In Magic booster draft, every pick is a trade-off between raw power, staying in your colors, and building a usable mana curve. This tool turns those three factors into a single score for each card in the pack and ranks them, so you can quickly compare close picks.
How it works
Each card’s score combines three weighted components:
score = power
+ colorBonus (on-color: +1.5, splash/colorless: 0, off-color: −1.5)
+ curveBonus (+0.5 if the card fills a mana value you are light on)
Power (0–5) dominates so a true bomb is almost always the top pick. The color term reflects how likely you are to actually play the card once you commit, and the curve term gently rewards filling out your two- and three-drop slots instead of hoarding expensive cards. Cards are then sorted highest score first.
Example and tips
Suppose you are leaning blue-white. A power-4 blue removal spell scores 4 + 1.5 = 5.5, beating a power-4.5 green bomb that scores 4.5 − 1.5 = 3.0 once the off-color penalty lands — because the green card may never make your deck. Early in pack 1, trust raw power and stay open; by pack 2 the color bonus should dominate your decisions. Treat the curve bonus as a tiebreaker, not a reason to take weak cards.