A Product Change is Coming to Play Booster Boxes, and People are NOT Happy

Updated:
Discover the controversy surrounding Magic: The Gathering's Play Booster Box changes, impacting draft and pricing strategies in the upcoming Aetherdrift set.

Although we are still getting used to the new cards brought to us by Foundations, we have begun to get announcements about the next Standard-legal set, Aetherdrift. Aetherdrift will be the first set to come out in 2025, and it will also be the first Universes Beyond Standard-legal set. For those who aren't familiar, Universes Beyond sets are the ones that do not exclusively involve the traditional MTG characters and planes, although they can still be incorporated. What they do for the characters in the Universes Beyond sets is to have somewhat of a crossover between MTG and another universe in popular culture. We have seen them do Lord of the Rings, Assassin's Creed, etc. What is unique about the Universes Beyond sets going forward is that they will now be Standard-legal - something that has not been the case up until now. In fact, almost all of the Universes Beyond sets were strictly Commander, Legacy, and Vintage-legal up until now, with the exception of Lord of the Rings also being legal in Modern. That is a change that we did know about , however, but the latest updates follow up on the new changes that we will see starting next year. 

Changes to Play Booster Boxes

So what is this big change? How will it affect MTG? 

Wizards has announced that Play Booster Boxes will now come with 30 booster packs, instead of the usual 36 that have been in each box since the product debuted with Murders At Karlov Manor. The Play Boosters themselves still aren't everyone's favorite, and drafters have argued that it has had a negative impact on the drafting process itself. These same drafters are not happy with this new change either. 

One of the most convenient things about doing a draft lately was that a relatively smooth system was developed for prize payouts, and overall draft process in general. The box would have 36 packs in it, so 24 packs would be used for the regular drafting pod, then the other 12 packs would be administered for prizing to be given out based on results. It allowed for there to be a clean cut for dividing up the winnings amongst those who participated. Each player drafts a total of 3 packs in a draft, and of course with 8 people in a pod, that covers the 24. The rest are given out based on standings after three rounds of limited play as prizing. The new announcement appears to complicate that process, and leads to a bit of inefficiency - especially for those who want to do a private draft. Obviously at a local game store, they can take an extra six packs out of another box to fulfill the prizing payouts, but those who want to get together with some friends to draft and also have prizing at the end are now in a bit of a weird spot. They would have to only have 6 packs for prizing, or purchase additional loose packs for extra money. One could make the argument that we will just go back to how it was done previously, because draft boxes used to come with 30 packs. This is reasonable, but people may start to wonder what the point of doing 36 packs was in the first place, and why we have to constantly change things when they are functioning properly. 

Something that we can hope to see that may alleviate the aforementioned issue of purchasing extra packs is Wizards lowering the overall cost of a Play Booster Box. Right now they go for around $130 USD, and it is going to be interesting to see if maybe it gets lowered to a price that is closer to $100 USD. This would make buying the packs a little bit less painful, and it would also be more of a clean price for a newer player who is interested in purchasing their first box. This speculation also still follows the general rule of thumb when trying to predict what a major corporation will do: You have to rely on them to keep the consumer in mind when making decisions. As consumers, particularly in America, we know we generally are not thought of in these decisions more often than we are. Our silver lining in this scenario is that the design of this is going to be to attract new players to the game, so there has to be a focus on the consumer to some extent.

When considering the psychology of pricing and spending money, a price point of $99.99 just looks and sounds better than $130. I can see this being a big reason for making a change. Foundations also brought along a few new products with the set, so it could be the case that there is a need to shake things up. I think it is also worth noting that they may view the Play Booster product in general as imperfect, and in turn, the new Universes Beyond sets can be the time to experiment with a different allotment in packs for each box. 

Does this Have any Bearing on Standard Players?

