12-Point, my locals' standard for cost/power level in constructed FaB
The last couple of months, my friends and I have been playing Blitz and CC together using this set of rules we're calling "12-Point." Our local meta has been pretty fun, and we've had an easier time getting new folks to attend regularly since we adopted this ruleset, so I thought I'd share it with the community.
Rules:
12-Point is an additional layer of restrictions on an existing format. Start with the deckbuilding restrictions of your base format (CC, Blitz, etc.) and also ensure your deck scores no more than twelve points on this rubric:
- Legendary- and Fabled-rarity cards count as two points per copy.
- Generic Majestic-rarity cards count as one point per copy.
- Class/Talent-Restricted Majestic-rarity cards count as one point for a singleton copy and two points for any number of copies greater than one. This is effectively one point per copy in Blitz, but it amounts to a one-point discount on playsets in Classic Constructed.
- **Hero Specialization Majestic-**rarity cards count as one point per unique card name. In other words, a single copy of a Majestic-rarity specialization card counts as one point, and a playset of such a card also only counts as one point.
- The retired rarity Super Rare counts as Majestic rarity for the purpose of this rubric.
- Hero cards count as zero points regardless of rarity.
- All other cards count as zero points.
- Cards that have been printed at multiple rarities are considered to be the lowest-rarity version of that card for the purposes of this points system. For instance, Commander and Conquer counts as a Majestic-rarity card, even if you're using the Legendary-rarity printing.
Some nice things we've found about this ruleset:
- Armory Decks (mostly) follow these restrictions out of the box and are pretty potent in our meta. When we were doing full-on CC, we had a few players pick up an Armory Deck and come play, but only one ever became a regular during that time. When I'd talk to the others, they'd say something like "Well, I don't really think I can compete with this deck. I might come back later when I can upgrade it."
- There's a fairly strong correlation between the price of a card, its individual impact on a deck's power level, and it's point value. This ruleset seems to create a reasonably-narrow band of cost and power level. Decks cost something like $250-600 (Canadian) rather than the $800-2500 price point many players find daunting. Heroes largely still get to do their thing.
- Commoner and Clash are sick, but it's nice to get to play with that handful of cool pulls you've gotten out of your drafts or prize packs. Plus if your archetype of choice is super reliant on a playset of a couple specs or one particular legendary equipment, it works here.
- Super established players get to have lots of deckbuilding options and newcomers feel like they can still keep up.
- It's pretty easy for an established player to build a deck for a newcomer and know it'll be both fun and viable.
- Busted heroes rotate out and weak heroes get new specs, since this is just a layer on top of LSS' managed formats.
I think 12-Point hits a sweet spot for my local group. Have any of you been trying something similar? How has it gone over?
Posted Apr 8, 2025, 9:11 PM UTC
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