I've run many Commander events with points per player “defeated by your actions”. My ruling here, similar to how I ran things at Commander, would be that the person who caused the final card to be milled should get the pack.
Originally posted by Aaron Henner:
Let me add to that though: Imagine instead that player A does 12 points of damage to player B. Player C does 6 points of damage to player B. Then, on player B's turn, B casts a Rabid Bloodsucker and promptly loses.
This is why it's easier to do things by points. I've always done 2 points per opponent that a player defeats, and 1 point for everyone still at the table when a player loses to their own actions, like in this case. It theoretically can make concessions awkward, but I've never had any problems when people conceded in my events. This also absolves players of the need to be obsessive bean counters and tracking every single point of damage/milling, and who caused each.
Assuming that it had to be packs and not points (and thus with no easy division), I'd probably end up giving the back to player B. After all, they did cause a player to lose. In casual formats like these, I think it's best to encourage people to have fun doing silly things (within limits of course), and I think causing yourself to lose to spite the person who was targeting you is plenty silly. Rule of Fun and all that.
Lastly, if none of this appeals to you, you could try givings points/packs by the order in which the players left the game (often the case when I do Conspiracy drafts). In my experience, this causes less confusion but more sour feelings, since too often, players in a winning situation get to play “Might Makes Right”, essentially having the unilateral power to decide who gets 2nd, 3rd, last, etc. I don't like players getting sour, which is why I prefer other methods of determining placing where possible.
Edited Alexandra Yang (Aug. 14, 2015 08:54:01 PM)