1. Pile 1
  2. Pile 2
  3. Pile 3

Passing the packs

Pick, confirm, then pass. The three booster rounds go left → right → left. Your next waiting pack opens after your pick; everyone finishes the round before the next begins.

Queues, short packs and the house ring

Only one pack is active at a time. Incoming packs wait privately in arrival order. Take all remaining cards when fewer than the required pick count remain. Sixteen-player Pick-One uses two independent pods unless the host explicitly chooses the house-format ring.

How Winston piles work

Six boosters form a shuffled reserve. Only you can see the pile you are inspecting. Take the whole pile and refill it when possible, or pass to the next available pile, adding an unseen reserve card.

Passing the final pile gives you a blind reserve card, adding a card to the pile first when enough remain. The last reserve card is kept for that blind draw. With no reserve, you may pass only if a later nonempty pile remains. Finish when the reserve and all piles are empty.

Open a Sealed pool

Open six saved Play or Draft Boosters, with an optional foil promo where the product supports it. Fully reveal your pool to unlock deck edits, then build at least 40 cards. Ordinary basic lands are available from the land station.

Reveals and saved pack contents

Open Pack, the reveal slider, individual card buttons, Reveal All, Skip Animation and Open All Packs reveal the same saved contents. Refreshing never rerolls packs. Hide Opened Packs folds the area away; restore it to inspect a pack. Set Boosters are never substituted for Draft Boosters.

Official Sealed rules

Chaos & Cube

Chaos

Mix compatible retail boosters. Each uses its own set’s recipe and card count; the saved inventory is shuffled for the table.

Cube

Draft 15-card packs from a saved custom pool, without replacement. Use a public CubeCobra URL, an authorized CSV export, or an owned Saved Cube.

Chaos inventory counts

Assign three boosters per player: 12 for Pick-Two, 24 for eight-player Pick-One, 48 for sixteen players, or 6 for Winston. Even Mix divides this table-wide total across the sets. Players are not guaranteed one booster of each set. Queues and round barriers still apply to packs with different sizes and odd tails.

Cube size, imports and altered artwork

Use at least 90 mainboard copies for Winston, 180 for four players, 360 for eight, or 720 for sixteen. Repeated CSV rows remain separate copies. Basics stay in cube packs, with the land station available too.

Private cubes require an authorized CSV export; never enter site passwords. Imports preserve supported custom artwork and author notes, with distinct altered versions kept separate. Canonical base-card rules and statistics are reference data. Organizational tags, custom-card placeholders and custom draft scripts are unsupported.

Review Import Notes and resolve errors before starting. Artwork imports can be paused or resumed in Saved Imports; incomplete image imports cannot start an event. Limits are 1 MiB per CSV, 2,048 mainboard copies and five import attempts per hour, plus saved-library and simultaneous-import limits.

At the table

Invite & start

Share the private lobby invitation. Friends sign in with an approved Google account, choose a name and ready up. The host starts the event.

Build & save

Build at least 40 cards, or 60 including commanders in Commander Draft. Your unused eligible acquired cards form the complete sideboard, with no 15-card cap or four-copy limit.

Play together

Choose a saved build for the Playtest Table. You handle the rules; hands and library order stay private. Report winners separately in the event.

How do opening-hand mulligans work?

Each new shared manual table sets one mulligan policy for that game when it’s created. The policy applies to everyone at the table. Existing tables keep their original setup.

Normal London is the default and applies to every paired table. Shuffle your hand back and draw seven each time. When you keep, put one card per counted mulligan on the bottom of your library in the order you choose. In 1v1 every mulligan counts. In multiplayer Commander the first is free.

Friendly mulligans are optional at casual tables. You can keep all seven after each redraw. The host can start a casual table without mulligans before anyone redraws.

Tools → Redraw Seven (Manual) is a separate utility for an agreed redraw during play.

Deck controls, copies and accessibility

On a phone or touch screen

Tap a card to inspect it or choose it for the current action. Where supported, hold and drag to move it. Card action and move buttons offer the same moves without dragging. In Play, the lower tools rail opens your hand, zones and table tools.

Use Deck, Maybe and Sideboard, plus a star for must-play cards. A star adds eligible shown copies to Deck; unstar keeps their pile. Matching gameplay copies share a quantity, while each keeps its printing, finish and ownership.