This shouldn't affect most constructed players that much. Generally speaking, constructed players are more likely to buy individual cards, and it is generally viewed as a waste of money to simply buy boxes and hope that you get the cards that you need from a given set. What I do worry about for constructed players, however, is that it may decrease the likelihood that they may want to draft, or if somehow there are just fewer people drafting because they aren't happy with the process. While I am a constructed player at heart, focusing on draft over the last two years has made me a better constructed player. The play patterns in limited help us to improve our fundamentals, and learn how to evaluate cards. I fear that if fewer people start drafting, newer constructed players could miss out on opportunities to draft, and won't get the same opportunity to improve their skills in the game. There hasn't been a ton of communication on this, and Aetherdrift still is a good bit away, so we are sure to receive further updates from Wizards. We will have to cross our fingers for lower pricing on boxes, and hopefully a somewhat logical reasoning as to why they made this change. Be sure to stay glued to MTGCircle, as we will keep you updated on this as things develop!

Rate this article
I am a Magic The Gathering competitive player, and streamer. I specialize in homebrew decks. My favorite formats are: Standard, Pioneer (Explorer on Arena), and EDH. I first started playing MTG in 2001, and have played on and off since then.

Check out more content by Numbskull

Explore the highs and lows of MTG 2024, from format shakeups to standout cards and controversies. Discover key changes in Standard and more.
The Good, the Bad, and the Ugly: Recapping MTG in 2024
2024 was a huge year for MTG. It was a lot of things. Controversial, exciting, frustrating, promising, and refreshed. We saw some formats get ruined, then fixed, then ruined again. We saw some great changes to Standard that not everyone was fans of at first, but they seemed to quickly warm up to them. We saw Wizards effectively abandon a format in favor of propelling Standard into a more prominent position. We saw some great cards printed for Standard, and some promising things to come in the next year that were announced. Along with that, a fair amount of people were still bothered by the new trajectory of the format. Some are calling into question the longevity of MTG now with the heavy lean into Universes Beyond. A little bit of everything happened this year in the MTG world, and it was interesting if nothing else. On a personal level, it was also a hell of a year for me, as I took down two different events and grew a lot as a player. We are going to look at The Good, The Bad, and The Ugly from this year! The Good I have to admit, I'm pretty excited that we have an infinite gain and drain combo in Standard right now. With Enduring Tenacity and Bloodthirsty Conqueror having made a lot of my dreams come true in my favorite format. Although the deck isn't the most viable in the format, it is incredibly fun to play, and I'm just happy that we had such exciting cards printed in the format. It leads to good card design going forward, and gives us promise for what's to come in the next year. 
Discover the top Standard "bombs" in Magic: The Gathering with high win rates when cast. Optimize your deck strategy for competitive play!
Want to WIN Games in Standard? Play These Cards!
People often discuss win rates when cards are included in a deck, or maybe win rates if a card is drawn during a game. There is even something to take from the percentage of decks a card appears in. Sure, we can say x and y are good cards to put in your deck, but what cards are truly the best? Which ones give you the best chance of winning a game after you cast them? We are going to look at those cards today. We are effectively examining the biggest bombs in the format. There is still a concept of not relying on one card to win the game, and using synergies to win. I get it. I would invite you to consider, however, even if you do not plan to play any of these cards, you should definitely be aware of what is a bomb that needs your attention in the format. Without further ado, let's check out the bombs in Standard, and see how insane their win rates are. Standard Cards with Highest Win Rate (When Cast) Note that this statistic is simply if the card was cast from someone's hand. It does not look at whether or not the spell was resolved. I think this has bearing on the outcome of the game as well. If it gets countered or removed, we know it is also that much more important. This is why I believe looking at win rate when cast is the best metric for the biggest threats. 
Discover why the Rakdos Demons deck is dominating the Pioneer metagame! Explore strategies, key cards, and how to counter this powerful midrange deck.
This Deck is Giving Everyone PROBLEMS in Pioneer
