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I've always been against the idea of 2P Booster for the following reasons:1. The deck-building rules don't restrict sites any more than 'no more than your souls' and it would become very easy to site-lock most of the decks built in Booster. If there were a rule like in Sealed (1 site max), it'd be more feasible.2. Sealed decks are built with a sound foundation of offense and defense (theoretically...), while Booster draft is hit-or-miss as to whether you'll get a good foundation for one, let alone two. By playing in multi, it allows decks that would find themselves without counters to specific defenses to try a different player for souls instead. If you did 2P, certain decks would just be locked out by certain defenses.3. There are exactly 0 rescuing doms in Booster. That means you have to actually win 5 (or 6...or 7...or 8...) in battle. This can be difficult enough to do in Sealed, but add in the site-lock (see #1), the defense-lock (see #2), and the inevitable soul drought (see mostly lack of speed) and these games would time-out more than not. With more players, there are more souls and more opportunities to make a rescue each turn, drought is minimized (yes, it can still happen, but less), you can find someone without a defense that completely counters you, and you can deal better with site-lock.And these are the reasons not to have 2P Booster.
It would always be done with a Tin so players have a deck foundation (and not using the Tins with only Teal or Orange).