Select a group title for visible copies or Shift-click a range. Grid/Stacks, sorting, filters, tags, undo/redo and saved builds remain available. Add basics manually or fill toward a deck size; land counts and color-demand fills are adjustable estimates.

Dragging is optional. Card menus and buttons provide movement alternatives. Tab moves between controls, Space selects a card, Details exposes text and faces, and native sliders support arrow keys. Settings includes reduced animation and color themes.

Timers, reconnection and completion

Relaxed play is the default. Hosts can enable 30-second to 10-minute pick clocks and a 5-minute to 1-hour building clock; tutorials stay untimed. Pick clocks begin when a pack becomes active, not while queued. Pausing freezes clocks.

Pick timeout makes a legal random selection, preferring the two most represented actual nonland colors in your pool, with WUBRG tie order and a random fallback. This does not rate card quality. Winston timeout inspects and takes the current pile. Building expiry is only a reminder and never locks your deck.

Seats and settings freeze at start. Reconnecting restores progress without rerolling packs; disconnected seats are retained without an automatic replacement. Complete Event locks the saved record. Idle events close after three hours, tutorials after thirty minutes.

Manual tables and Concho

One, two or four original participants can join with their own frozen builds, ready and start. Tutorial builds use solo tables. Manual tables support playing, tapping and arranging cards, counters, tokens, life, attachments and control changes. Next Turn moves the marker only; rules, priority, combat, targets and wins are manual. Table games never change saved decks.

Life totals can be typed. Card Actions has separate power/toughness modifiers and token copies. Common Tokens includes art; Other Tokens searches Scryfall with a cached fallback, and Custom stays available. Library Tools provides private ordered Scry/Surveil, Mill, bottom draws and manual Cascade/Discover. Proliferate uses chosen targets.

Concho is the automatic Arena teaching matchup: White-Blue Skies vs Red-Green Growth, two authored 40-card decks adapted from 2022 Starter Kit cards. It validates supported plays, targets, mana, combat and results. It is not a general Magic engine. Original official 60-card lists remain under Manual Arena; other sets and altered cubes use the manual table.

When enabled, Foundations Sealed and Winston tutorials can use your own 40–200-card main against one saved random archetype. Finish your build, complete the tutorial, then choose Event actions → Playtest your deck → Practice with this deck.

Exports, private history and administrators

Export deck text with the complete sideboard, or separate main-only and sideboard-only lists. Pool and build history stays private unless you explicitly share a build. Other players and a playing host cannot see your hidden cards.

Authorized site administrators may capture visible state for troubleshooting with a logged reason. Participating administrators can inspect only their own seat while an event is open.

Learn with a tutorial

Home → Tutorial offers Sealed, Draft, Commander (MBC), Winston, Chaos, Cube and Arena. Tips are numbered and skippable; practice sessions do not count as completed drafts. Settings can replay the tour or restore dismissed tips.

Chaos starts with an adjustable mixed inventory. Cube includes a 180-card teaching sample, with no external account required. Arena starts a private teaching game without drafting first.

Open Home to choose a tutorial

Special products

These rules apply only to the named products.

Double Masters & Double Masters 2022

Pick-One takes two cards from each fresh booster, then one per pass. Four-player Pick-Two remains an explicitly chosen house variant.

Commander Legends, Baldur’s Gate & Commander Masters

Commander Legends uses printed partner. Baldur’s Gate uses compatible Background pairings. Commander Masters has its own monocolor/colorless partner allowance. The commander station offers only the product’s permitted Prismatic Piper or Faceless One copies, with explicit color choices.

Mystery Booster Commander Edition

MBC’s extra-color emblems apply only to MBC. Its tutorial uses four seats and teaches the 60-card deck and command zone; it does not apply MBC rules to other Commander products.

Unfinity: Attractions & sticker sheets

Draft Attractions as game cards, then put any you use in a separate Attraction deck of at least three acquired copies. They never count toward the 40-card library. Sticker sheets belong to their pack opener and stay separate; choose up to three opened sheets before a game. Friends mode keeps every game card as a pick, unlike Unfinity’s tabletop land-allocation rule.

Unofficial fan content. Card data and images: Scryfall.
Legal

PodDrafter is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Altered artwork is credited through each card’s linked CubeCobra source.

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