This is starting to feel like déjà vu. Remember the last time a Rakdos Deck was extremely powerful and the most popular deck in Pioneer? Interestingly enough, it is another midrange shell with a powerful combo. What's different this time, however, is that the cards are a lot more fair. This list is a little bit more well-balanced in my opinion. There is no broken turn three "deal with a Veinripper or lose" in this deck. It simply uses all of the best midrange value cards so well and with such synergy that most decks in the format cannot keep up. Nothing in the deck really feels broken to the point where you could pick out what card to ban. A lot of the cards that are good in the deck are played in other decks, so bans could have adverse effects that aren't good for the format. Nonetheless, the meta will either have to adapt to it, or we will need to see some new cards printed that make another deck good, or there will possibly end up being a ban.  Rakdos Demons currently takes up 46% of the metashare, and it has plenty of top finishes in every tournament that it's in. To put things in perspective, the next closest deck in the format when it comes to metashare popularity is a few decks that have 6%. Rakdos Demons has consumed the format, and it would be hard to find someone who would tell you that it isn't the best deck. What's nice about it is that it is also playable on Arena, and because of Pioneer Masters, we aren't even missing any cards. You can jam this on MTGO, or Arena, or in paper. Either way you spin it, this deck kills! What I find interesting about how this deck has developed is that the list only plays two actual demon spells now. We have moved past the other demons that were in the list that could make things a bit clunky. Now, the deck is much faster. It has a lot of plays on turns two and three, and plays threats on those turns that demand answers, as opposed to dropping bombs on turn four. This deck oddly enough, only has 2 four mana spells. It's astonishing how much the list has evolved, and also how aggressive it has become with the tweaks. You've likely seen a few of these lists floating around, as it has been a deck for a few months now, so I will go over a couple of cards that have been added to it recently that contribute to the aggressive nature of the deck. New Additions
Explore a powerful Mono Black Discard deck in Magic: The Gathering's Standard format. Dominate with card advantage, removal, and a sideboard guide.
It's Official, We've Lived Long Enough to See Ourselves Become the Villain. Time for Mono Black Discard
There comes a time in every Magic player's tenure where they are simply fed up with everything that they are seeing in the meta. Some move to playing decks that remove everything, or decks that counter everything - sometimes both. Some of us simply don't let our opponents have any cards in hand, and that's what I've opted to do today. There's something that just feels right about making the opponent have zero cards in their hand while we continue to draw and play threats onto the board. Discard went well in the meta a few months ago before Duskmourn came out, and I think it is possible for it to be good again. The win rate so far with our deck is solid, but it is different from the one we played before. This time we are looking to add some card superiority into the list, and the same card that accomplishes that allows us to play fewer creatures to focus on more discard spells, and efficient removal. Let's take a look at the new discard deck in the Foundations Meta. This deck got a little bit more consistency and some extra win conditions from Duskmourn, and it is refreshing to know that we have more threats to draw, and we now have a higher likelihood of drawing them. We want to try and draw as many cards as we can with this deck, because some of the better lists that are out there will also draw a ton of cards. We look to punish our opponent for drawing cards, and for not having cards in their hand. We also look to benefit from drawing cards while punishing our opponent simultaneously. The list has a ton of removal, because frankly there are some cards that are just too difficult to deal with in Standard and I got sick of waiting to sideboard and hoping that I drew the answers. We will go over the key changes from previous versions, and then we will go over the sideboard guide! New Additions to Mono Black Discard
Explore the impact of recent card bans and unbans in MTG Modern. Discover the new metagame shifts and standout decks in this evolving format.
Checking in on MTG Modern After the Recent Bans (and Unbans)
