They have 12 or 13 cards instead of 15, and their card distribution is pretty complicated: 1 art card (5% chance of a signature variant) 1 land (15% chance of a foil land) 6 connected cards 35% chance of 5 commons, 1 uncommons 40% chance of 4 commons, 2 uncommon 12.5% chance of 3 commons, 3 uncommons 7% chance of 2 commons, 4 uncommons 3.5% chance of 1 common, 5 uncommons 2% chance of 6 uncommon 1 showcase variant 2 wildcards of any rarity 49% chance of 2 commons 24.5% chance of 1 common, 1 uncommon 17.5% chance of 1 common, 1 rare/mythic 3.1% chance of 2 uncommon 4.3% chance of 1 uncommon, 1 rare/mythic 2.6% chance of 2 rare/mythics 1 rare/mythic 1 foil of any rarity 1 token/ad card with a chance of being a card from The List You basically sacrifice the boosters ability to be used in a Draft for a chance at multiple rares
Seriously, if the first exposure most people had to Magic was Bottle Gnomes, the game would have 100% retention
With Gleeful Demolition joining the fray going all-in on an artifact build of 8 Whack with things like Memnite and Ornithopter to sacrifice could make sense
Instead, what we have here is an incredibly well-balanced and well-designed set that feels like Magic: The Gathering as it should be
Collector Boosters capture the full glory of the expansive FINAL FANTASY universe, from iconic characters to sweeping settings
You also don't want to waste spells on your opponents' turns when possible, because churning out these Elemental tokens is quite key to victory