Top 8 Characteristics of a Great Limited Format

As spoiler season for Guilds of Ravnica wraps up and we look forward to the start of a new format and say goodbye to M19 (finally), I thought it might be fun to take a look at, in my opinion, what characteristics make up a good limited format. I went back and examined the cards, mechanics, and archetypes from my four favorite draft environments: Dominaria, Hour of Devastation, Khans of Tarkir, and Innistrad. What made these formats shine, stand out among the rest, and cause me to want to go back and draft them again and again right up until they rotated? I’ve got the answers below. Let’s countdown the Top 8 Characteristics of a Great Limited Format!
8. Colorless Mana Fixing
Anyone who has watched me do a draft of DOM knows that my love for Skittering Surveyor knows no bounds. I truly believe this was the best common in that format because of the flexibility it provided you during the draft. HOU had Manalith, Survivors' Encampment, and Traveler’s Amulet (the latter also appeared in ISD.) KTK had a full cycle of common dual lands and uncommon trilands. Giving all colors, not just green, access to mana fixing and ramp opens up the format to a number of options that strict two color draft environments just can’t offer. And while we’re on the subject of lands…
7. Lands as Viable Draft Picks
Okay, I admit this may be showing my bias for multi-color nonsense decks. But I also think it shows my love for Cube as well. One of the biggest level-ups for any cube drafter is realizing the power of picking lands. Duals and fetches are some of the best cards in any Cube environment and that is because a strong mana base leads to a consistent deck. And in a game with lots of variance, consistency is quite powerful. When lands are viable picks in a non-cube limited environment, it adds an extra layer of decisionmaking in draft. Choosing when to take a land versus an actual spell provides an interesting tension for any drafter to navigate. The memorials in DOM, the Deserts in HOU, and the duals and tri-lands in KTK all added an extra layer of challenge to those drafts.
6. Strong Removal at Common
The days of Doom Blade
5. Rares and Uncommons Worth Building Around
Where to begin here? I think it’s no coincidence that so many of my favorite sets are multicolor formats. They allow you to find your lane and be rewarded for it. But they also offer some of the most fun build-arounds in limited history. Secret Plans
4. Synergy Decks that are Greater than the Sum of Their Parts
This may seem like a repeat of #5, but synergy decks are a whole other beast. It’s one thing to first pick a powerful but niche rare and draft a deck around it. Zacama, Primal Calamity
3. Graveyard Interaction
When I went to look through my favorite sets to try and find some common threads, this point surprised me the most, but it makes so much sense. The graveyard as a resource adds an extra level of gameplay and decision making that leads to more interactive and fun games of magic. ISD had flashback and self mill which opened up the graveyard for every game. KTK introduced delve, an incredibly powerful mechanic that saw many cards being banned or restricted in constructed formats. Speaking of Flashback, Eternalize from HOU gave us a taste of getting to cast creatures from the graveyard as well as Aftermath cards to further expand the potential of what the graveyard had to offer. And in Dominaria, while there was no explicit graveyard synergy, each color had various ways to gain back resources from the graveyard: Ghitu Chronicler
2. Aggressive Deck(s) to Keep the Control Decks in Check
If there was no threat to the late game durdle decks, there would be no tension in deck building and drafting. What made these formats so good was that each one offered such strong, viable aggressive archetypes. In DOM, UR Wizards was widely considered the best deck in the format, and that deck came out of the gate fast and did not relent. While you were busy self milling and setting up your late game shenanigans in ISD, your GW opponent was busy ending the game and quickly. Two drop, Three drop, Travel Preparations
1. Ways to Mitigate Mana Flood and Mana Screw
Nothing frustrates me more than feeling like I don't have agency over a game of magic. I understand that variance is inherent to the game we love and I don’t want to change that, I just want to feel like wins and losses are decided by decisions I make more often than not. Formats that incentivize playing 18 lands as the rule are great ways to help mitigate mana screw, but what about flooding out? Mana sinks are the key to ensuring flood doesn't get the best of a limited player. This can come in the form of repeatable places to put mana like limited all-star Slimefoot, the Stowaway
So there you have it! My top 8 characteristics of a great limited format. I hope you enjoyed this trip down memory lane with me. And as we look to what Guilds of Ravnica has to offer us, I see many of these pillars present in that set, which has my hopes fairly high for the depth of this format. Fingers crossed!