We are almost two weeks out from the recent bans in Modern, and there is now enough data to see if anything has really changed. Banning cards like The One Ring and Amped Raptor was an attempt to level the playing field in a format where it seemed as if it was difficult to win if you didn't play those cards. Both cards were two of the most popularly played nonland cards, and it was getting to the point where player sentiment about the format was increasingly poor. Wizards knew that they had to do something, and they also needed to do something that kept things interesting after banning two powerful cards. To keep things fresh, Wizards also unbanned Splinter Twin, Green Sun's Zenith, Mox Opal, and Faithless Looting. This seems to be somewhat reasonable so far. All of the cards light up different archetypes, and this was a clear effort to breathe life into the format. Now that Wizards has made their intentions clear on what they wanted to see out of the format, it begs the question: Has anything actually changed? Most Popular Cards in the Format Post-Bans Although it is refreshing to not see The One Ring as the most commonly played card in the format, there are still some of the usual suspects that round out the top ten most played nonland cards. Long story short, the energy decks are still the most popular, and the cards that are staples within the lists unsurprisingly are the most commonly played nonland cards in the format. Oddly enough, it appears that Mardu Energy has now become more popular than Boros Energy, which is an interesting shift. 
Explore the thrilling "Gruul Surprise" deck in Magic: The Gathering's Standard format. Cheat out powerful creatures, ramp efficiently, and counter control decks.
The Overlords Have Spoken! GRUUL is Surprisingly Fun!
It's no secret that in Standard we have some absolutely monstrous creatures right now. There are multiple ways to cheat them out, and the most immediate one that comes to mind is reanimator. With Foundations, we also get a bit more access to ramp, and the overlords from Duskmourn have been pretty impactful in the format as well. So the idea is that we can center a deck around having a bunch of enter-the-battlefield effects or attack triggers that allow us to commit some serious shenanigans. In Gruul Surprise, we are going to cheat out the big guys as best we can, be it ramp, or with a card that says we can simply put them on the board. Since we can sometimes do this at instant speed, it insulates us against board wipes, and allows us to set up one-turn kills. The idea is that we can get around control decks and punish opponents who didn't leave up any blockers. We are also looking to ping our opponents for tons of damage just by having creatures enter under our control. Since we are playing 7 overlords, we are also going to play Up the Beanstalk because it will allow us to draw a bunch of extra cards. OK, I have hyped up this fun deck enough. Let's take a look at the list! The addition of Llanowar Elves has really helped this deck to be more consistent and possibly try to keep up with the fast meta. We have access to the smaller board wipes that deal with aggro decks, while not killing all of our stuff. The deck does a great job of going over the top and running away with the game if left unchecked. Most of the time, playing against it feels like a ticking time bomb. We are able to deal pretty significant damage that forces the opponent to be very selective with when they attack, and when they leave up mana for removal. Let's take a look at some key cards. Relevant Cards
Explore the highs and lows of MTG 2024, from format shakeups to standout cards and controversies. Discover key changes in Standard and more.
The Good, the Bad, and the Ugly: Recapping MTG in 2024
2024 was a huge year for MTG. It was a lot of things. Controversial, exciting, frustrating, promising, and refreshed. We saw some formats get ruined, then fixed, then ruined again. We saw some great changes to Standard that not everyone was fans of at first, but they seemed to quickly warm up to them. We saw Wizards effectively abandon a format in favor of propelling Standard into a more prominent position. We saw some great cards printed for Standard, and some promising things to come in the next year that were announced. Along with that, a fair amount of people were still bothered by the new trajectory of the format. Some are calling into question the longevity of MTG now with the heavy lean into Universes Beyond. A little bit of everything happened this year in the MTG world, and it was interesting if nothing else. On a personal level, it was also a hell of a year for me, as I took down two different events and grew a lot as a player. We are going to look at The Good, The Bad, and The Ugly from this year! The Good I have to admit, I'm pretty excited that we have an infinite gain and drain combo in Standard right now. With Enduring Tenacity and Bloodthirsty Conqueror having made a lot of my dreams come true in my favorite format. Although the deck isn't the most viable in the format, it is incredibly fun to play, and I'm just happy that we had such exciting cards printed in the format. It leads to good card design going forward, and gives us promise for what's to come in the next year. 
logo

By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.

Follow Us

LATEST VIDEOS